DiRT
Car Setup Guide
basics
Suspension
stiffness
This obviously sets up how hard the car's springs are.
In general these should be increased and decreased in
proportion to each other, unless the car lacks an anti-roll
bar at one or other end. an overall stiffer car will have
more grip on smooth surfaces because it will roll less.
it will lose grip on uneven surfaces, though as the tyres
wuill find it harder to maintain contact.
Ride
height (overall)
how high the car is from the road. or to put it another
way, how much movement you want to allow the suspension
to have. stiffer cars can run lower, and soft cars require
a higher ride height to avoid grounding and hitting the
bump-stops. really this setting and suspension stiffness
go hand-in-hand.
Final
Drive ratio
Basically this wants to be set as low as can be done without
the car hitting the Rev Limiter in the top gear - this
maximises the available acceleration.
Brake
Bias
This affects the understeer/oversteer balance under braking.
having this set towards the front will give you a stable
car under braking which will tend to go in a straight
line. moving this towards the rear will increase instability
making the car easier to provoke into oversteer
Central
Diff Torque Split
This essentially acts like Brake Bias, but for power-
set this forwards for stability and understeer, and to
the rear for power oversteer.
Downforce
The most fundamental tradeoff - straightline speed against
speed in the turns. Low downforce will give you a fast
car that won;t have much grip - high downforce gives you
a grippy car that may be sluggish on straight sections.
Anti-Roll
Bars (front / rear)
ARBs are the primary tool for tweaking the car's balance
in the turns. They act like the main suspension stiffness,
but only come into play when the left and right wheels
at each end of the car want to be at different heights
relative to the body.
As a general rule, a stiffer ARB at a given end will cause
that end to have less grip- or rather will make it more
likely that it will run out of grip first.
So a car with a soft front end, with a hard back end will
tend to oversteer, and a hard front end with a soft back
end will tend to understeer.
ARB
settings are often used to correct the natural handling
balance of different drivetrains bacuse they are a very
powerful tool.
The soft front/hard back is common in Front-wheel-drive
cars bacuse of the natural tenency they would have otherwise
to understeer. you can see this in action if you look
at pics of hot hatches and FWD touring cars being driven
hard where you can see them "cocking a leg"
and lifting the inside rear wheel in the air.
Similarly, powerful rear-wheel drive cars tend to run
with a stiff front ARB and soft at the rear.
Camber
camber describes the ange of the wheel in relation to
the car, looking from the front or the back. most racing
and rally cars run with a certain amount of Negative camber,
where the bottom of the wheels is further apart than the
top of the wheel.
This is important because the whole point of car setup
is making sure the tyres are giving the most they can
guvem the most of the time, and tyres give the most they
can when they;re flat to the surface of the road. (this
isn't entirely true but it severs for now and we'll come
back to this point later)
when the car is in a turn, the body rolls- anti-roll bars
combat this to a degree but it's undesirable to run the
car so stiff it won't roll at all.
As
the body rolls, so do the tyres (this makes an assumption
about suspension geometry that isn't, again, entirely
true, but it serves). is the tyre is perfectly flat to
the road when the car's not turning, the tyre will start
to push onto it's edge. what we want, then, is for the
tyre to be flat to the road when we need it most, when
we're turning. so this is what the negative camber acheives,
but angling the wheel, it's at the right angle when we
need it most.
What
this doesn;t take into account is an affect called "camber
thrust" which basically means that in real life the
optimum angle for the tyres when cornering is still angled
in a little bit when the car's turning because it pushed
the car sideways a bit.
Toe
Toe describes the angle of the wheels relative to each
other looking down on it. essentially, it's a stability
control. pairs of wheels that are toed-in lend stability
to that end of a car, and pairs of wheels that are toed-out
make it unstable. there is also a small straightline speed
penalty, as toed wheels are moving along the road slightly
sideways when the car is driving in a straight line. if
you're having difficulty with turning the car into hairpins,
toe-out on the fornt wheels can help. if the car's wandering
over the road when you want it to go straight, try toeing
the front wheels in. at the rear, a touch of toe-in can
help tame an oversteering car. it;s generally not considered
a good idea to toe-out the rear wheels as this can make
the car very unstable.
Dampers
Damper adjustment is a hard thing to put into words. in
basic terms the damping strength is somethgni that needs
to rise and fall in line with spring stiffness - harder
springs require stronger dampers. adjusting them on their
own producing an effect simliar to that of adjusting suspension
stiffness, but where they're really effective is in tweaking
the car's behaviour in transitions- turning into the corner
and coming out. once the car' settled into a turn, the
dampers should be doing less work.
Rebound
damping should usually be set at around 2/3rds of bump.
Fast
bump - "fast" in this case is referring to vertical
wheel speed, not the car's speed. what this adds is the
capbility to have extra damping force applied when the
wheel is moving very fast upwards (landing from a jump,
for example. or on rough surfaces) without too much compromise
on handling (where wheel speeds are generally slower).
Activation sets the level at which you want this effect
to cut in.
brake
size
by varying your brake size and pad hardness you can effect
changes to the strength and bite of the brakes.
Individual
gear ratios
This isn't something that generally needs changing uinless
in very specific circumastances. if, for example, you're
on a track that has very few low-speed turns (and you've
got the final drive set right), then it can be advantageous
to move all the gear ratios towards the final drive, so
the car can be working in its power band for longer. simlarly,
a track with lots of hairpins, but also a very long straight,
can benefit from having the ratios mostly low, but with
a long top gear for the straight.
Thanks to Rich Tysoe from
Codemasters
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mainpage DiRT car setup guide