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Old 24-06-2010
Chris Doughty Chris Doughty is offline
*SuPeRsTaR mEmBeR*
 
Join Date: Nov 2005
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Quote:
Originally Posted by elvo View Post
Bump stops are a no-no. The chassis has got to hit the ground before anything in the suspension starts to bind. More so, even, even with the chassis flat on the ground you need ~5mm of extra uptravel. It's easy to see why when looking at some of Jimmy's fabulous action shots: our cars roll hard and far, and tracks are not flat.
(The 1:1 dune buggy / sand rail / desert racer crew will disagree though: they'll consider it a sin if the chassis hits the ground before the shocks hit the rubber bump stops.)
Even similar things to bump stops, like increasing the spring and/or damper rates near full compression: doesn't really work. It's been tried a number of times, results have never been 100% satisfying. Often it's very nice on bumps and rough stuff, but there's always a downside when it comes to control, and 'centering up', like when lining up for jumps and flying through chicanes. It's similar to what happens if rebound and compression damping rates are too far apart: roll and pitch movements become asymmetrical and a bit weird.

This may be far out, but who says R/C cars need 'ideal' damping rates? R/C drivers' bums and spines are safely on the rostrum, they don't really care about jolts as long as the car stays in control.
100% agree with this.

having our chassis scrape the floor on the face of the jumps is pretty much how our cars jump nicely on the big hit jumps. especially so in 8th scale, if you have one wheel hit its bump stop it will throw the car to one side.

in an ideal world without the laws of physics I'd like the following

low speed damping - slow (for body roll and cornering)
high speed damping - fast (to deal with stutter bumps)
(now here is the catch)
high speed damping - slow (to land the big jumps)

unless there is a way to differentiate between high speed 'bump' and high speed 'landing jump' then I will stick with what I've got and put up its limitations.

adding in a curve ball, can a cars suspension geometry help to overcome what we are lacking in our current shocks and a 'magic' set of shocks not work until the geometry changes to catch up with magic shock technology?
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