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- DUB-L-DEE
Happy Birthday Tee!!! Hopefully Dub paid for the drinks…I just wanted to give a shout out today to @CdnSweetTee Happy Birthday Babe 🎂
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What do you mean by reverse toe? Typically for stability, you want to run some toe in on the rear (front of tires pointing inward, looking down from top of car). Too much and it will create excess tire wear, but will keep the car very stable. Too little, an dthe car get losse and twitchy on turn in or on throttle exiting. Ideally, for minimal wear, you want to be as close or near to zero as you can, but that makes the car very nervous. I usually hover in the toe in range of 0.15-0.20 in the rear. For the front, I like zero to 0.10 toe out.Ok - Not sure but it appears I have been driving with REVERSE TOE -
I’ve been a part of a few of your series’ @llNovall and I have to say that I for one, am always amazed at how you manage to keep the field so close, and allow for competitive racing across the board, with so many different skill levels all having a chance to claim victory. Huge Thanks to you for all your hard work and giving us all the chance to take part in this great sim racing experience!Alright, now that we are an event in and all drivers have TT'd at some point, here is the raw data for full transparency. The goal was to bring all drivers inside of 0.7 sec of each other in average pace. Optimal lap and fast lap is recorded for reference on overall lap potential. To figure out the average lap time, I take the optimal lap twice, fast lap twice, and any laps inside of 1 second of the fast lap. Total everything up and divide by the number of laps counted. Once the values are recorded, adjustements were made, and then TT's to verify the changes were ran. As you will see the numbers line up very closely.
The first photo is of the TT results. You will see the intial TT times at 669.00pp, and then adjustments. And then we added the 10pp for the series standard, and re-ran the TT for verifications of times vs regualtions with updated times noted to the right and final adjustments as needed. The target avg time range was 150.3 to 150.9. Anything faster got handicaped accordingly and anything slower got concessions accordingly using the reference sheet. Final PP regulations for the start of the season is shown to the far right.
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This photo is the reference to classing:
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Alot of time goes into these analysis to get us as close as possible....and as everyone can see, there are still anomalies that we cannot account for. But, this is about the best we can do to facilitate such close racing
How do you messure the tire temperatures ?Not at the PS / a very kind soul sent me his tune sheet for a comparison. While comparing i noticed my toe in / out was reverse of his.
I did a quick test od 5 laps and the car smoothed out and tire temps for 5 laps remained less then 185 deg as compared to the 195-200 deg that was happening.
Its not til.laps 7-10 that the tires hit over 200 so will need to test more tonight
I will figure it out tonight for sure but I think I was running toe reverse of what it needed to be.
I blame my idiot tuner myself 😂
With the Dave Academy program. It had a tire temp layout who display in real time the temp of your 4 tires.How do you messure the tire temperatures ?
Thank you sir for the support and kind words. These series were built on the premise of SNAIL's equalized driver pace being segregated into divisions for close spec racing, but then finding a way to take all those varying skill levels and merging them into one highly competitive grid. Alot of trial and error over the last few years finally yielded a formula that works as good as I could hope for. What makes all of the effort worth it, is the dedicated driver support and commitment to these series from all of you along with some of the most intense and close racing I have experienced. As mentioned in previous posts, this type of racing intensity of long multi-car battles is typically reserved for the real world racing or for the aliens that compete at the higher levels of sim racing. This was where I felt there was a void....us mortals at varying skill levels have a few battles with a car or two over a lap or two and then its a solo run for most of the race. SNAIL has always done a great job of offering close and competitive racing in spec form with long battles, and I wanted to expand on that with our Friday Night Racing based on popular racing car series. In my opinion, I think SNAIL's Sunday Spec Racing and our Friday Night Racing series' have nailed it on giving everyone who races in this community that upper level racing experience which sets us apart.I’ve been a part of a few of your series’ @llNovall and I have to say that I for one, am always amazed at how you manage to keep the field so close, and allow for competitive racing across the board, with so many different skill levels all having a chance to claim victory. Huge Thanks to you for all your hard work and giving us all the chance to take part in this great sim racing experience!
The members are also what make these series’ work as well as they do and this group has always been the most helpful and always willing to help the next guy/gal improve on their skills to tighten the field up even more.
Probably the biggest thing I’ve personally gained from being a part of this group is improved performance and more importantly, improved racecraft!
2 ways to monitor tire temps that I am aware of - may be moreHow do you messure the tire temperatures ?