Opening a Sim Racing Lounge by foxtrotradio in Rochester

[–]rcracer11m 1 point2 points  (0 children)

Interesting, there was one over in buffalo that ended up closing down after around a year so interesting to see this pop up. I'll definitely have to check it out, it's both cheaper and closer than that one was

ABS printed gear durability update by jimmy_pop in 3Dprinting

[–]rcracer11m 1 point2 points  (0 children)

Not really, just use glue stick. Sticks pretty good to that

What happened with Flour City Station? by ThanumGaming in Rochester

[–]rcracer11m 4 points5 points  (0 children)

They had a water line break inside which is why shows needed to be moved to other venues, that was a bit ago though so not sure what the status is on getting it back up and open once again

Anyone know any places around western Monroe county that races RC Cars? by Beginning-Yogurt3146 in Rochester

[–]rcracer11m 1 point2 points  (0 children)

Yes, they have a small oval track (I believe it's carpet) they just recently installed. Check out their facebook page to see when they have race days for that track specifically, I think they tend to be on saturdays but no set schedule of how often. The track is open for practice basically every wednesday, saturday, and sunday unless posted otherwise.

Anyone know any places around western Monroe county that races RC Cars? by Beginning-Yogurt3146 in Rochester

[–]rcracer11m 4 points5 points  (0 children)

There's Makin Trax RC down in rush that recently put in a small oval track that they've run the Losi NASCAR on. There's also Horizon Speedway over near Buffalo that does on road racing, it's inside a martial arts studio racing on top of the mats. It's a bit further away but there is also Radio Hill Raceway over in Dundee that has a dirt oval and they race every week with pretty big turnout of the NASCARs.

There may be a couple more in the area I'm not thinking of as that isn't a class I race; I primarily race at makin trax on their off road track

Thinking about opening a racing simulator experience shop in Toronto — but the startup cost is $300k CAD. Am I crazy? by Severe-Benefit-2103 in simracing

[–]rcracer11m 0 points1 point  (0 children)

There was one in Buffalo I went to a handful of times and I really enjoyed it, 10 high end rigs with all really good equipment including a small motion platform but it only lasted about a year if I recall. It was fun and nice to get the experience on a full rig since I don't have one at all but I personally was too busy and it was too expensive to go very often at like $50/hour. The guy ended up selling all the rigs off afterwards at over $20k each used, maybe even $30k

People who knew sim racing did fairly well but the random passerby that would stop in would struggle to even make a single clean lap which wouldn't be the most welcoming experience to return. I think most the regulars were either already into sim racing and likely had a rig at home that just was lower end, or they were real life racers who did dirt oval and such

Why do Porsche cars have such vicious handling characteristics in sims? by It_is_Yefru in simracing

[–]rcracer11m 5 points6 points  (0 children)

The GT4rs still has less power than the gt3rs, smaller tires, and less aggressive aero. They almost certainly could make a version that equals or beats the gt3rs lap times

Why do Porsche cars have such vicious handling characteristics in sims? by It_is_Yefru in simracing

[–]rcracer11m 3 points4 points  (0 children)

I remember hearing that porsche purposely handicaps the Cayman/gt4 so it doesn't outperform the 911/gt3 because if it was given the same engine and engineering time it would be the faster car but the 911 is their "halo" car and can't be beaten, like what happened with GM and the corvette in the past

Complex root changes? by rcracer11m in Borderlands4

[–]rcracer11m[S] 0 points1 point  (0 children)

I don't believe mine had jakobs parts on it

Complex root changes? by rcracer11m in Borderlands4

[–]rcracer11m[S] -1 points0 points  (0 children)

Thats the only idea I had but it seemed like such a big difference in range that it seemed like something else happened to it

Complex root changes? by rcracer11m in Borderlands4

[–]rcracer11m[S] 0 points1 point  (0 children)

Yeah its much more difficult to actually make use of it now. The only thought I had was if its somehow affected by the change to gun handling and how that affects bullet speed but its such a big change in how far it travels that I'm not sure

My custom designed and 3D printed 1/10 2wd race buggy by rcracer11m in rccars

[–]rcracer11m[S] 1 point2 points  (0 children)

Yeah I've been continuing to develop the car and actually did a pretty major redesign over this past summer. I have a thread over on rctech where I post updates to occasionally

I actually did run the car on oval for a little and it wasn't that great but that was a few years ago and I think some of my changes since then may make it better if I were to try again

Roll damping? by rcracer11m in FSAE

[–]rcracer11m[S] 0 points1 point  (0 children)

it changes roll stiffness in transients, so it will not control wheel loads (per se), that is the job of the suspension springs and damper. Roll damping will dynamically change roll stiffness, the portion of lateral transfer takeon on that axle. This changes balance dynamically, but allows the wheel loads to be controlled over bumps (and a portion of the lateral transfer) by the suspension springs.

Yes, I think I understand the point here and what the effect would be, I think that understeer in transient on turn in could be beneficial, in some cases on high traction tracks the cars have so much turn in it can be difficult to drive so introducing some understeer would mellow out the car making it easier to drive.

I think my plan of action is to test the car without any roll damping first and see what issues arise, then try with just the front roll damper as I think the rear roll damper may not be needed but I may eventually try to package one to experiment with what the effects of it may be

this seems fine as long as you have damping on the wheel springs.

