Advanced Setup Guide - LFS Manual
Advanced Setup Guide - LFS Manual
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Contents [hide]
navigation 1 Introduction
Main Page 2 Brakes
Recent changes
2.1 Max per wheel & rear-front bias
Random page
3 Suspension
Help
3.1 Ride Height Reduction
3.2 Stiffness
links
3.3 Bump & Rebound Damping
LFS Main Site 3.4 Anti Roll
LFS Forum
4 Steering
LFS World
4.1 Maximum Lock
LFS News
4.2 Caster & Inclination
4.3 Scrub Radius
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4.4 Parallel Steer
Search 5 Wheels
Go
Search 5.1 Toe In
5.1.1 The Front Wheels
5.1.2 The Rear Wheels
toolbox
5.2 Camber Adjust
What links here
5.3 Track
Related changes
Upload file 6 Final Drive
Special pages 6.1 Final Drive Ratio
Printable version 6.2 Front/Center/Rear Differential Type
Permanent link 6.3 Front/Center/Rear Differential Slip Limits
Page information 6.4 Front Torque Bias
6.5 Individual Gear Ratios
in other languages 7 Tyres
Deutsch 7.1 Type
Italiano 7.2 Pressure
8 Downforce
8.1 Front/Rear Wing Angle
Introduction
This is an advanced setup guide, by that I mean I won’t be skimming the surface but will be going into lots of detail (where required), so there’s plenty
to read here. I’ll try to explain what each setting does so you have an idea of what you are actually adjusting, as well as how to adjust the setting to
either its optimum (in terms of lap times) or what best suits your driving style (and ability). I will do my best to explain things clearly, though certain
aspects are quite technical and there isn’t really a nontechie way of explaining things. If you are confused by anything, take a deep breath and try
rereading the paragraph from the start. If you are still unsure of what I’m saying, feel free to contact me and I will try to explain it better. It could be a
good idea to get some idea of the setup options and be used to fiddling with them a little before reading. Chances are you’ve tried anyway.
If you spot anything that is incorrect, or know a better way of explaining anything, please let me know: [email protected]
Remember, setting up your car is always a compromise – altering one setting to what seems the ideal will usually screw something else up. This art
form is not about what your settings are, but about getting them to work in harmony with each other, the car, the track and the way you drive. And it’s
not easy. Hence the guide.
Brakes
An essential part of racing is not just going forwards quickly, but slowing down quickly and in
the shortest distance possible. Thankfully there are only a couple of adjustments necessary,
meaning it should be relatively quick and simple to get your brakes sorted, especially since
the settings in the default setups are usually very good.
equally). Note that the brakes are only adjustable between 5% and 95%, so two of the
examples I just gave aren’t actually possible in game. The brakes in LFS appear to not have
kneepoints, so that’s one less thing to worry about.
Q) How do I tune them?
A) To get the brakes nearly perfect, you can just do some trial runs. First, get your tyres up
to the optimum temperature because cold tyres lack some grip compared to warmed tyres,
so before setting the brakes make sure the tyres are at their optimum temperature. After Example 1 Brake balance set too high
this, get the car up to speed along a flat surface (Blackwood straight after the dip comes in
handy), switch to forces view (press F) and floor the brakes. As a picture is worth a
thousand words, these should cut your reading time nicely:
NB: These screenshots are from v0.3 but there are no differences for the purposes of these
explanations.
Example 1: Brake balance set too high
Here the front wheels have locked, while the rear wheels aren’t helping you slow down
much. With the steered wheels locked you are unable to change direction, so the car will
plough on in a straight line. Locked wheels will heat up the contact patch of the tyre very
quickly, and overheated tyres loose grip rapidly. Big lockups will also cause the tyre to
become flat spotted.
Example 2: Brake balance set too low
Here the rear wheels have locked. Locking the rear wheels will promote oversteer in the
vehicle, particularly if you have a little steering lock applied, so will make you lose control of
the car very quickly unless you are good at counter steering. Otherwise say hello to that
barrier. Not the best setup to have if you like to trailbrake into corners.
Example 3: Too much force
Solution: reduce Max per wheel xxx Nm. Locking all the wheels, while it can stop you the Example 2 Brake balance set too low
fastest on loose surfaces, is certainly not a good idea as you will be completely out of
control, so the car will just do its own thing. You are also unable to determine if you have
your brake balance set correctly.
