The sim racing glossary

Every metric on the wall, explained

Each term your race engineers use — what it means, how to read it off the data, and the typical range to aim for. Grouped by driving, tyres, aero & load, brakes, suspension, engine and strategy. Deep-dive pages link out where a lever has its own guide.

Driving inputs

Driving

Trail braking

Carrying brake pressure past turn-in and bleeding it off progressively as you add steering, so the nose stays loaded and the car rotates. Release too early and the front lifts and washes (understeer); too hard and the rear gets light.

Read: % of the braking zone done while steering. Typical: 25-40%. See brake bias.
Driving

Threshold braking

Braking right at the grip limit — a hard initial hit, then modulation just below lock-up — for maximum deceleration. On an ABS car it is the point where ABS only just intervenes.

Read: peak brake % vs ABS frames. A lot of ABS modulation means you are over the threshold, not at it.
Driving

Release rate

How fast you come off the brake. A clean dégressive release keeps the front planted into the apex; a sudden release unloads it and the car stops rotating.

Read: brake %/metre on release. Smooth > abrupt.
Driving

Coast

Time spent neither on the brake nor the throttle — dead time at the apex. A little is normal; a lot means you brake too early or hesitate to get back to power.

Typical target: < 8% of the lap.
Driving

Slip angle

The angle between where the tyre points and where it actually travels. A few degrees builds grip; too much scrubs the tyre and wastes speed.

Sweet spot: ~3-6° for slicks. Above ~7° the front is washing.
Driving

Consistency

How repeatable your laps and corner inputs are. The number-one separator of pace — you cannot tune a car you cannot reproduce.

Read: spread of your clean laps. Lower is better; the engineers want references locked before chasing time.
Driving

Apex min/max speed

Your minimum (apex) speed in a corner, tracked across laps. A wide min-speed spread at the same corner is lost time hiding in execution, not in the car.

Read per corner: a 4-6 km/h spread at the apex is driver variance to close.

Tyres & grip

Tyres

Grip fraction (grip utilization)

How much of a tyre's grip is in use, 0-1, from the friction circle: √(lateral² + longitudinal²) ÷ (µ × vertical load). Front vs rear is the tyre-level read of understeer/oversteer; including the longitudinal part also catches wheelspin on exit.

100% = at the limit. Front > rear = understeer; rear > front = oversteer.
Tyres

Temperature window

The carcass temp band where the compound grips. Cold = no grip and the tyre slides; over the top = greasy. Read the inner/middle/outer spread for camber and pressure.

Slicks: typically 80-100°C carcass. See camber, pressures.
Tyres

Pressure rise (cold → hot)

How much pressure builds from the cold set value to running. Too little rise = cold pressure too high (tyre under-worked, bulges at the centre); too much = cold too low (tyre over-worked).

Target rise: ~16-24% of absolute pressure for slicks.
Tyres

Wear per lap · cliff · tyre life

How fast each tyre wears (%/lap), the projected lap where grip falls off a cliff, and the estimated laps of life left. The worst corner usually names the limiting tyre.

Read: which tyre wears fastest, and why (load, camber, scrub).
Tyres

3-zone temps (I / M / O)

Inner, middle and outer tread temperatures. Inner hot = too much negative camber; outer hot = too little; middle hot = over-pressure; both edges hot = under-pressure.

Read corner by corner, not on the straight.

Aero & load

Aero

Center of pressure (CoP) & migration

The front/rear split of aero downforce, in percent — e.g. CoP front 37% means 37% of the aero load is on the front axle. Migration is how it shifts with speed: + = the front gains load at speed (more front bite in fast corners), − = the rear loads up. On LMU downforce is not exposed, so it is estimated from ride-height change vs speed and the spring rates.

Stable platform: |migration| < 2 pt. Big migration → adjust ride height/rake or wing.
Load

Center of gravity (CoG) / load transfer

Where the mass effectively sits, read from the vertical load on each tyre. Front/rear (e.g. 46% front at speed) and left/right tell you which corner carries most. On a track with a dominant turn direction the loaded side can carry 30%+ more — the root of uneven wear and heat, and a case for an asymmetric setup.

Read: left/right and front/rear % over the stint, not a single static frame.
Load

Max lateral G

Peak cornering grip the car actually pulls. A reference for how much the platform and tyres are giving in the corner.

