Setup Dev 01 - Introduction
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I've spent my fair share of time researching the dynamics of race car setup over the two decades of my simulated racing career. While the advices I can give are not rules carved in stone, it is my hope this knowledge is helpful to the less experienced racers in their processes of setup development and in their enjoyment of simulated racing. The information in these articles and program is not geared toward any particular sim or racing type. The results within this Setup Developer Tool are valid in any modern racing simulation and in real-world applications as well. My own setups are rarely designed to 'hot-lap'. While they can be hot-lapped when needed, I have found that stability inevitably results in a much better finishing position over barely controlled speed. The longer the race, the greater the demand for a stable and comfortable setup. Every spin or off-track excursion during a race may as well be the equivalent of adding a quarter-second per lap, every lap, over the entire distance of a race. Have a couple spins and I may as well have not bothered showing up at all. A stable, friendly setup to prevent the spins caused by lack of comfort will lead to higher positions in the finishing order. It's that simple. Something I have done for many years is not develop setups to infinity. I develop from a similar base setup per car at nearly every track, making minor changes specific to the individual track. The benefit to this is that I am already versed in the car's behavior and expectations and am that much ahead in being comfortable out on the course. This also cuts down on development time ... time I can spend learning or practicing the track. Unaltered, that base setup may not be 'best' for any individual track, but will be stable and predictable over the distance of any race and get me to the checkered flag, which is the 'best' way to finish. Tim McArthur
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