Example 4: Perfect?
Well, no, actually. OK so all four wheels are pretty much at their limits, but this is without
taking other factors into account (namely engine braking).
NB: This is using the brake
settings from the default setup.
Example 5: Controlled
This is how I run the car (in this case, the XR GT). What have I changed? Firstly I have
reduced the brake strength slightly to prevent the wheels from locking under normal
circumstances. More importantly though, I have altered the brake balance to take engine
braking into account. RWD cars are best run with the brake balance slightly too forward (see
picture), while FWD are best run with the brake balance slightly too rearward. For AWD cars
it depends on your torque split setting. This way you gain extra control by downshifting when
braking. The earlier you downshift, the more additional braking strength is applied to the
driven wheels. If you don’t take this into account when setting up your brakes, the wheels
would very likely lock when downshifting.
From here you may need to tweak the settings, and to find out if you need to do this, you
need to race. Different surfaces have different amounts of grip available, so while you might
feel you could increase brake strength in one part of the circuit, you could already be locking
Example 3 Too much force
the wheels in another.
Ideally, you want to set the brake strength so that the wheels will almost lock on the part of
the circuit with most grip – and you can vary the amount of brake applied elsewhere. For
users with a digital controller for the brakes (i.e. a button), you can either use a lower brake
pressure at the sacrifice of ultimate braking power, or use the brake help driving aid, which
will prevent lock ups but never brake as well as what you could with a analogue controller.
Something else to take into account is downforce (or negative lift, if you prefer), as this
increases grip with speed. So while you might not lock the brakes at high speed, they could
lock easily at low speeds. Unfortunately there is no way around this if you want to be able to
brake as hard as possible at high speeds. It is quickest to set the brakes up for the fastest
braking point on the circuit, and be easy on the brakes during slower corners. Also, if you
brake from high speed into a tight corner, this means you will be shaving off a lot of speed,
and therefore grip. This means that as you brake, you need to slowly be letting off the brake
pedals in order to avoid lock ups.
There is one more twist to the brake settings story: hills. Circuits, by their nature, go round –
so if you go up a hill at some point you are also going to go back down it. The more hilly the
track, the more likely it is that you will end up having to brake on an incline. When braking
going downhill, more weight is on the front wheels so they can take more brake force before
locking and of course this means less weight is on the rear wheels so they are likely to lock,
with all the nasty side effects involved. So the front-rear bias would need to be shifted Example 4 Nearly perfect
slightly to the front (a higher number). Braking uphill is just the opposite, so the bias would
need to be more rearward (lower). Of course, the angle of gradient you are braking on is
unlikely to be fixed before every corner on any given circuit, so a compromise is needed.
You can never have the brakes perfect for every corner unless the circuit is always flat, so
the only way to find what compromise suits your driving best is to experiment.
Remember to keep using the forces view to help when adjusting settings.
NB: you may find it useful to drive without forces, save the replay and watch it in forces
view, rather than trying to drive like that.
Suspension
Suspension is the main way to tune the handling of your car. Any changes made here will
usually mean changing settings elsewhere to maintain optimal levels of performance.
Stiffness
Q) What does it do?
A) This is simply how stiff the spring is – a stiffer spring compresses less under load compared to a softer spring, and vice
versa.
Q) How do I tune it?
A) Part 1: Suspension frequencies
Stiffness is relative to the weight of the vehicle, so rather than tuning by stiffness you should be tuning spring frequency. Yes, that catches most
people out, so don’t worry. A higher spring stiffness gives a higher frequency, and vice versa. While lower frequencies allow the tyre to stay in contact
with the road as much as possible (and hence maximum grip), they also allow more body roll (which reduces maximum grip due to tyres being load
You can see that when the weight is moving downwards there is a resistance to the movement, so the movement slows. When moving back up there
is no resistance. The graph below shows the opposite; rebound damping. This time the movement of the weight has no resistance when falling but
the movement slows while the weight is rising.
In short, compression damping offers resistance to compression of the spring, where rebound damping offers resistance to extension of the spring.
A quick note regarding the XF GTi, XR GT, and UF1000:
Bump and rebound damping are no longer separately adjustable (in an attempt to make setups simpler). The “Damping” value that has replaced
them is in fact the rebound damping value, while the compression damping is automatically set to 50% of this value.
Q) How do I tune them?
