Setup Matrix
Setup Matrix
This document is intended as a quick reference guide. It is not supposed to include detailed explanations. Nor
is it supposed to be my soap box. Refer to the source material, if you want more detailed explanations of
what's actually going on. Virtual racing is a fantastic hobby, and is certainly not for everyone. However, if you
have the patience to stick with it, you will find it very satisfying.
I set this up to help me solve specific tuning problems with driving simulations. That is, sometimes I'll get in a
car I don't know, or on a track with some extreme(ish)/odd situations/corners (Knutstorp), and I want a quick
reference to see which adjustments I should be fiddling with.
This was originally a paraphrase of the setup guide in the back of the handbook from EA's F1 2002, but I have
added sections from a few online sources, and given credit when I did.
For actual explanations of various bits, I highly recommend you read RacerAlex' Avanced F1 Setup Guide
(http://watcher.drivingitalia.net/index.php?name=Downloads&d_op=viewdownloaddetails&lid=23)
NOTE: This was based on information from a variety of sources, and is supposed to be a general purpose tool,
so not all items apply to all cars.
I certainly take responsibility for my work. If you find erroneous information, or think I should add something,
email me: cbarnett[at]yahoo[dot]com?subject=Setup Matrix
Topic (and what it might affect)
1. Gearing (speed, and acceleration) 13.Caster (turn-in, oversteer, understeer, corner
2. Brake Duct Size (engine cooling, and speed) stability)
3. Engine Rev Limit (horsepower, reliability) 14.Toe-in (turn-in, tyre wear, top speed, and
4. Engine Brake Mapping (fuel consumption, stability)
and snap oversteer) 15.Tyre Pressure (grip in corners, tyre wear,
5. Radiator Size (engine cooling, straight line understeer, and oversteer)
speed) 16.Ride Height (bottoming out, understeer, and
6. Steering Lock (turning circle, and control) oversteer)
7. Differential Lock (stability, [snap] oversteer, 17.Packers and/or Bump Rubber (bottoming out,
and understeer) understeer, and oversteer)
8. Wings (grip, tyre wear, top speed, oversteer, 18.Spring Rate (bumpy surfaces, grip, tyre wear,
and understeer) responsiveness, understeer, and oversteer)
9. Anti-Roll Bars (grip, surface handling, corner 19.Bump Damping (tyre wear, bumpy surfaces,
exit, tyre wear, responsiveness, oversteer, and grip, nervousness, understeer, and oversteer)
understeer) 20.Rebound Damping (tyre wear, responsiveness,
10.Weight Distribution (oversteer, and corner entry, and exit, understeer, and
understeer) oversteer, chassis roll)
11.Brake Bias (stopping distance, braking 21.Simulating understeer, and oversteer with the
stability, snap oversteer) brake, and/or throttle
12.Camber (grip in corners) 22.Simulator Controls (Steering wheel, pedals,
etc)
23.Links
24.Glossary
Section Action Effect on Other Effects
Balance
1 Gearing
1.1 Lengthen Gears None Increase potential maximum speed;
decrease acceleration.
1.2 Shorten Gears None Decrease potential maximum speed;
increase acceleration
2 Brake Duct Size
2.1 Increase None Increase engine cooling; decrease straight
line speed.
2.2 Decrease None Decrease engine cooling; increase straight
line speed.
3 Engine Rev Limit
3.1 Increase None Increase horsepower; higher engine
temperature; lower reliability
3.2 Decrease None Decrease horsepower; lower engine
temperature; higher reliability.
4 Engine Brake Mapping
4.1 Increase Decrease None
oversteer
under negative
throttle
4.2 Decrease Increase Reduces fuel consumption; low numbers
oversteer can exacurbate snap oversteer, if you
under negative suddenly lift in a corner.
throttle
4.a Engine Brake Mapping will affect how much the engine helps slow down the car -
lower numbers result in MORE engine braking, which also uses less fuel. The
downside is that the engine only slows down the driven wheels, which can cause a
braking imbalance between high and low speed.
People tend to use the words "understeer" and "oversteer" when describing the
effect of the differential lock. In reality, oversteer is truly the only thing you are
actually adjusting. It's only because a lack of oversteer naturally moves the car closer
to an understeer condition that understeer is used as a descriptor at all.
Note that some drivers turn off the software that comes with the equipment, preferring
instead to use the in-game controls alone to set the force feedback, button mapping,
and so on. This is also a matter of choice, and possibly system resources, but you may
lose some features by turning off the manufacturer's control software. Note also that
some controller software has one effect, and the in-game adjustments are overlaid on
the system settings, so turning off the controller software requires retuning the in-
game settings.
23 Links
Caveat
Inclusion of a link in this list is by no means an endorsement. However, I am certainly
not an authority on racing chassis tuning, and some of these guys might be. Also,
some of these links are quite simulator-specific, so get what you can out of them. I do,
on the other hand, wholeheartedly support anyone who would take the time to write
something to help the community, and post it for all to read ;-)
My personal preference is to drive a car that feels like a real car, and have a setup that
might be usable in the real world. Suffice it to say that alien setups are, for the most
part, unrealistic. They'd either rip the tyres to shreds, break components, or actually
injure the driver. The common response is "We don't drive those cars; we drive these
cars." so you decide.
Yahoo! search for 'trailbraking' I didn't like any of the explanations I
found, so read them all, and practise,
practise, practise.
Racer Alex' explanation of real F1 tuning This is a wonderful, if large, article with
pictures. It is in PDF format only, as far as
I can tell.
Old Farts Racing - Driving Tips Includes Car Tuning 101. Great place to
start.
Building a Setup for Grand Prix Legends Paul Jackson's detailed HOWTO. Great
place to go second, but some of it is a bit
GPL-specific.
TKD's post on 'preload' This is a single forum post, so it may
disappear, or move. Tell me if it does,
please.
JohnP's guide to setting up a GTP car A forum post once again, and linking to
two downloads, a text version, and a MS
Doc version. This is very specific to GTP,
and N2003-based simulations, and some of
it is quite alien.
The Physics of Racing Old Fart's presentation of Brian Beckman's
famous work. This is math folks, so take a
week off before you start reading.
24 Glossary (My definitions to clarify some of this document. Email me, if you disagree.)
Simulator
Software and/or hardware that simulates something from the real world, as
opposed to a game which subordinates reality to gameplay, regardless of how
good the underlying software is. Need For Speed, and Project Gotham Racing
are not simulators.
Physics Engine
That part of the software the controls the simulation of real-world physics
Alien
Someone who drives faster than should be possible.
Alien Setup
A setup that is impossible, or unusable in the real world, or one the takes
advantage of flaws in the simulator's physics engine.
Gentleman Racer
Someone who would rather let you by, than put you in the wall while you try to
make an incredibly stupid pass.