GT3 typically ~1.5-2.2 g sustained in fast corners.

Brakes

Brakes

Brake thermal window (onset / peak / median)

The temperature band where the brake material works. Below it the discs are glazed and braking is lazy; above it they fade. Coupled with deceleration and tyre warm-up through the duct setting.

Read decel vs disc temp. Cold + lazy → open ducts; fade + hot → close ducts or lift earlier. See brake thermal window.
Brakes

Brake bias

The front/rear split of braking force — the first number is the front (54.5 = 54.5% front). Too far forward and the front washes under trail braking; too far back and the rear gets unstable on entry.

Adjustable while driving. See brake bias.
Brakes

Brake migration

An automatic shift of brake bias toward the rear as you release the pedal, to help rotation on corner entry without making the initial hit unstable.

Hypercar-class lever; not on most GT3.
Brakes

ABS frames/lap

How many telemetry frames per lap the ABS is modulating — the amount of ABS intervention, not a count of discrete triggers. A high value (plus a high ABS % of braking frames) means you lean on the ABS instead of braking at the threshold.

Lower = cleaner threshold braking.

Suspension

Suspension

Shock velocity peak (F/R, bump/rebound)

How fast the damper shaft moves. Slow shaft speed = body control (roll, dive, squat) → set with slow bump/rebound; fast shaft speed = kerbs and bumps → set with fast bump/rebound.

Diagnoses whether a problem is a transition (damper) or steady-state (spring/ARB). See dampers.
Suspension

Roll & pitch rate

How fast the body rolls in corners and pitches under braking/acceleration. High roll points to ARB/spring; high pitch under braking points to slow front bump.

Suspension

Bottoming (talonnage)

The floor hitting the ground when the suspension runs out of travel — a sudden loss of downforce and a light, vague steering feel. Under braking it is the nose diving too fast, which is a damper problem (slow bump), not just a spring/ride-height one.

Fix order: slow bump + packers first; ride height/spring last (they add understeer). See packers, ride height.

Engine & cooling

Engine

Grille / radiator blanking

Tape or panels that block part of the airflow to the radiators. Closing the grille cuts drag and adds downforce but lets the engine run hotter; opening it cools the engine at an aero cost. It is the aero-vs-cooling lever of the power unit.

Quali: closed — one flying lap does not overheat. Race: a compromise set against weather and time spent in traffic (hot air off the car ahead).
Engine

Oil temperature

Engine oil temperature. Too cold and the oil is thick and the engine is down on power; too hot and it thins and the engine is at risk. Read it against the grille setting.

Target: ~100-120°C. Persistent high oil temp → open the radiator a notch.
Engine

Water / coolant temperature

Engine coolant temperature — the primary cooling readout. Sustained high values mean the cooling is insufficient. On some sims (iRacing, Automobilista 2, Assetto Corsa) leaving the engine running while stopped removes the airflow and temps climb fast enough to damage the engine.

Keep < 130°C. Climbing at standstill → cut the engine or get moving.
Engine

Engine map

A selectable mode that trades power against fuel/energy use, response and heat. A leaner map saves fuel and runs cooler; an aggressive map makes more power but burns and heats more.

Pair with lift & coast and the cooling strategy over a stint.

Strategy

Strategy

Fuel/lap · laps remaining · limiting factor

Real fuel burned per lap (start minus end), the laps of range left, and which of fuel, energy or tyres runs out first — the limiting factor that decides stint length.

Read the shortest of fuel / VE / tyre life.
Strategy

Virtual energy (VE)

On energy-coupled cars a budget that depletes alongside fuel and can be the real stint limit. Shown as a % with a per-lap consumption.

If VE runs out before fuel, lift & coast or pit on energy.
Strategy

Lift & coast

Lifting before the braking point to save fuel/energy, trading lap time for range. Each level (L1-L3) has a saving and a time cost.

Strategy

Race-format scenarios

For a given car, projecting the number of stops and stint length across race lengths (20 min → 24 h) from your measured pace, consumption and tyre life — so you can plan a format before you run it.

Stops = total laps ÷ stint limit, rounded up, minus one.
Strategy

Micro-sectors / ideal lap

The track in ~24 mini-sectors; the best of each, summed, is your true ideal lap — sharper than the classic three-sector theoretical best.

Shows the real time on the table, mini-sector by mini-sector.
See it on the live pit wall The setup guide