Team Juicy Racing's Racing School and Race Series Forums
Go Back   Team Juicy Racing's Racing School and Race Series Forums > Racing Schools & Race Series Forums > Racing, Driving, New Driver & High-Performance Driving Schools
Reply
 
Thread Tools Display Modes
  #1  
Old 07-21-2011
Fred K's Avatar
Fred K Fred K is offline
Testing Entry Speed / Advanced Member (25+ Posts)
 
Join Date: Aug 2010
Location: Roxburz CT
Posts: 34
iRacing?

I'm looking for someone with experience in the SBRS open wheel cars in both iRacing (the simulation) and rRacing (the real thing)

I've been logging a lot of iRacing seat time as kind of homework or a summer reading list in preparation for my 2Day Adv school at LRP next week.

My questions are pretty basic: is this a good idea? If I develop reactions in iRacing, will they get me in trouble in rRacing? For all the support iRacing claims to have gotten from SBRS, why does it seem to be so hard to find someone to talk about it? Is i* so misleading that it isn't useful for classroom or homework?

In iRacing, the dominant feature of the FSB car is its visciousness on the skid pad in response to high speed (>100 mph) TTO. The transient starts well enough with a prompt yaw correction, but if allowed to proceed without correction (ok, the only sense this makes is that this is one of the most basic ways engineers characterize control systems) it'll snap spin that takes a second or so to develop. If I then try to catch it with steering only, the gaps left between too-much/too-little and too-early/too-late are so narrow I can rarely find a way through them.

On the one hand, this is familiar ground to me, matching the behavior of an assortment of evil-handling SR and FVs in my Triassic racing lives, but on the other, it doesn't match my experience so far in the FSB cars in school (the 3Day and the AdvCC clinic), where they've seemed to be fairly docile and forgiving.

So far, the experience on the simulator just reinforces what I think I know (be off the throttle at turn-in, when school curriculum demands TTO for yaw correction, never lift for more than a second, and never lift in the middle of the downhill at LRP) but how dangerous is all this?

TIA,
Fred
Reply With Quote
  #2  
Old 07-21-2011
dalyduo's Avatar
dalyduo dalyduo is offline
Grand Master
Carbon Fiber Keyboard (3,000+ Posts)
 
Join Date: Aug 2004
Location: location, location
Posts: 5,399

Gallery Images: 112
Re: iRacing?

Fred,
I don't know many SB racers who are doing a lot of iRacing. That's not a rap on iRacing... Just don't know many who are using it. That's probably why you're having trouble finding people to compare notes with.

Your assessment of the TTO characteristics are in the ballpark but I'd be careful about going into your school with preconceived notions about what you can and can't do. Let the car teach you where it's limits are rather than the simulator. It will be much less expensive.

To be good teaching tools the cars are challenging to drive fast. They are fairly docile until you get close to the limit and then the rear weight bias can catch up very quickly if you're not used to handling it. Approach and explore those limits in small bites and you'll be handsomely rewarded.

Quote:
Originally Posted by Fred K View Post
I'm looking for someone with experience in the SBRS open wheel cars in both iRacing (the simulation) and rRacing (the real thing)

I've been logging a lot of iRacing seat time as kind of homework or a summer reading list in preparation for my 2Day Adv school at LRP next week.

My questions are pretty basic: is this a good idea? If I develop reactions in iRacing, will they get me in trouble in rRacing? For all the support iRacing claims to have gotten from SBRS, why does it seem to be so hard to find someone to talk about it? Is i* so misleading that it isn't useful for classroom or homework?

In iRacing, the dominant feature of the FSB car is its visciousness on the skid pad in response to high speed (>100 mph) TTO. The transient starts well enough with a prompt yaw correction, but if allowed to proceed without correction (ok, the only sense this makes is that this is one of the most basic ways engineers characterize control systems) it'll snap spin that takes a second or so to develop. If I then try to catch it with steering only, the gaps left between too-much/too-little and too-early/too-late are so narrow I can rarely find a way through them.

On the one hand, this is familiar ground to me, matching the behavior of an assortment of evil-handling SR and FVs in my Triassic racing lives, but on the other, it doesn't match my experience so far in the FSB cars in school (the 3Day and the AdvCC clinic), where they've seemed to be fairly docile and forgiving.

So far, the experience on the simulator just reinforces what I think I know (be off the throttle at turn-in, when school curriculum demands TTO for yaw correction, never lift for more than a second, and never lift in the middle of the downhill at LRP) but how dangerous is all this?

TIA,
Fred
__________________
You draw 'em a picture and they eat the crayons... (Duck Waddle commenting on the creative ways some people interpret driving instruction.)
Reply With Quote
  #3  
Old 07-21-2011
knightrider's Avatar
knightrider knightrider is offline
Podium Regular / Advanced Member (50+ Posts)
 
Join Date: Oct 2010
Location: Vermont
Posts: 63
Re: iRacing?

Fred,
I have done quite a bit of iRacing with the Skippy Formula car. The basics are all there in the sim. The real car will react to abrubt inputs (ie: quick throttle release in the downhill at LRP) just like the sim...DON'T do it. The major difference is quite simillar to what you have noticed. The sim is less stable than the real car, requiring more subtle inputs, but this will be good for you when you drive the real car as it will help you approach the limits of the actual car more carefully (and less expensively). The sim's greatest benefit is in helping you learn a new track before actually driving on it. Sebring's 17 turns for example would have been much more difficult to learn had I not practiced on iRacing before going. The second benefit I have found is actually learning the handling of the car. I know this may sound surprising given that they handle a little differently however the basic no-no's apply to both, TTO is induced the same way in both, entering turn 1 at LRP too fast will yield the same results in both, not having the front wheels straight at the top of the uphill can result in the same problems in the real car and the sim. The snap oversteer you described in the sim still exists in the real car however it is easier to modulate perhaps because you have the actual g-force inputs to help guide you. I think there is a real benefit to using the sim to learn the basic do's and dont's of car control in a much less expensive environment. Just remember to take small bites as you improve your laps in the real car and you will have a great time.
Hope this helps.
Reply With Quote
  #4  
Old 07-21-2011
Magical Trevor's Avatar
Magical Trevor Magical Trevor is offline
That Guy at LRP's Uphill
Podium Regular / Advanced Member (50+ Posts)
 
Join Date: Jun 2009
Location: New Britain, Connecticut, United States
Age: 34
Posts: 55
Re: iRacing?

Quote:
Originally Posted by Fred K View Post
So far, the experience on the simulator just reinforces what I think I know (be off the throttle at turn-in, when school curriculum demands TTO for yaw correction, never lift for more than a second, and never lift in the middle of the downhill at LRP) but how dangerous is all this?

TIA,
Fred
I'm nobody but the corner worker with no "in-anger" experience who "has to" (read: "enjoys the opportunity to") listen to the instructors all day every week, and you're right on the curriculum but for the no-throttle-at-turn-in; "floating" the car on entry without pedal inputs won't get the weight where you want it to be (nor as much of it as is available) for LRP's fast corners like the Uphill, West Bend and especially the Diving Turn - and you certainly won't want to be trail-braking into those. Simply, obviously, don't overdo your post-straightline-deceleration "maintenance" and "building" throttle, which should just coincide with the smooth (but rapid in the Downhill, or two-step in the Uphill with the compression) turn-in.

Unfortunately, the only time you'd get to experiment with TTO over 100mph at Lime Rock would be while you're coincidentally setting a new treaded tire track record, so maybe something to worry about at VIR's Esses instead
__________________
"Dumb people are always blissfully unaware of how dumb they really are."
"Don't genius live in a lamp?"
-Patrick Star
Reply With Quote
Reply

Bookmark This Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
(iRacing) - World Record @ LRP in the MX5 Cup Flavien Everything Else. Cars, Fun, Politics & More 17 06-05-2011 02:29 PM
iRacing allows hosting sessions! rslonaker Racing Equipment, Race Tracks & Travel Discussions 27 11-09-2009 06:18 PM
Games & Sims: iRacing rf360m F1, IndyCar, Grand-Am, Karting etc Discussions 0 05-13-2009 12:27 PM
Games & Sims: iRacing dlippert F1, IndyCar, Grand-Am, Karting etc Discussions 30 12-02-2008 04:59 PM
Games & Sims: iRacing Progressive Launch PT Cruiser F1, IndyCar, Grand-Am, Karting etc Discussions 19 07-06-2008 03:22 PM


All times are GMT -4. The time now is 07:33 AM.


TeamJuicyRacing.com's fast new hosting service has been generously provided by ZeroLag Communications :: 1-877-ZERO-LAG

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2004 - 2017 - Team Juicy Racing / Team Juicy, LLC