A) Thankfully you can get a very good idea of what settings to run very easily. If you open up the Suspension Analyser file
for the car you are looking to tune and enter your front and rear suspension stiffness into it, the spreadsheet can calculate what is known as the
critical damping. The critical damping is the strength of the rebound damping needed to stop suspension movement the quickest after motion has
started. Some diagrams may help the explanation.
The picture below shows the affect of having the rebound damping set to low. The purple line is critical damping and the green line is underdamped.
You can see that the critically damped spring has settled to its resting position before the underdamped spring has. This means that the critically
damped suspension has dealt with and recovered from any bumps as fast as possible.
This picture shows overdamping (again critically damped spring is represented by the purple line and the overdamped spring by the green line).
When there damping is set too high, again the spring takes longer to settle to its resting position.
However it is known that the optimum rebound damping is to be around 80% of the critical damping and the suspension analyser handily takes this
into account. So for a baseline figure, just set the rebound damping so that “optimum damping” is displayed.
For the bump damping, you typically want to use between 50-75% of whatever you set the rebound damping to, as this seems to be similar to what
most real race cars use. I have seen many setups use higher values than this, occasionally even being set higher than the rebound damping.
Personally I find around 75% usually works quite well. An advantage of using higher compression damping is that it normally allows you to use a
lower rideheight, as the suspension travel will be used less quickly during cornering/over bumps, so as much travel may not be needed. Running the
bump damping too high can make the wheels skip and jump over bumps, hence decreasing traction – so generally you would run higher
compression damping on smoother circuits. Setting the compression damping to be more than critically damped creates further problems.
The other thing you can do by tuning your dampers is to fine tune the handling. This is best done once you are fairly happy with your spring and
antiroll settings. The latest version of the setup analyser calculates transient damping which is what is needed here. You can adjust any damper
setting to get the transient affects as required though I’d suggest not trying to create too much over or understeer here, the affects are usually
reasonably subtle anyway. Is there a preference for adjusting compression or rebound dampers?
In effect, the bump setting controls the way the wheel moves and the rebound setting controls the way the chassis moves. So this means you’ll want
to mainly adjust compression damping for control over the bumps, and adjust rebound damping for transient handling. It will take a lot of driving with
each setup to get a good feel of what you’re doing, and what suits you and the car best. Experimentation is the key.
Generally speaking you’d want to get the transient damping fairly neutral (see below) and then adjust from there, perhaps adding a little understeer
for RWD cars or a little oversteer for FWD cars. It really depends how you want the car to handle, and how skilled you are at driving.
Anti Roll
Q) What does it do?
A) Just what is says really. When a car makes a turn, this creates lateral G force and the car rolls. Roll is not good, since it causes additional weight
transfer, and a loss of grip. So an antiroll bar connects two opposite wheels and extends when the wheels move relative to one another (as this is
what happens when a car rolls). The antiroll bar resists this movement, so body roll is reduced, and less grip loss occurs.
So it sounds like you’d want the antiroll bars to be as stiff as possible? On a perfectly flat track, this would be true, but tracks aren’t perfectly flat (for a
number of reasons – one of which is that flat tracks are somewhat boring to drive on) although they are much smoother than your typical Broad
where you’re likely to take your own car for a blast. When you drive over a bump, it is likely that the bump is small and only one wheel (either the left
or right) will ride of it. This means that one wheel would have moved while the other wouldn’t have, and of course the antiroll bar will resist this
movement. So in effect your lovely independent suspension is becoming less independent the stiffer your antiroll bars are. Having the suspension
independent is important for maintaining optimum handling over bumps (the maximum contact patch being kept is one reason) although you can
obviously get away with a relatively stiff antiroll bar before it becomes a problem.
Q) How do I tune it?
A) As I mentioned on tuning the stiffness of the springs, car balance can be dramatically altered by the difference in spring frequencies. This is
because high spring frequencies have a great resistance to roll, and it is roll that reduces the maximum grip available. So increasing the antiroll bars
in proportion to one another will keep what ever car balance has been set with the springs, while increasing traction all around. However an equally
important aspect of antiroll bars is that by adjusting the balance between them, the balance of the car can be altered. It would be silly to add
oversteer to a car if you had set the suspension up to understeer, as you would be counteracting your previous efforts (by making the front and rear
roll stiffness more equal). I tend to set the car balance by springs alone as fairly neutral, and dial in over or understeer with the antiroll bars. The
suspension analyser can both numerically and graphically show you how much you are changing the roll stiffness, and therefore the car balance.
Increasing the front antiroll bar relative to the rear will induce understeer when cornering; while increasing the rear antiroll bar relative to the front will
induce oversteer when cornering.
That covers antiroll stiffness relative to one another, but what about absolute values? These again are relative to the spring stiffness you are using.
As you increase the antiroll stiffness (without increasing the spring stiffness), a larger portion of the roll stiffness is being given by the antiroll bars. By
the time the antirol bars are giving the car more roll stiffness than the springs are, your suspension isn’t going to be very independent.
One more side affect of having stiff antiroll bars is that it can make the handling much snappier. This of course makes it more difficult to recover the
car should you overstep the limit. The “antiroll/spring roll stiffness ratio” in the Setup Analyser can give you a number to look at, and I wouldn’t
recommend letting this value go much above 1.0.
Steering
Maximum Lock
Q) What does it do?
A) Simple really, it’s how far you can change the angle of the wheels from a straight line when applying full lock. It ranges between 9° and 36° for all
cars, however a certain steering angle does not always give the same the radius or turn. For instance a car with a long wheelbase (XR GT for
example) will need more lock to take the same line around the same corner than a car with a short wheelbase (MRT5 for example). Generally
speaking this means you would need less lock on cars with a shorter wheelbase.
Q) How do I tune it?
A) Possibly the easiest setting in the game to setup, this is basically a control of sensitivity. A lower lock gives less sensitive and hence more precise
steering, but reduces the ability to catch oversteer. Higher locks create more sensitive but less precise steering, although you can catch larger slides.
Having the lock too high can actually make catching oversteer more difficult as the controls would be too sensitive and you increase the risk of
overcorrecting. I would recommend similar settings for all the cars to ease car transitions. Bear in mind your controller method makes a difference
here, so mouse or joystick users are best advised to keep maximum lock low whereas wheel owners (particularly if you own a wheel that rotates 900°
instead of the usual 240°*) can get away with higher values. Ignoring oversteer, you would never normally use more than 15° of lock even for the
tightest corners. Personally I like values around 20-25° (except the oval, where I use the minimum of 9°) as I find this a good compromise between
precision and sideways fun – but see what suits you best. Real race cars use much lower locks than road cars as a) they don’t need to perform
reverse parking manoeuvres b) experienced race drivers shouldn’t be getting the car sideways in the first place c) the steering racks of these cars
have less turns lock-to-lock so that the driver never has to let go of the steering wheel, this makes it more difficult to turn the wheel. With the absence
of power assisted steering in racing cars (it reduces all important feel), lower steering locks help the driver’s arms last the length of a race.
*most wheels typically have between 180° and 360° of lock
While on the subject of steering sensitivity, if you are using a mouse to steer with, the Centre Steer Reduction setting plays a large factor here also.
While ideally you should not be using CSR, it can make a world of difference to how controllable the car is. For a mouse I would recommend using a
value between 0.4 and 0.6 (depending on personal preference). Basically go as low as you feel comfortable with as this will give a more natural (and
realistic) driving experience.
If you are using a wheel or joystick to steer with, the Wheel Turn Compensation option (WTC) – which is buried in the Misc. menu option is available.
It works in a different way to CSR (which is simply a nonlinearity control) and ties in with the Wheel Turn setting.
Scawen has explained wheel turn and wheel turn compensation:
Scrub Radius
no longer adjustable in LFS
One of the more unusual settings in LFS (or rather, it was), I have left this explanation in the guide because the scrub radius is still shown amongst
the suspension information, and it does change depending on the camber of the wheels.
Q) What does it do?
A) Unfortunately this is not easily explained – not wishing to add to the impending confusion I’ll quote for this one:
“Draw a 3d line through the steering axis to the point where it intersects the ground/contact patch. The distance horizontally from that point to the
geometric centre of the wheel is the scrub radius.”
Got that? Great.
Looking at the caster/inclination/scrub radius graph may help (see appendixes).
Q) How do I tune it?
A) Well, there are three possible conditions for scrub radius – positive, zero, or negative – and I’ll explain in that order.
Positive scrub radius can be used to add a resistance to turn and helps keep the car stabile (often mentioned as adding “feel” to the car) and is what
you would normally use in your setup. A positive scrub radius also slightly reduces casterapplied camber and has an even smaller effect on
inclinationapplied camber.
Zero scrub radius essentially has no effect on the handling of the car, but without it the handling can be a little nervous, hence the preference for
some positive scrub radius.
If I said I knew what negative scrub radius did I’d be lying but to take a guess I’d assume it would have the opposite effect of a positive scrub radius –
so encouraging the car to enter a turn and therefore making it shaky in a straight line or even begin to wander.
Parallel Steer
Q) What does it do?
A) Also known as Ackerman, this is where, as you apply steering lock, toeout is applied to the wheels (an explanation of toe can be found later on).
This can be useful as when a car makes a turn, the outside wheels follow a slightly larger radius of turn than the inner wheels, so the angle of the
wheels should ideally be slightly different to allow for this. A setting of 100% means the wheels stay fully parallel (ignoring any static toe) throughout a
turn, while settings less than 100% apply more and more dynamic toeout for any given steering angle. At 0%, true Ackerman steering is in operation.
Q) How do I tune it?
A) Although real race cars usually don’t use any Ackerman, having the right setting should give a little more grip. Unfortunately finding this setting
takes time and patience – the best way I can think of to find the optimum value is listening to the change in tyre squeal as your corner. Obviously the
front static toe affects this value. I believe the reason real race cars don’t use any Ackerman is that they use static toeout on the front wheels (the
reasons for this are explained later) so the wheels are already taking different lines and therefore any dynamic toe-out is not needed. If you were
using either no static toe, or some static toein, using some Ackerman could be advantageous (with the latter needing more Ackerman – a lower value
in the LFS setup screen). Other factors affecting Ackerman are the track width and wheelbase, as a higher track width means the difference in arcs
the front wheels will be taking will increase the wider the track width is – hence more Ackerman would be needed. Wheelbase makes a difference
because for any given steering lock, a car with a longer wheelbase will take a larger radius turn. Or to put it another way, to make it around the same
corner, more steering lock is required.
Wheels
Toe In
Q) What does it do?
A) Zero toe would be when the wheels are horizontally parallel to each other, while toe in is where the paths of the wheels are trying to cross (in other
words the front of the wheels are slightly closer than the rear of the wheels) and toe out (or negative toein) being the opposite of toe in.
Q) How do I tune it?
A) Despite the fact you’re only changing the angle of the wheels by less than a degree, toe can make big differences to the handling of your car.
What difference this makes depends on whether you’re changing the toe on the front or rear wheels.
toein, as this creates a stabilising effect so your car should stay in a nice straight line. There are two downsides to this though, the first being a slight
increase in rolling road resistance from the tyres, slowing the car very slightly. More importantly it creates a resistance to turn which is less than ideal
for racing. To put this in perspective, road cars usually use toe in on the front wheels while race cars usually use toe out on the front wheels.
So why toeout? This also creates a slight stabilising effect, though not as pronounced as when using toe in. However the toe out means the front
wheels are encouraged to enter a turn, which is good for racing, but makes the handling of the car twitchy in a straight line. Often the fastest setup is
difficult to drive, so it’s best to find a compromise between speed and your talent. While not directly related, modern fighter planes would be
impossible to fly in a straight line without computer aid as they’re so nervous – but they turn incredibly well. If you are struggling to keep the car from
wandering on the straights though some toein might be in order.
Camber Adjust
Q) What does it do?
A) This is in a way similar to toe, as no camber would mean the wheels are vertically parallel, positive camber would mean the bottom of the wheels
would be closer than the tops of the wheels, whereas negative camber would mean the tops would be closer than the bottoms. Its affect, however, is
very different to toe. The purpose of camber is to keep the contact patch flat (and hence as large as possible) when cornering. The camber adjust is
not the camber the wheels have though, this is the live camber value as displayed to the right of the camber adjust slider. It is this value that you
should always be looking at. Also note that this value will change during cornering, so it is better to analyser the live camber during racing then when
in the garage. Press ShiftL when racing (or during a replay) to look at this information outside of the garage.
Q) How do I tune it?
A) Most of the suspension systems on the various cars provide additional camber during body roll, however it is not enough to counteract body roll.
Depending on your suspension settings, the camber of the tyres during cornering will usually not be flat, and ideally you want to use the camber
adjust to make them flat. LFS handily provides live tyre wear and load information (press F9 while in the car – an explanation of this screen is in the
appendix) which enables you to see which part of the tyre has the most load on it. The tyre is flat on the ground when these bars are equal. Another
bonus with this system is that you don’t need to worry about too much about the camber of the track (the surface of the tarmac is often curved,
mainly to help prevent standing water on the track during rainfall), although if it varies much from corner to corner you’ll never be able to get your
tyres perfectly flat for every corner, so some compromise will be needed.
Another consideration for camber adjust is tyre wear. While having the tyres flat during corner is certainly fastest for short races, on longer races the
combination of corners and straights may end up wearing the tyres more on one side than another. If you don’t want to be changing tyres regularly
(as this would cause one side of the tyre to heat up more quickly, causing the tyre to both wear more quickly and lose grip), camber adjust will need
to be set up to give even wear over the width of the tyre. It would seem likely that this setting will be similar to that of flat tyres during corner, since
this is when most of the wear happens anyway. It’s still definitely something worth noting though, particularly as the tyres in LFS seem to be more
sensitive to heat than they are to load (i.e. flat camber during cornering).
Also, the amount of camber when going in a straight line will affect braking, as the less flat the tyre is, the less grip you will have, so you won’t be
able to slow down as fast (although this affect is quite small unless you have lots of camber).
An extra complication which only applies to the front wheels is that, since they are steered, you’ve also got dynamic camber in the form of caster and
inclination (explained earlier). This just means the camber of the front wheels is going to differ for corners of different radii.
Track
no longer adjustable in LFS
Although no longer adjustable by its own slider, the track does vary somewhat with ride height (and therefore over bumps too) and with camber. More
importantly, it differs from front to rear, so its affects should still be known, especially when setting up the suspension. This is why I have left the
following explanation in the guide.
Q) What is it?
A) The track width is simply the distance between the left and right wheels.
Q) How do I tune it?
A) To put it simply, a wider track gives more grip. However you can use the track to affect the balance of the car. Since a wider track gives more grip,
you would think having a higher track at the rear would help promote understeer. While this is true, the increased track width also increases the rear
roll resistance which, as I mentioned in tuning the suspension, actually increases oversteer. So ideally you want to maximise the track widths, then
perhaps slightly reduce either the front or rear track width to adjust car balance.
However there is one downside to having a very high track width (other than making the car excessively wide), and that is that (for the same length of
wheelbase) that tyres will form more of a square shape on the ground. This reduces the straight line stability of the car. The UF GTR in particular has
Final Drive
than the maximum available gears, it is best to set unused gears to the same ratio as the gear before it so that the automatic gearing aid doesn’t try
and change up anymore (should you use it).
First it’s best to get top gear adjusted for top speed. However there’s a little complication here. On tracks where the top speed is also the vehicles top
speed, you would want to reach top speed at the same rpm at which the engine produces peak power. As the highest attainable speed for the track
lowers in proportion to the top speed of the vehicle, you would want the engine revs to be going further and further beyond the peak power rpm.
Obviously you should only go so short or engine damage will eventually occur.
Next it’s best to sort out first gear. To make it as useful as possible, make it as tall as possible without causing the engine to bog down when pulling
away. This also reduces the torque multiplication and therefore the chances of spinning the wheels, so this should help you maintain clean starts
which are best for off the line acceleration.
Finally you need to space your gears appropriately. The difference between each ratio should reduce with each upward gear change (so the engine
rpm drops less and less after each change). Also you need tune then with a mind to the corners – you don’t want to be changing up two seconds
before you need to start braking for a corner, nor do you want to have to change up as soon as you begin to accelerate out of a corner.
You may find the Gear Ratio Calculator I made useful here, as this displays speeds, wheel torque and various other information (in both numerical
and graphical formats) based on the gearing settings you enter. Estimated acceleration times are given, although they aren’t hugely accurate (though
they will be improved), they are informative none-the-less.
Example of an engine rpm vs car speed graph, and the in the ingear wheeltorque curves.
Tyres
Type
Q) What are they?
A) These are the different tread patterns available for the tyres in LFS. On the race cars, there are also different compounds to choose from. Different
tread patterns grip better on different surfaces so picking the best tyre for the track is essential to give the best grip and handling. Likewise different
compounds grip the track and wear differently, so depending on the length of the race or pit stop restrictions, you may want to choose a different type
of tyre.
Q) How do I tune them?
