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16  Everything Else / Chit Chat / Re: LSD on: May 14, 2012, 10:13:04 AM +0100
Just realised I never replied to this:

Quote
Perhaps Paul could explain why the PnG/GTR2 diff appears to me to operate in the opposite way to the GPL diff.

In GPL I was aligned with the fact that if I increased the amount of diff lock (lower angle) then I would increase the amount that the car would turn inwards at mid-corner when the power was applied.  Due to the outside rear wheel driving it around.

When I moved to PnG I went all the way up to 100% power side trying to achieve the same result and failed to notice any such thing.

Then Manteos provided me with a Cobra setup that had 20% power side diff and there it was.  I now don’t have a clue how the PnG diff is supposed to be working but if I want it to turn under power then the setting on the diff needs to be low.  It’s as if PnG never models the inside rear losing traction. 

I have no idea really, other than to say that the physics in PnG is rather simpler, plus the fact that the cars are rather different.  A 60s grand prix car is a lot lighter and has the weight over the back. I would also say that your GPL rule (more locking = more turn on power) is perhaps too simplistic as it only really applies once both wheels lose traction.
17  Everything Else / Chit Chat / Re: LSD on: May 09, 2012, 02:49:32 PM +0100
How did I know that you were going to say that  Roll Eyes Wink
18  SimRacing In General / GTR2 / Re: GT-Web 24hr 2/3 June Schedules on: May 09, 2012, 12:30:13 PM +0100
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I can only do the last stint 8 really for lmp1. I think my last race at Donington is 5ish the day before so i'll need a lie in to recover 

You mean Oulton don't you?
19  Everything Else / Chit Chat / Re: LSD on: May 09, 2012, 09:27:15 AM +0100
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2. It is not fine for a normal road car unless it's hideously underpowered.  You just don't notice most of the time when you're just tootling along.

I beg to differ on this. Only a tiny handful of cars have an LSD as standard. If by 'hideously underpowered' you mean 'less than 300HP' then perhaps, but these cars have the diff more for track work so are not just 'road cars'. Anyway, most road car diffs are not the same as the racing diffs being discussed as they are often simpler viscous types without the sophistication or performance of racing diffs.

Just as an example, I'm pretty sure that a standard 997 S (911) doesn't have an Locking diff, and that has 400 HP - hideously underpowered?
20  SimRacing In General / GTR2 / Re: GT-Web 24hr 2/3 June Schedules on: May 08, 2012, 11:02:58 PM +0100
 lol lol lol
21  Everything Else / Chit Chat / Re: LSD on: May 08, 2012, 07:44:58 PM +0100
I'll have a go:

A standard diff is there to allow the driven wheels to turn at different speeds when going round a corner, because if they were locked to the same speed then the inside one would scrub because it has a shorter distance to travel.

This is fine for a normal road car, but in a racing car there is a problem. The design of a standard diff will mean that if one wheel loses traction and spins up then the power is sent to that wheel.  The other wheel can spin at a different speed but it has reduced power until the inside wheel gains traction. This waste of power is obviously a bad thing in a racing car. The fact that  one wheel can lose traction independently is also bad because this means traction is limited by the wheel with least grip - not great, as the wheels rarely have the same grip mid corner.

One alternative is to get rid of the diff altogether and lock the wheels together but this is pretty radical and makes the car very reluctant to turn. A more effective solution is to use a limited slip diff. This will lock up to a certain extent and under certain circumstances, but these can be tuned to make sure that the locking does not compromise the car too much. There are normally different settings for when the car is on the power and when it is not, and also different rates at which the locking comes in and out.

In iRacing and GPL the ramp angles determine the amount of locking (more ramp = less locking) and the clutches and preload determine the rate of change (I think). In GTR2 and GTL the values are simplified to just locking amounts, but these are the other way round - higher = more locking. There is no way to change the rate of locking.

I hope that helps  Smiley
22  SimRacing In General / iRacing / Re: So we've had iR 2.0, NTM, NNTM and now.... NHM on: May 02, 2012, 09:22:09 AM +0100
It isn't the original set though. It is a new one which is pretty safe but takes all the fun out of the car because of the terminal understeer  Angry
23  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 27, 2012, 01:08:05 PM +0100
Do you mean this:

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Your discription of the diff was spot on and nice and straight forward, unlike mine. The one piece that I thought might confuse folks though was the above as it could easliy be taken as increasing drive ramp angle from say 60 deg to 80 deg will increase the locking factor. This wouldn't be correct as a higher angle is actually less locking factor. I know you probably didn't mean
for it to read that way but that is what I would read it as the way you have it. The ramp angle for both drive and coast is inversly proportional to locking factor.