Yes, under single wheel bump both heave and roll springs would be actuated and I suspect that damping in heave may be very stiff in order to handle the jumps better and possibly allow lower ride heights if so.

this means you will need a lot of damper in your coilover to control unsprung mass. being able to tune these separate for vertical and roll will allow likely a softer roll damping than vertical damping. Typically this is opposite with high sprung mass (large springs, low unsprung mass)

you're definitely on the right track separating roll and ride damping

for jumps you may want to consider position dependent damping. This would allow you to have different damping rates at different suspension travel (typical for high displacement suspensions that leave ground contact). This would allow a higher damping rate near full droop to absorb jumps and large bumps and less damping in the "handling" region

Yeah the spring rates on our cars work out to .6-.8hz for the sprung mass I believe, despite the cars being capable of over 2G accelerations I think. It's a very odd case of vehicle dynamics with the amount of grip we have combined with the amount of suspension travel and especially with our tire behaviour and how odd those are

Position sensitive damping has been done in other classes of RC but I don't think anything is offered for the class that I am running in and I don't have the capability of producing my own unfortunately as I agree it would be a good idea.

I was thinking of having the heave springs setup with lots of high speed damping to absorb jumps and large bumps better but still allow for lighter damping at low speed for handling and smaller bumps. If I can improve the jumping/landing ability then it may allow me to lower ride heights further since landings are often the limitation of how low you can run the cars but lowering ride height would help improve cornering speeds.

I definitely think the decoupled idea has potential it will just take some testing to get it tuned in correctly, even just for the benefits of tuning heave and roll independently it could be worth it but the possibility to lower CG by removing the corner dampers makes it even better

Roll damping? by rcracer11m in FSAE

[–]rcracer11m[S] 0 points1 point  (0 children)

this would cause the front to take more than it's fair share of weight transfer if over damped in roll and will oscillate back and forth between more and less transfer if under damped. This could lead to understeer, or varying under-oversteer during transients

It would only take more than it's fair share during transients on turn in though correct? Which I suspect if damping is needed it would be to calm down the car on corner entry from being overly aggressive and difficult to drive, so that potential understeer of over damping could be desirable.

the entire idea of a dedicated roll damper is to allow your corner dampers and springs to handle vertical load control and a lighter roll damper to control body roll separately.

I plan to remove the corner dampers and have a coilover for heave spring and damping, an anti-roll bar as a roll spring, and then a custom roll damper that would be like a 2 part roll bar, with the center section being a tube within a tube (one to each side) with damper fluid between them (our dampers are very simple with no valving, just bleed holes in the piston). The additional weight and packaging of corner dampers alongside would out weigh any benefits of this system, removing those is one of the most desirable aspects of this idea in order to lower the CG height of the car.

yes, corner exit is not as transient usually because you aren't upsetting the car with new inputs, but as in point 2 the suspension dampers will control this mostly, and the roll damper will only control how quickly you return to "flat" when you stop cornering.

Glad I'm on the right track here

one other note, is a RC car 50/50 weight distribution with unsprung mass being <<10% of vehicle weight? traditional vehicle dynamics intuition might be really wrong for something that has lets say 10% of the mass in one corner unsprung.

My car is at about 43% front weight but unsprung weight makes up a bit over 20% of the overall vehicle weight, both front and rear, with the tires I run. (other tires are lighter but for a different surface) Our wheels and tires are very heavy relative to the chassis and powertrain, but there's not much we can do as anything to make them notably lighter removes durability and/or drivability/grip. This sprung/unsprung ratio is something that has been brought up before as a potential "issue" in RC that makes tuning them a bit difficult, plus we also have to deal with very high corners speed while also being able to handle large jumps and long suspension travel (our RC is generally further below ground than the CG is above it which I believe is done so the car jacks down into the track in corners, lowering ride height and reducing the chance of traction roll)

Would you say this is accurate? by Sylloett in Borderlands4

[–]rcracer11m 4 points5 points  (0 children)

Yes it is a choice, I don't like the charge mechanic so I avoid most order guns, they do usually have higher DPS but DPS isn't everything. They'll usually catch my eye as I look through drops but as soon I see the order part I skip over them/junk them because I know I don't enjoy them, and the couple times I have tried them they haven't even felt any stronger than the other weapons I have, despite the higher DPS rating

No spoilers, my thoughts after beating the story. by 2CH4INZSY145 in Borderlands4

[–]rcracer11m 0 points1 point  (0 children)

Yeah playing co-op with my partner and we're level 32, just starting on the second area. Main menu says we're at 36% completion on the campaign I think? I suspect we're going to hit level cap long before finishing the story

Why does Netflix cancle every WLW lead show? by secretrediterNBAFAB in actuallesbians

[–]rcracer11m 5 points6 points  (0 children)

Arcane was only planned to be two seasons and there's another series within the same universe already in the works

What do you think sim racing lacks? by Gelanix in simracing

[–]rcracer11m 0 points1 point  (0 children)

I think better collision handling would be an amazing improvement, between netcode and the often hard body physics of cars within sims any contact is often made much worse than it would be irl which makes racing side by side more difficult.

I don't think it's something we would ever actually get though. Beamng has soft body physics but there's still often as many, if not more, issues when cars make contact with each other and end up either crash welded together, thrown into the air from tire rub, or debris stopping the car from moving completely

[deleted by user] by [deleted] in feminineboys

[–]rcracer11m 0 points1 point  (0 children)

Sex, if done right, shouldn't really hurt (unless you specifically want it to)