Touring Car Suspension 101
The Internet's most comprehensive guide (under construction- last update 30 March 99)
This article is written in reference to the four wheel independent suspension commonly found on all 1/10 scale touring cars, but the occasional note to other types of cars has been included where appropriate. Sedan suspension is all about keeping the tires in contact with the track. The amount of tire in contact with the track is referred to as the contact patch.
Throughout the article keep in mind that the number of variables is vast, and each variable causes something else to change. This means that it is simply not possible to attain a perfect set-up. That is assuming we could define a perfect set-up. As R/C racers we have an advantage in that an R/C chassis is generally good for three to five seasons, so there is quite a lot of development time available. Of course if you change tires, your favorite springs go out of production etc you will have to redevelop the car.
This also applies to the suspension arms themselves, as critical alignment settings will be altered through suspension flex. Tamiyas have very flexible arms and as a result the cars are pretty much always 80 percent dialled, but consistence suffers. Aluminuim arms from various manufacturers can remedy this.
A short, wide car will be more twitchy and therefore more responsive on a tight track. Maneuverability is in part a function of polar intertia (Trinity's EV-10 went to great lengths to minimize polar moment- the first time the term had been used in R/C) which in turn is a function of the weight contained between the axles. A short wheelbase helps attain a lower polar moment, provided weight can be contained within the axles. This is why most agree that the TA-03R is better handling than the TA-03F, the front mounted motor means a lot of weight ahead of the front axle.
This is one of the few areas that Tamiya drivers are spoilt for choice. The TA-02 comes in regular, wide, and short/wide. The '03 also comes in regular, wide and short/wide. Mini's come in short, medium and long. Of course, there are quite a lot of parts required to make the changes. However it is certainly feasible to have different cars for long and short courses.
At the heart of this is roll centre (RC). This is an invisible point in space around which the chassis rolls during cornering. This point is also prone to move about during cornering. The ideal system would be one where the roll center remained constant throughout the suspension's travel. Since this is not yet possible, we want to limit it as much as possible. By far the easiest way to do this is to reduce travel to a minimum (the same theory used in F-1!). For Tamiya sedans this means using two spacers (one small, one large) per CVA II shock.
Most springs used in R/C are linear rate springs, meaning that the spring rate remains constant throughout it's compression. If the spring rate were 20 grams/millimetre, you would need to place 20 grams on the spring to move it one millimetre, and 40g to move it 2mm and so on. This means that the preload spacers (shock collars) are only there to adjust the cars ride height, not it's spring rate. Looking at the graph will make this clear. When you lower the spacers, the car will 'feel' stiffer, but you haven't changed the springs' stiffness, just loaded it with kinetic potential energy, making it feel stiffer. When you compress a preloaded spring it begins with more potential energy, so when the spring is released it releases more energy and bounces back as if it were stiffer.
This will make the car drive like it's more stiffly sprung. This is also because the ride height is higher and the wheels cannot drop into depressions, resulting in a harsh ride. I doubt whether a car set up in this manner can ever be fast.
A too stiff spring will result in a car that tends to dart around and be generally unstable. A too soft spring will result in excessive body roll and pitching under acceleration and brakes, & bottom out on even slight bumps. It will be slow to respond to driver input and hesitate in changes of direction.
A too soft shock (thin oil) will not provide sufficient resistance to the spring and cause the chassis to bounce.
A too stiff shock will not allow the spring to do it's job. The wheels will bounce over bumps.
Refers to the angle of the wheels when viewed from head on. Negative
camber means that the tops of the tires lean in (toward each other).
Negative means they lean out. To adjust camber you need to adjust the camber link (upper suspension arm). On most Tamiya cars this requires optional parts. If you shorten the camber link you gain negative camber. Lengthen it and you gain positive camber.
So why do we need camber? When a car corners, it inevitably has some degree of chassis roll. This roll makes the wheels lean. To keep them parallel with the track surface, camber is added. Of course, only the outside wheel will be level with the track, the inside wheel will be leaning the wrong way (oval racers take note).
Many people will tell you that more camber equals more traction, but too much is worse than not enough, and will only result in increased tire wear on the inside of the tread. How much camber is dependent on the amount of chassis roll the vehicle exhibits. Therefore softening the springs or removing a sway bar will change the 'ideal' amount of camber.
FF cars are particularly sensitive to camber changes, because more than 1-2 degrees on the front won't allow the wheels to pull the car out of turns.
Placing the camber rod closer to the chassis centerline (you will have to lengthen it) decreases negative camber change so that the tire stays more parallel to the side of the chassis when the suspension is compressed (less vertical to the track), so cornering traction is reduced. At the front, this causes a loss in steering. At the rear, this will gain steering. Placing the camber rod further from the chassis centerline increases negative camber change so that the tire stays more vertical to the track when the suspension is compressed, so cornering traction is increased. Generally, the camber rod should always be shorter than the lower A arm (this is referred to as an 'Unequal Length Double Wishbone').
Refers to the angle of the kingpins (lean back). More caster results
in more high speed and on power steering , but decreased low speed and off throttle steering. Too much caster will result in savage low speed understeer because the front wheels lean over and come off the ground as the steering is turned.So, going into a turn, more caster will let you turn in tightly and quickly, but as the car scrubs speed in the middle and exit, you will loose steering accordingly. Less caster will do the opposite, the car will "push" coming into the turn, but you will gain steering towards the middle and exit.
Again, in FF cars, too much caster limits front wheel traction and acceleration.
*In off road cars caster is sometimes referred to as "kick up".
Toe-out is only used up front. Toe-out in the front will increase steering aggressiveness, decreasing stability. This is a good way to add steering to FF cars. Don't go overboard, usually, 2 degrees or less per side will suffice.
* Whenever toe is not set to zero, the vehicle will scrub speed in a straight line.
0 anti-squat is when the rear lower arms are parallel with the bottom to the chassis, 100% anti-squat is when the line of the hinge pin goes directly through the CG. As load is applied to the rear wheels, the anti-squat causes the rear wheels to be pushed away from the chassis, thereby planting the tire to the track. At 100% anti-squat, no body squat would occur.

However, it tends to 'lock up' the suspension when accelerating, which is why 100% (or greater) anti-squat is rarely used. Because anti squat is geometric, it is capable of producing unwanted effects when loads are reversed, such as reducing weight transfer to the front wheels under brakes.
You can adjust it by putting shims under the front of the hinge pin mounting blocks. Tamiya cars and others with integral inner wishbone mounts are not adjustable.
*On pan cars there is no anti squat. The line of action would run from the centre of the axle to a point on the T bar, which means somewhere around 100% body squat. However, because these cars have the motor mounted transversely across the motor pod, the motor torque has a tendency to lift the front of the motor pod, mimicking anti squat, but because it is a function of motor torque, cannot be considered anti squat. This point is rather open to debate since it is unique to R/C cars- perhaps we can refer to it as 'torque squat'. The closest full-size cars get to this phenomenon is axle wrap on leaf sprung vehicles, where it is unwanted because is angles the uni joints.
It should be noted that the while a heavily rear biased weight will give heaps of rear traction, when the G forces build up (because of the weight) the rear will step out very quickly and be very difficult to control. Conversely, a heavy front end will make the car reluctant to change direction because of the momentum carried at the front. A 50:50 car will corner very progressively and will tend to four wheel drift when the car's mechanical grip limit is exceeded. Off road cars need the weight biased further rearward to help the car keep it's nose up over jumps.
* Keep in mind that lowering the front suspension in relation to the rear will increase front weight bias and vice versa. This is the easiest way to change weight distribution, but may alter geometry exessively.
| Item | Adjustment | Effect |
|---|---|---|
| Springs & Shocks | