rec.autos.simulators

games setups requested

Joey Mille

games setups requested

by Joey Mille » Sat, 13 Jan 2001 04:39:15

would some be willing to send me some scgt stups for various trcks?the
reason i ask is because i have too many games to setups for all of
them.currently i play;gpl, nhra2,
nascar3, f12000, rally championship, and viper racing.i also have f1wgp,
of1r, and
nfshs.as you can see it would take hundreds of hours to do setups for
all these games and thats time i just dont have considering my wife anf
7 month old daughter.i love
scgt but would like to just get in the car with a decent setup and not
worry about
exiting the game every lap to tweak the setup.if the request is
unreasonable, just
helping me out with the gearing would save me tons of time as this is
the most difficult

help
that is offered and is much appreciated.
Dave Henri

games setups requested

by Dave Henri » Sat, 13 Jan 2001 12:20:45

  SCGT has the 2nd WORST setup options available.  Here is a generic
short list of setup options that cover just about EVERY track.
  Inflate tires to max (fronts just slightly less air pressure than the
back)
lower the ride height all the way
adjust the gearing for the idividual track
leave everything else alone.  You'll get more speed from practice than
tweeking the setups.
sorry I couldn't be more help.
dave henrie

> would some be willing to send me some scgt stups for various trcks?the
> reason i ask is because i have too many games to setups for all of
> them.currently i play;gpl, nhra2,
> nascar3, f12000, rally championship, and viper racing.i also have f1wgp,
> of1r, and
> nfshs.as you can see it would take hundreds of hours to do setups for
> all these games and thats time i just dont have considering my wife anf
> 7 month old daughter.i love
> scgt but would like to just get in the car with a decent setup and not
> worry about
> exiting the game every lap to tweak the setup.if the request is
> unreasonable, just
> helping me out with the gearing would save me tons of time as this is
> the most difficult

> help
> that is offered and is much appreciated.

Joey Mille

games setups requested

by Joey Mille » Sun, 14 Jan 2001 04:23:26

well at least for the next couple of hours , this will be my last question.i
realized how
ridiculous my requesting setups was just about a second after i posted. doh. i
know that the top gear should wind out about a 100 yards from turn at end of
the longest
straight, but what i dont know is any gear savvy. i think from my cycling days
i remember that high is hard;102" gearing was harder to pedal than 98" and
each
revolution would travel 4" farther in 102". but im not sure how that
translates to the
gearing of a car or scgt for that matter. could you briefly explain what
lenghthen
and shorten mean. which way should the numbers go up or down to do this. and
what
is the final gear ratio and how does it relate to the others. thanks again
Dave as i'm
sure you will answer this question with great info just like you did all the
1,000's
of answers you've given in the past. thanks for engine sound help last week
also.



>   SCGT has the 2nd WORST setup options available.  Here is a generic
> short list of setup options that cover just about EVERY track.
>   Inflate tires to max (fronts just slightly less air pressure than the
> back)
> lower the ride height all the way
> adjust the gearing for the idividual track
> leave everything else alone.  You'll get more speed from practice than
> tweeking the setups.
> sorry I couldn't be more help.
> dave henrie


> > would some be willing to send me some scgt stups for various trcks?the
> > reason i ask is because i have too many games to setups for all of
> > them.currently i play;gpl, nhra2,
> > nascar3, f12000, rally championship, and viper racing.i also have f1wgp,
> > of1r, and
> > nfshs.as you can see it would take hundreds of hours to do setups for
> > all these games and thats time i just dont have considering my wife anf
> > 7 month old daughter.i love
> > scgt but would like to just get in the car with a decent setup and not
> > worry about
> > exiting the game every lap to tweak the setup.if the request is
> > unreasonable, just
> > helping me out with the gearing would save me tons of time as this is
> > the most difficult

> > help
> > that is offered and is much appreciated.

mjessick-Motorsim

games setups requested

by mjessick-Motorsim » Sun, 14 Jan 2001 09:55:03


> well at least for the next couple of hours , this will be my last question.i
> realized how
> ridiculous my requesting setups was just about a second after i posted. doh. i
> know that the top gear should wind out about a 100 yards from turn at end of
> the longest
> straight, but what i dont know is any gear savvy.

The larger the numerical gear ratio, the more output torque
at the wheels per input torque at the engine.
Also, the faster the engine turns relative to the rear wheels.

So the higher the overall gear ratio,  the higher your RPM
will be for a given speed. If your RPM isn't close to your
peak power (or rev limit) at the end of the straight,
you may want to increase the gear ratio to raise the
engine RPM so that it is closer to max power so you
can get to a higher speed (and faster acceleration toward
that speed).

If it is very far off optimum you may have to iterate
a time or two because next lap you will hopefully be much
faster which might put you over the rev limit ;)

Carroll Smith's book discusses how to choose gear ratios
for both straight line accelratrion and matching them to a track:
Some other books just reference his explanation ;)

"Drive to Win, The Essential Guide to Race Driving," Carroll Smith,
Carroll Smith Consulting, Inc., Palos Verdes Etates, CA, 1996.
ISBN-0-9651600-0-9   (available at http://www.amazon.com )

The final drive ratio or final gear ratio decribes the
gearing in the differential that is generally attached to
the drive axle(s). The transmission has several gear ratios
and can be switched between them. The final drive ratio
is fixed. Since it comes after the transmission,
its ratio multiplies each of the different transmission
ratios to get the overall ratio.
If you increase the final drive ratio by 10 percent,
all of the overall gear ratios will increase by 10 percent.

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Dave Henri

games setups requested

by Dave Henri » Sun, 14 Jan 2001 14:19:24

I won't get technical, others can do that...
  basicaly what you want is this...
Start with 6th(or 7th gear) and keep making the # smaller until you
max out the revs at the end of the long straight.   Here is where it gets
confusing.  In 6th gear, providing your engine is powerful enough, a gear
ratio of 3.50 will be faster than one that is 4.25.  The number is smaller,
but we refer to that as TALLER.  (6th gear{3.50} is taller than 1st
gear{10.37}.)  So for 6th gear you try and make your gear ratio as tall as
the engine can pull.  If you find the engine cannot approach redline before
the end of the straight, then the gear is too tall.
And you must 'SHORTEN' it.  You do this by RAISING the value of the gear
ratio...i.e. from 3.50 to 3.55 or more)   See how easy it is to be
confusing?
The bigger the value of the gear ratio...the quicker the car accelerates,
but it soon reaches a point when it can no longer produce acceleration.
That is why we have multi-gear transmissions.  As one gear flattens out, we
UPSHIFT to a HIGHER gear that has a LOWER  ratio and that allows us to
continue accelerating.
So first gear often has a value up around 10 and 6th gear, depending on the
sim, can be as low as 2.00.  But wait there is more!
High gear is 6th....but it has a low # value.{2.35}
Low gear is first....but it has a High # value{10.66}
  Here are some examples.. just to show the progression.  They have no
real-world basis, I just made up all these numbers for examples.
1st(low gear) 10.38
2nd                8.65
3rd                 6.23
4th                  4.75
5th                   3.99
6th {high gear}3.45
  You'll probably notice that as the gears get HIGHER, the difference
between the numbers decreases.  The faster you go, the less strength(torque)
an engine has to spin those gears.  On Ovals with Champ cars, they often use
the last three gears  with very close #'s.  but the last gear in the gearbox
is sometimes not the tallest...kinda like swapping 5th gear with 6th gear.
they are very close but the swapped 6th gear allows the Champ car driver to
gain a few 100 rpm to pass a fellow racer.  Then they downshift to 5th gear
which is often the tallest and cruise using a few less rpms and thus saving
fuel.
here is what a Champ car gear box "might look like"
1st {Low Gear}        10.25<shorter>
2nd                            8.05
3rd                            5.80
4th                            3.10
5th(high/passing gear}2.95<tallest>
6th(cruise/race gear} 3.00<taller>
  Here endeth the lesson.
dave henrie

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