Post by
AceInhole »
https://forums.nicoclub.com/aceinhole-u6364.html
Thu Oct 18, 2007 6:35 am
Hi guys. I basically just shot through a bunch of posts in this part of the forum, and remembered I had something written up somewhere. As a little bit of background info: I've been racing a 240sx in autocross since 2002. Since then, I have a few regional championships under my belt (2003, 2005, 2007), and even a Canadian class national championship (STS in 2004).
My car driven at the 2007 Devens National Tour
As of late, I've been trying to get into the National level competition, competing a lot in ProSolo and National Tour events. Unfortunately, my car was totalled this year, so it was only able to get away with winning the Dixie Tour down in GA earlier this year. Anyways, with that in mind, I have a small bit of knowledge to share, even though I may not be one of the greats (yet!).
So, this is something I made on the local forum. I hope some of you can use it as a basis or guideline at some point:
Here's the list of things that matter in order of importance for autocross: 1. Driver 2. Tires 3. Suspension 4. Weight 5. Brakes 6. Engine
1. The driver is THE most important component. In comparison to other forms of automotive racing, autocross has the highest concentration of driver input. In general, there's rarely a time when you're doing just one thing long enough to really think about it. But this is all pretty obvious....
2. Tires are the biggest "mod" in autocross. You'll spend some 90% or more of the time turning. Your grip level is dependant on your car's connection to the road, and the 4 thiings that make this connection are your tires. Tires tires tires. Can't say it enough.
3. Your tires will only work if they're on the ground. Your tires won't stay on the ground with crap for suspension. 90% of JDM coilovers = crap for suspension. If you can't afford Motons, Ohlins, or other high end shocks, buy Konis or Bilsteins. I could get into digressive force curves and how 90% of JDM dampers are linear, and the other 10% are for the most part simply poorly valved, but hey, if you buy crap, don't cry to me when the guys on real dampers are killing you in nearly stock 1989 Honda Civics.
4. You're going to turn a lot. You're going to be turning in different directions. This means you have to accelerate that mass of steel called your car laterally, all over the place. As we all know, F = MA. so, if your grip limit is lateral force, for the same force, M1*A1 = M2*A2. If M1 > M2, A2 > A1. If you can't multiply and divide, the lighter car accelerates more. Duh. Well, the unfortunate thing: you can't take out a lot of stuff in the majority of classes for autocross. What this tells you: don't add unnecessary stuff, like unneeded chassis bracing.
5. Brakes. You turn like 90% of the time, right? Well, of that 10%, you'll be braking and accelerating. Since autocrosses rarely go beyond 60 secs, you don't need big brakes, or powerful brakes. You DO need predictable brakes. So, for the most part, get good brake pads, and use good brake fluid. Other than that, don't go big brakes unless it's for a reason other than autocross, or unless they're lighter (like aluminum calipers).
6. Engine can probably be swapped with brakes, but really, no point in going fast if you can't stop. If you're doing everything right above this number, then you'll be spending a lot of time at a pretty constant speed. For a lot of people, having lots of power simply screws everything else up, anyways (overspeeding the car and getting off line, lacking control in turns, etc). In the end, you DO need power, but it's useless if you're only using it to get off line and drive longer distances through awkward lines that pinch long corners.
Those general rules down: You only need to: do general maintenance, replace worn items, and have fun till you figure out what class you can live with!