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 Post subject: Truck doesn't turn sharp
PostPosted: Sun Jun 29, 2008 6:23 pm 
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Location: Washington
I made a small tires truck awhile ago, but it doesn't turn very sharp. I put wider axles on it and moved the tires out but that barely helped. Other small tires truck seem to turn a lot sharper. To make a 180 degree turn in it I have to slow down to about 10mph, and turn for a few seconds. I was just wondering what things I could do to the truck to made is turn sharper/faster. i.e. wheelbase, tire size, ride height

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 Post subject:
PostPosted: Sun Jun 29, 2008 6:28 pm 
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That's a problem with the Y axis of the tire positions. That's how most people nowadays make "modified handling" drag racing trucks. What you'll wanna do is move the tires up a bit. -3.8 is stock, and it sounds as if yours is down below -4.0 or worse. For good tough truck-type handling, about -3.5ish should be good.


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 Post subject:
PostPosted: Sun Jun 29, 2008 6:52 pm 
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I just realized that the back tires were too far foward. I remember that I wanted them to be in the fenderwells, and to be lined up they had to be pretty far foward. I just made the tires smaller and moved them back quite a bit and that seemed to help more. It turns great now just except when i have to make an extremely sharp u turn.

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 Post subject:
PostPosted: Thu Jul 03, 2008 5:55 am 
You Gonna Eat That?
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Location: Nebraska
To avoid the RTS thing if you want, what I do is go into the .TRK file, and set my front axle length settings, to 6.10000 laterally. Then move the body model, and the rest all forward in Binedit till everything lines up.

Its a good rule of thumb to follow, then just slide the rear axle into position till the shocks line up, then set your axle bars accordingly. I can usually get my trucks to corner pretty sharp using that method.

I set all my trucks up that way, no matter how long or short they are, and they all seem to handle great. It also matters how far out you have your wheels set too, and axlebar position. Take a peek into like the stock Executioner .TRK file, and set your settings for the wheel width from that. Then just physically move your wheel models in Binedit till it looks good, but remember to move all 6 wheel models to the same.

It also matters how high you have the body model sitting, too low, and it wont turn very sharp. I usually set my axlebars as high as possible, then bring down the body in Binedit till they touch the connecting points on the chassis. But if you go too high, it gets the effect of severe body roll, when you corner, it feels like the body just "flops" over, thats bad too, just move stuff around till it looks and drives good to your liking.

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 Post subject:
PostPosted: Thu Jul 03, 2008 7:36 am 
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Good info RF, thanks.

I may be wrong but I don't think anyone's ever written a tutorial on trk settings vs handling for mtm.
It could probably be done in a simple generalized graph form or a detailed text. Either would make a great refference.
I haven't played around with settings enough myself to do it accurately but I do know minor settings can make a major difference in handling... like low scape points allow upside-down driving :)


just thinking out loud... not suggesting. ;)


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 Post subject:
PostPosted: Thu Jul 03, 2008 8:27 am 
Glow Ball
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Agreed, good info.

One of the reasons why I think a handling chart hasn't been made is the terms used to describe handling are often subjective. ie. more realistic vs tighter control, etc. However, if upside down or wide vs narrow turning radius are the indicators then maybe we can come up with something worthwhile.


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 Post subject:
PostPosted: Thu Jul 03, 2008 10:45 am 
You Gonna Eat That?
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I could do that for you's. Gimme some time, and I'll see what I come up with.

I gotta re-install my stuff to double-check what I say is correct, but from what I remember, I know that part up there is right... I can let everyone know what I usually set my stuff at, and I havent had any complaints yet, in fact most people say my stuff corners great for racin.

I'll whip sumthin up....

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 Post subject:
PostPosted: Thu Jul 03, 2008 11:41 am 
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Rep Fan wrote:
To avoid the RTS thing if you want, what I do is go into the .TRK file, and set my front axle length settings, to 6.10000 laterally. Then move the body model, and the rest all forward in Binedit till everything lines up.


It was set at 6.22, so there wasn't much change in the handling from that. But keep in mind this is a small tires truck.

Rep Fan wrote:
It also matters how high you have the body model sitting, too low, and it wont turn very sharp. I usually set my axlebars as high as possible, then bring down the body in Binedit till they touch the connecting points on the chassis. But if you go too high, it gets the effect of severe body roll, when you corner, it feels like the body just "flops" over, thats bad too, just move stuff around till it looks and drives good to your liking.


My truck sits relatively low for what it is, but there is quite a bit of distance from the axle to the chassis of the truck. It does a little bit of body roll even with the suspension on hard.

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That is true in drag racing.


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