What the engine reads
A mechanical engineer doesn't watch the car — they read the suspension. SimRace.app does the same, per wheel, at around 60 Hz, corner by corner. From the raw channels the sim exposes it derives the numbers a setup is actually built on:
- Damper shaft velocity — bump and rebound, low-speed versus high-speed. The rate of change of suspension travel, not the car's speed.
- Ride height & rake — front and rear, and the rear-minus-front difference that sets the platform's attitude.
- Per-wheel load — how the weight sits across the four corners, and how it transfers through each phase of a corner.
- Bottoming — when the platform runs out of travel and hits its stops, the moment the suspension stops being a suspension.
The compromise problem
Mechanical setup is hard for one reason: it's a web of trade-offs. Stiffen the front bar to sharpen turn-in and you cost yourself mid-corner front grip. Soften the rear to settle the platform and you slow the response. Almost every lever you pull undoes something another lever just did. A good setup isn't the sum of a dozen changes — it's the one balance point where they integrate. Integration, not accumulation.
And there's a trap that makes feel unreliable: the same symptom has a different cause depending on speed. A car that washes out at the front is a mechanical problem in a slow corner — springs, bars, geometry — and an aero problem in a fast one — ride height, rake, wing. Same complaint from the seat, same words on the radio, but the fix is opposite. You feel one symptom; the car has two diseases.
What the engine gives you
The new pit-wall mechanical view turns all of that reading into three things you can act on:
- The damper-velocity histogram — the distribution of how long each damper spends at each shaft speed, the one thing you genuinely can't feel from the seat. A healthy shape is a smooth, continuous hill; a lopsided lump or a sharp spike is a damper doing too much of one kind of work.
- The platform read — rake, heave, where and when the car bottoms, and the rate weight transfers through a corner. The state of the chassis, in numbers instead of guesses.
- A setup note, per corner — the layer (mechanical or aero), the lever and which way to move it, why, the trade-off it will cost you, and a confidence. Not a magic number — a decision, framed the way an engineer frames it.
No magic numbers, and the recipe stays inside the plugin — you get the call and the reasoning behind it, framed corner by corner.
Where to go deeper
Every lever the mechanical view names has its own page — the textbook concept, in plain language:
- Springs & wheel rate
- Dampers: bump & rebound
- Bump stops & packers
- Ride height & rake
- Anti-roll bars
- Camber, toe & caster
- Mechanical balance
- The full setup guide →
And because the same symptom is mechanical when it's slow and aero when it's fast, the mechanical view lives right next to its aerodynamic twin: Balance, CoG & CoP and how the center of pressure is computed.
FAQ
Does the sim give you suspension data like damper velocity and rake?
Not as finished numbers. The sim hands you raw channels — suspension travel, ride height, speed. SimRace.app derives the engineering: damper shaft velocity is the rate of change of travel, rake is rear height minus front, per-wheel load comes from travel against wheel rate. It computes these per wheel at around 60 Hz, corner by corner, the way a race engineer would off the data trace.
What is a damper-velocity histogram and why does it matter?
It's a distribution of how much time each damper spends moving at each shaft speed over a lap — a fingerprint of how the suspension actually worked. The split between slow, sustained movement (your inputs) and sudden, fast movement (bumps and kerbs) is invisible from the seat. The histogram makes it visible, so a fix can target the part of the damper that's misbehaving instead of guessing.
Why is mechanical setup so hard to do by feel?
Because it's a web of trade-offs: one lever undoes another, so it's integration, not accumulation. Worse, the same symptom has a different cause depending on speed — a balance complaint is mechanical in a slow corner and aerodynamic in a fast one. The same feeling needs a different fix, and you can't separate the two from the seat.
What does the mechanical view actually give you?
Three things: the damper-velocity histogram (what you can't feel), a platform read (rake, heave, bottoming, transfer rate), and a setup note per corner — the layer, the lever and which way to move it, the why, the trade-off it costs you, and a confidence. It names the compromise instead of leaving you to find it.
Which simulators does it work with?
iRacing, Le Mans Ultimate, rFactor 2, Automobilista 2, RaceRoom and Assetto Corsa / ACC, plus real-world MoTeC .ld files.