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Technical question about shocks for those experienced with chassis setups

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sevensixtwo

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Please refer to the jpgs i have attached, and this link The "ULTIMATE" Racing Car Chassis Setup Guide and Tutorial

In the game, while hovering over the shock rebound adjustment for the right front shock it reads "Adding rebound (higher number) will loosen the car on corner exit."

However...

While reading the synopsis on raceline central for right front shock rebound, it reads: "Higher rebound will tighten the chassis accelerating out of a corner."

I DO understand that at least for the left front, the effects are reversed for low speed corners.

The inconsistencies do not end there:

The game says higher compression in left front would tighten the chassis, while raceline says higher compression will loosen.

The game says adding compression to the left rear will loosen chassis on exit, while raceline central says addiing compression to lr would tighten it.

The game says that adding rebound to the right rear will tighten the chassis on entry, while raceline central says that adding rebound will loosen it.

So do I listen to the game, or raceline central? What have some of you guys leanred?
 

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cbcomedian

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I have learned the game is more correct, but a lot has to do with how you balance them out. in the front, higher RF compression gives you more bite off the corners, while on entry, higher compression will tighten it.

for the lf, higher compression will loosen it up on entry, for the rebound settings off the turns, alot has to do with how you define high speed corners. I tend to run all my LF rebounds between 6-9 for every track.

as for the rear, I tend to leave them in the 3-4 range just as a small final tweak for rear grip.

one thing I do note, I work them in conjunction with the sway bars, so you might want to take that into consideration.
 

DrNoise

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I listen to the game. I will often translate my short track learnings from my real life car onto the game as well when building short track cars (.5 mile to 1 mile flat tracks) and the numbers in the real world always perform similarly to the suggestions given by the game when hovering on the options.
 

sevensixtwo

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Thank you both for the insight. So am I correct to understand that in terms of compression, a higher number constitutes a stiffer (harder to compress) shock...and that in terms of rebound, a higher number constitutes quicker "bounce back." ?
 

cbcomedian

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for compression, I believe yes...
as for rebound..... considering aero-dynamic effect, I would assume a higher number would be slower. The slower the rebound the more push the air could have on the front body of the car, therefore creating a lower profile to help with down force.

but in truth, I know what numbers work for me..... what it translates to in reality, not a clue.
 

fortine_oo

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...and that in terms of rebound, a higher number constitutes quicker "bounce back." ?



Actually, "bounce back", however you're defining that, would be a combination of compression and rebound.

Re: higher rebound properties
The higher the rebound value, the less the shock wants to extend.
With a higher rebound value the shock(s) resist letting the wheel drop when there is no longer the full weight of the car on that wheel, e.g. when the car gets light going over a rise or a curb, or a wheel goes over irregular pavement. A higher rebound value will cause the inside wheel to maintain less contact with the pavement when a car transverses a turn, especially a high G turn.
With a higher rebound value in the front shocks(s), the front of the car resists lifting and transferring weight reward under hard acceleration.
With a higher rebound value in the rear shocks(s), the rear of the car resists lifting and transferring weight forward during braking (nose diving).

In the range of compression and rebound settings, for every benefit there is a drawback, that's why today's race teams employ shock specialists.
Shock values need to be adjust for each track's conditions and the driver's style, and in concert with the rest of the chassis components.
 
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