ABS
Anti-lock braking system to prevent wheel lock. In sims, adjustable per car/ECU map.
Anti-lock braking system to prevent wheel lock. In sims, adjustable per car/ECU map.
Links left/right suspension to resist roll. Stiffer front generally increases understeer; stiffer rear increases oversteer.
Also known as: sway bar
The innermost point of a corner you aim to clip. Early, geometric, or late apex affects exit speed and line.
Also known as: clipping point
Adjusts image gaps caused by monitor bezels so objects align across screens.
Series-set rules to equalize car performance (weight, restrictors, power).
Percentage of braking sent to the front axle. More front bias stabilizes entry but can increase understeer.
Tilt of the wheel relative to vertical. Negative camber improves lateral grip at the expense of straight-line contact.
Steering axis inclination. More caster increases self-centering and dynamic camber while steering.
Controls speed of suspension movement (bump/rebound, fast/slow). Tunes transient behavior.
Also known as: shocks
The live time difference vs. your best/optimal lap.
Torque needed to start differential action. Affects off-throttle rotation and on-throttle stability.
Steering motor drives the wheel directly for fast, detailed force feedback.
Forces sent to the wheel to convey tire load, slip and road detail.
Also known as: force-feedback
The portion of the world visible on screen. Calculated from screen width and viewing distance.
Also known as: FoV, vFOV, hFOV
High-end pedal manufacturer known for load-cell pedals and software.
Penalties assigned for contacts/off-tracks in iRacing (e.g., 1x, 2x, 4x).
Skill rating used for matchmaking and splits in iRacing.
Rear unloads as you release throttle mid-corner, causing rotation.
Measures brake pedal force, improving consistency over travel-based sensors.
Black flag with orange circle; indicates mechanical damage requiring pit stop.
Popular telemetry analysis suite used by many sims (ACC native, others via plugins).
Sum of your best sector times; a pace target indicating potential.
Also known as: opt
Stay out longer to benefit from clean air or rivalsβ traffic, then pit later.
Rear tires lose grip first; car rotates more than commanded.
Lap/time range where a pit stop fits fuel/tires/rules without compromising the race.
Static distance from chassis to ground. Changes aero platform, rake and bottoming risk.
Measures clean driving in iRacing; affected by incident points per corner.
A race lobby grouped by rating/entries. Split 1 is the top lobby.
Stiffness of the springs. Influences platform control, ride height and balance over load changes.
Continuous run between pit stops. Managed by tire life, fuel and driver limits.
Average skill rating for a race split; higher SoF yields more points.
Traction control to limit wheelspin. Often multi-stage (e.g., TC1/TC2 in GT3).
Recorded car and driver data (speed, throttle, steering, suspension) used for analysis and setup.
Direction wheels point relative to car centerline. Toe-out aids turn-in; toe-in improves stability.
Keeping brake pressure past turn-in and bleeding off toward the apex to keep load on the front tires.
Also known as: trailing brakes
Blending small throttle while reducing brake near apex to stabilize platform.
Setup that matches real monitor width, angle, distance and bezels for correct perspective.
Pit earlier for fresh tires to gain time on rivals before they stop.
Front tires lose grip first; car turns less than commanded.
Anti-lock braking system to prevent wheel lock. In sims, adjustable per car/ECU map.
Links left/right suspension to resist roll. Stiffer front generally increases understeer; stiffer rear increases oversteer.
Also known as: sway bar
The innermost point of a corner you aim to clip. Early, geometric, or late apex affects exit speed and line.
Also known as: clipping point
Adjusts image gaps caused by monitor bezels so objects align across screens.
Series-set rules to equalize car performance (weight, restrictors, power).
Percentage of braking sent to the front axle. More front bias stabilizes entry but can increase understeer.
Tilt of the wheel relative to vertical. Negative camber improves lateral grip at the expense of straight-line contact.
Steering axis inclination. More caster increases self-centering and dynamic camber while steering.
Controls speed of suspension movement (bump/rebound, fast/slow). Tunes transient behavior.
Also known as: shocks
The live time difference vs. your best/optimal lap.
Torque needed to start differential action. Affects off-throttle rotation and on-throttle stability.
Steering motor drives the wheel directly for fast, detailed force feedback.
Forces sent to the wheel to convey tire load, slip and road detail.
Also known as: force-feedback
The portion of the world visible on screen. Calculated from screen width and viewing distance.
Also known as: FoV, vFOV, hFOV
High-end pedal manufacturer known for load-cell pedals and software.
Penalties assigned for contacts/off-tracks in iRacing (e.g., 1x, 2x, 4x).
Skill rating used for matchmaking and splits in iRacing.
Rear unloads as you release throttle mid-corner, causing rotation.
Measures brake pedal force, improving consistency over travel-based sensors.
Black flag with orange circle; indicates mechanical damage requiring pit stop.
Popular telemetry analysis suite used by many sims (ACC native, others via plugins).
Sum of your best sector times; a pace target indicating potential.
Also known as: opt
Stay out longer to benefit from clean air or rivalsβ traffic, then pit later.
Rear tires lose grip first; car rotates more than commanded.
Lap/time range where a pit stop fits fuel/tires/rules without compromising the race.
Static distance from chassis to ground. Changes aero platform, rake and bottoming risk.
Measures clean driving in iRacing; affected by incident points per corner.
A race lobby grouped by rating/entries. Split 1 is the top lobby.
Stiffness of the springs. Influences platform control, ride height and balance over load changes.
Continuous run between pit stops. Managed by tire life, fuel and driver limits.
Average skill rating for a race split; higher SoF yields more points.
Traction control to limit wheelspin. Often multi-stage (e.g., TC1/TC2 in GT3).
Recorded car and driver data (speed, throttle, steering, suspension) used for analysis and setup.
Direction wheels point relative to car centerline. Toe-out aids turn-in; toe-in improves stability.
Keeping brake pressure past turn-in and bleeding off toward the apex to keep load on the front tires.
Also known as: trailing brakes
Blending small throttle while reducing brake near apex to stabilize platform.
Setup that matches real monitor width, angle, distance and bezels for correct perspective.
Pit earlier for fresh tires to gain time on rivals before they stop.
Front tires lose grip first; car turns less than commanded.