A) At the moment this is fairly easy, but the tyre choices depend on the class of car:
Road cars
“Road Super” gives a little more grip than “Road Normal” for dry tarmac tracks, so there’s no decision here. The only advantages “Road Normal”
tyres have are lower tread wear, so last longer, however “Road Super” tyres can be made to last as long as a full tank of fuel anyway, so you might
as well get them changed at the same time as you pit for fuel.
“Road Normal” tyres should in theory give better handling in the wet, but since weather effects are a long way off, this is of no benefit at the moment.
For rallycross tracks the choice of tyre is between “Hybrid” or “Knobbly”. However since all rally tracks are currently a mix between road and rally
sections, it’s best to stick with hybrid tyres because although it will make the car a little slower on dirt sections, you gain speed on the tarmac sections
so the “Hybrid” tyres tend to be the best compromise. Do try “Knobbly” tyres however, as you may end up faster on these tracks anyway depending
on your driving style.
One use of “Road Normal” tyres at the moment is to help learn to drive some of the more powerful cars. Fitting the normal tyres to the front wheels in
RWD cars, or to the rear wheels in FWD cars, will greatly reduce their tendency to power over/understeer and hence make them easier to drive. Be
warned though you are reducing your cornering speeds by doing this which WILL make the car slower around the track (so lap times will never get as
high as having the best tyres all around). An idea for getting used to the car, but “Super” tyres all round will end up faster once you’ve gotten used to
controlling the car.
“Road Normal” tyres have however lower optimal temperature than “Road Super” tyres. Fitting “Normals” in slower cars like UF1, XFG or XRG is
better option than “Supers”, because the cars are not fast enough to warm up the latter to optimal temperature while driving optimal line on the track.
Race cars
There are four compounds of slick available in LFS, although no car can be fitted with more than three of them. They range from R1 (softest) to R4
(hardest). Softer tyres give more grip, but wear more quickly, while the reverse is true for harder compounds (see lateral G table “C” for more exact
values). A good way to judge if you have the best compound is to look at the tyre temperatures. The closer they are to optimum, the better. If you’re
struggling to get the tyre up to temperature, try a softer compound, if they are overheating in a couple of laps, try a harder compound.
A side affect of changing the tyres to get more grip means that you will get more body roll since the forces involved will be higher, so stickier tyres
often need a combination of stiffer suspension and a higher ride height.
Pressure
Q) What does it do?
A) The pressure the tyres are inflated to affects their deformation under load, their contact patch with the ground and there affect on the cars
handling.
Q) How do I tune it?
A) Lower tyres pressures, to a point, should give more absolute grip, as the contact patch is greatest, and the tyre can find all the little irregularities in
the road surface, so has more to cling on to. This is how it is possible for tyres to pull more than 1.0g (either laterally or longitudinally) - in fact top fuel
dragster can pull up to 6.0g due to the extremely sticky (but very fast wearing) nature of the tyres. Tyres such as these only last for about 3 runs
down the drag strip (that’s less than a mile of acceleration). Lower tyre pressures also have more rolling resistance (so heat up faster) and hence
wear down faster, so will need to be changed more often.
Higher tyre pressures flex less and give better control when cornering, there is less lag between turning the wheel and the tyres moving. These are
the sort of tyre pressures you will normally be using. This is usually, however, a reasonably narrow optimum range of tyre pressures in terms of
temperature and tread wear. If the pressure is too high, the tyre will wear fastest in the centre, if the pressure is too low, the tyre will wear fastest
around the edges (predominantly on one edge more than another due to the bias of left/right turns on the track). Higher pressures also heat up more
slowly, and for the same style of driving, will generally be running at lower temperatures while racing. So the pressure should also be adjusted in
order to get the tyres running close to optimum temperature.
Also I should point out that it is better to over inflate tyres than to under inflate them since you gain a little in terms of handling, plus tyres only lose a
little grip when not up to temperature, but lose lots if they get too hot.
LFS Gear Ratio Calculator also gives some tyre deformation and contact patch information that may be of interest, but isn’t really useful for adjusting
pressures.
Downforce
Information on this affect isn’t displayed in game, but handily it is incorporated into Gear Ratio Calculator, so you can easily get the aero balance
correct from the word go.
To maintain a neutral aero balance (i.e. under/oversteer does not increase with speed), the “aero distribution” from the screenshot above should be
equal to the weight distribution of the car (shown on the info tab). The “force distribution” will be equal to the weight distribution at very low speeds, so
this will save you from having to switch tabs.
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