All News: springs


Commodore’s Garage #34 – Truck Project: Auto Club Speedway

January 13th, 2018 by Matt Holden

  Somebody needs to mark the calendar because a sign of End Times arrived last night after our Truck race:  Somebody was happy with the way Jeff Parker raced him. All jokes aside, it’s safe to say that our race at Auto Club Speedway was a one-and-done situation because it’s highly unlikely that we’ll be … Read the Rest »

Commodore’s Garage #33 – Truck Project: Lucas Oil Raceway

January 8th, 2018 by Matt Holden

  Week four of the Season 1 Class C season is in the books, and this time we actually got a race in with the Truck Project!  Last Thursday Alex Scribner, Jeff Parker, and I all got into the 9:45pm Eastern race and were able to shakedown the truck in a full-bore, “this matters” type … Read the Rest »

Commodore’s Garage #19 – Crossweight

February 10th, 2017 by Matt Holden

  Last week we looked at bump stops, but this week we’re going to cover weight distribution, specifically crossweight.  Why would we move straight from springs to crossweight?  When we dive deeper into bump stops (specifically shims, gap, and contact timing), preloads, and shocks, crossweight is going to come into play a lot.  And I … Read the Rest »

Commodore’s Garage #16 – Adjusting the Spring Package

December 24th, 2016 by Matt Holden

  As we approach the holidays and the close of 2016, instead of putting more information out there, I’d like to send everyone on a mission.  It’s pretty simple, and the few weeks we’ll have should be plenty of time:  Get your spring package right!  In previous racing sims, that was pretty simple, right?  iRacing’s … Read the Rest »

Commodore’s Garage #15 – Starting Spring Package

December 9th, 2016 by Matt Holden

  We now know the basic ins-and-outs of the spring components in our race car, but we need to apply that to the car and get started with our race setup.  “Where do I start?” is probably the most common question asked, and in almost every case, the answer is the spring package.  We have … Read the Rest »

Commodore’s Garage #14 – Ride Heights, Perches, and Deflections

December 2nd, 2016 by Matt Holden

  The last major piece of the puzzle we need to look at before diving into building a setup are the three simplest things in the garage:  ride heights.  Older (and even some newer racing games) have a “Ride Height” adjustment in their setup garages, completely independent of the rest of the car.  Anyone who’s … Read the Rest »

Commodore’s Garage #9 – Bump Springs

September 30th, 2016 by Matt Holden

So far we’ve gone over how the main springs work on the car, but we still need to cover secondary springs, or “bump stops”.  iRacing has recently overhauled the Gen 6 Cup cars and the Xfinity cars to use bump springs, but those still fall under the category of bump stops.  To understand why the … Read the Rest »

Commodore’s Garage #8 – Coil Binding

September 23rd, 2016 by Matt Holden

Last week I went over the various thing that can influence your spring choices for a given track.  How much banking, amount of bumps, and even the weight of the car can drastically alter what you need in your race car, but can those rules be broken?  Of course they can, and it’s not uncommon … Read the Rest »

Commodore’s Garage #7 – Selecting Springs

September 16th, 2016 by Matt Holden

  Last week we looked at how springs work, how they’re rated, and the different types of springs that may be available on our virtual race cars.  The big question, however, is always “What rates do I use?”  Older sims had flaws in the physics, so spring choice was simply based on what you could … Read the Rest »

Commodore’s Garage #6 – The Spring

September 12th, 2016 by Matt Holden

In the history of sim-racing, nothing has been more associated with chassis setup than the springs.  At the same time, nothing has been more misunderstood than the simple coil spring.  There are countless different kinds of springs, from coil, to leaf, to torsion springs, and everything in between, and racing series regulate them heavily.  When … Read the Rest »