All News: iRacing News
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 »
Commodore’s Garage #20 – Bumpstops and Crossweight
February 17th, 2017 by Matt Holden
Following our look at the details pertaining to crossweight last week, we’ll now turn our focus to a situation unique to cars with bump stop suspension systems. This is the first concept we’ll look at that will not apply to every car in some way, but while your interests may not fall into a … 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 #18 – Implementing Bump Stops
January 27th, 2017 by Matt Holden
Of all the things available to us in the sim-racing garage, the most confusing thing is typically the simplest component on the car: The bump stop. Ironically, the bump stop is just a tiny version of the one thing that almost everyone understands: springs. The confusion doesn’t come from its characteristics, but instead from … Read the Rest »