He says it was 'spot on' but then goes on to say that the ramp angle bit was was wrong - higher ramp angles mean less locking, not more.
24  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 27, 2012, 10:54:25 AM +0100
I think it is pretty clear. That post is the only place which contradicts the way that diffs work, and it is corrected later in the thread.

What is slightly less clear to some is the effect that locking has. On the power side, it isn't as simple as saying 'more locking = less oversteer', or something like that. You have to understand the context. On the coast side it is fairly simple as more locking means more stability but more understeer, but the power side can mean both things. If the diff is locked then up to the point where the tyres let go the car will understeer more, but when they do go you will get much more sudden oversteer.
25  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 27, 2012, 10:28:54 AM +0100
If you read a couple of pages into the thread, you get this correction from Glenn Kinsey, which Niek seems to accept:

Quote
Good write up Niek, the one area that I think your explanation doesn't seem quite right though is the infamous diff.

The Coast and Drive ramp angles work the same in that the lower the angle the more locking the higher the angle the less locking. What differs between Coast and Drive to the feel of the driver is the effect it has.

Higher drive ramp angle (e.g. 70-85deg) = lower locking on throttle application, which allows the car to turn more readily when under the limit of the tyres adhesion but if taken too far allows the inside wheel to spin this can have the following symptoms: on slow speed corners loss of traction and hence poor acceleration out of the corner, on high speed corners it can result in understeer on mid corner and corner exit with throttle application.

Lower drive ramp angle (e.g. 45-60 or lower) = more locking on throttle application, which resists the car turning when under the limit of the tyres adhesion but when approaching the limit of tyre adhesion allows the driver to 'turn the car with the throttle". When taken too far it can result in rapid throttle oversteer. Lower drive ramp gives better acceleration and enables the car to turn on medium to high speed corners easier without having to lift off the throttle.

To set drive ramp angle I usually start with three plates and 70deg, if the car is understeering on the mid to corner exits of high speed corners or the inside wheel is spinning up under acceleration I will reduce the ramp angle a click, if the car is entering throttle on oversteer to easily I will increase the ramp angle a click.

Higher coast ramp angle (e.g. 45-60 or higher) = lower locking power under deceleration, this allows the car to turn more readily when under the limit of the tyre adhesion but if taken to far allows a single rear wheel lock up which can equal instability in the braking zone often ending in a spin.

Lower coast ramp angle (e.g. 20-30) = more locking under deceleration, which resists the car turning into a corner when under the limit of the tyres adhesion. A lower coast ramp angle increases braking stability but if pushed too hard can be unforgiving as both rear tyres will loose traction together (not good).

To set the coast angle I first make some assumptions of the car. The GT doesn't like trail braking as much as some other cars so I tend to brake in a straight line as much as possible and be trailing off the brake very rapidly or be off the brake fully for turn in. With this in mind I aim to make its brake performance in a straight line very strong and hence start with the coast ramp angle at 30 degrees with three plates. This I have found is a good setting for most tracks, in some cases I may raise the ramp angle if the braking zones aren’t aggressive and there is a lot of high speed turns.

On a side note on plates - my observation is that adding a plate increases the locking factor by about the equivalent of 1.5 to 2 clicks lower in ramp angle meaning 70 with 3 plates is approximately the same as 60-65 with two plates. With preload and plates I don't feel there is much difference in preload when adjusting plates and therefore don't adjust preload if changing amount of plates. Another interesting observation with number of plates is that the less plates you have the diff reacts more quickly and aggressively, with more plates the diff reacts a little slower and smoother.

Preload - preload is a tricky one to understand what is best. Obviously higher preload means more locking when the car is neutral (i.e. not accelerating nor decelerating). So the natural thought is that a higher preload is bad as it resists turning mid corner right? So you should have it as low as possible? There is much discussion about this even on real life forums when it comes to building diffs, most diff builders will say as little as possible is better. However there is evidence that some top level teams use high preload in there diff builds and hence there is an alternative view that a high preload diff is better. At the end of the day it will come down to driver style and personal preference.

My preference is for higher preload and as such I start building sets with a preload of 4,800 kg and often use much higher than that. Why would high preload work you ask, I think it works well for me as the premise for building GT sets is that I do most of my braking in a straight line and as such the trajectories through a corner may not be as smooth as someone who trail brakes more or coasts into a corner more. Hence the handling characteristics that I am looking for in the GT are: strong stability in the braking zone, a tight car that can be thrown into a corner aggressively (understeery in neutral phase) and a car that can be steered with the throttle.

With that in mind my starting points for the diff in the GT are Drive/Coast/Plates/Preload 70/30/3/4800 if the car is too loose mid corner I will raise the preload if it is too tight I will reduce the preload. This judgement is taken when in the scary mode when the tyre noise is telling you that they are scrubbing, if you’re not judging it in that mode then you will be adjusting it incorrectly.

So the above on preload should not replace what Martin has written but it is an alternative view of how to set up the diff.

One thing to note is that obviously preload has an interplay with coast and drive locking and as such my starting points with building a diff would likely be different with lower preload as a starting point. In other words if you take a diff setup for a given track from Martin and whack high preload on it will likely not work nicely. If I change preload by a large margin I normally also adjust drive and coast as well.

Jeez I didn't intend to turn this into an essay...   I hope someone gets some use from it and it hasn’t put you to sleep!
This message was edited 1 time(s). Last update was at 4/1/2012 4:42 p.m.
26  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 27, 2012, 10:21:33 AM +0100
Sorry, didn't explain the last post very well. In Niek's quote, it is the power side that is wrong, not the coast. On the power side, according to normal diff theory, if you increase the ramp then you decrease the locking. This means that on the power the inside wheel will spin up, which loses traction but stops the car suddenly going to oversteer. You can feel this on the centripetal circuit - make the setup quite oversteery to start with (soft front, hard rear) and then set the power ramp to 20 (set the preload and clutches to max). On the power the car will quite easily kick the tail out. Then turn the ramp to max, and then car is much less twitchy on the power. This is what I'd expect - lower ramp = more locking.

Quote
Though infact it does say that coast setting is opposite to the power setting!

Not sure I follow you Spanner? Do you mean in Niek's quote or somewhere else?
27  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 27, 2012, 09:39:14 AM +0100
The way he describes it is back to front to me. If one of them is reversed then it is the coast side number. High ramp angles mean less locking in every description of a diff I've ever seen. GPL was like this too. I'm not sure GTR2 uses ramp angles - it just has diff settings, which could be taken as locking rates.

I just tried the GT at the centripetal ring, seeing what effect min and max coast side ramp angles had. To be honest, it was almost impossible to tell the difference, and I couldn't say either way which was more locked! If anyone has a test which demonstrates a clear difference then I'd like to try it.
28  SimRacing In General / iRacing / Re: So we've had iR 2.0, NTM, NNTM and now.... NHM on: April 27, 2012, 12:18:34 AM +0100
Having driven the caddy at Okayama and now Mosport, I have to say I'm really impressed  Smiley Easy enough to drive at 90% but on warm tyres 100% really gets you sweating! Nice balance, enough power to play a bit (but not too much) and brakes which let you steer the car into a corner instead of into the gravel traps. Why anyone would choose to drive the Mustang now is anyone's guess? This is the sort of car they should have had years ago.
29  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 26, 2012, 07:37:23 PM +0100
I would agree with Dave in that you don't need to understand what ramp angles are, just what they do.

My take on it is this:

Power side

Low ramp angle - more locking - more traction on the power, more chance to steer the car on the power but the car may understeer more on the power and there is potential for snap oversteer.
High ramp angle - less locking - less traction (as the inside wheel spins up), not easy to get the car to tuck in on the power but safer on the limit.

Coast Side

Low ramp angle - more locking - more stable off the power, better on the brakes, but more reluctant to turn in.
High ramp angle - less locking - less stable but with better turn in.
30  Everything Else / Chit Chat / Re: My simracing psychiatrist couch session on: April 26, 2012, 05:29:30 PM +0100
Quote
In iRacing, power side is lower numbers for less locking (same for clutches and preload), but coast side is higher numbers for more locking.

Are you sure you don't need another coffee top up Dave?  Wink

I was sure that the ramp angles work the same way for both - lower = more locking. If you run the power side at 85 in a vette then it doesn't want to power oversteer at all (because the inside rear spins up).
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