All News: setup guide


Commodore’s Garage #27 – Related Adjustments

July 28th, 2017 by Matt Holden

In the last article we looked at the process for initial chassis setup.  To recap, we’re trying to replicate what a real-world team would do on a pull-down rig in the shop to get the car essentially race-ready by the time it arrives at the track.  This involves cycling through various spring options to find … Read the Rest »

Commodore’s Garage #26 – Let’s Get Started

July 7th, 2017 by Matt Holden

  After twenty five articles covering the major concepts and options in our sim-racing garage, it’s time to actually start applying all of what we’ve learned to build a setup from scratch.  Some of you may be thinking, “Finally…it’s been over a year!”, while others may be thinking about what a daunting task it is … Read the Rest »

Commodore’s Garage #25 – Bumpstop Contact in Telemetry

June 16th, 2017 by Matt Holden

Last week’s build release put a stop to the coil-binding trend in the Class B series that had become widespread across the front-running cars.  Eliminating all front springs below 500 lb/in took us away from binding by simply eliminating the springs that could bind under normal conditions, placing everyone firmly into the bump spring setup … Read the Rest »

Commodore’s Garage #26 – Pre-Build Prep, Post-Season Tests

June 2nd, 2017 by Matt Holden

Believe it or not, the grand event known as Week 13 is upon us yet again and with that comes a new build.  By now, you’ve most likely run your final race of the 12-week season and it’s simply a matter of waiting just over a week until you can race again.  There’s a lot … Read the Rest »

Commodore’s Garage #24 – The Dreaded Push-Loose

May 12th, 2017 by Matt Holden

  All three NASCAR iRacing Series just finished a short-track swing, and during those weeks I saw, heard, got involved with, and was even asked about one of the most difficult phenomenon to understand in sim-racing:  The “Push-Loose”.  The series went to four of the most troublesome tracks to set a car up for, starting … Read the Rest »

Commodore’s Garage #24 – Minor Settings

April 28th, 2017 by Matt Holden

  We’ve gotten almost every major part of a race car covered in the articles so far.  All that’s left before we dive into the meat ‘n potatoes is the adjustments in the garage menu that frequently get overlooked because they rarely need any attention.  Despite this, they can often lead your setup process in … Read the Rest »

Commodore’s Garage #24 – Camber

April 14th, 2017 by Matt Holden

  If you own a car, you’ve experienced the pain of having a wheel go out-of-alignment and probably noticed the car didn’t quite behave in the same way it used to.  On a street car this pull is an annoyance, but in racing it’s an advantage!  In all forms of motorsport from karting to Formula … Read the Rest »

Commodore’s Garage #23 – Sideforce & The Gen6 Update

March 31st, 2017 by Matt Holden

  I’m not sure if you guys have noticed, but lurking in the shadows of the dirt update was a small update to the NASCAR Gen 6 Cup cars.  In addition to a reworking of the aerodynamic behavior of the car itself (2017 butter-knife spoiler!!), the suspension was updated with new, tighter restrictions for the … Read the Rest »

Commodore’s Garage #22 – Shocks!

March 24th, 2017 by Matt Holden

  If you’ve watched enough racing, there’s a good chance you’ve heard at least one team mention that they’ve got a new “shock package”.  There’s also a good chance that team was either significantly faster or far more terrible than they were on the old shock package.  Shocks have that power in bunches, and a … Read the Rest »

Commodore’s Garage #21 – Telemetry

March 3rd, 2017 by Matt Holden

  The most valuable thing to tuning a car is data.  Whether it’s tire temperatures, pressures, wind tunnel, or telemetry data, anything that can tell you what the car is doing at any given moment can be worth its weight in gold.  Despite a visual simplicity, telemetry data is a rabbit-hole of complexity with almost … Read the Rest »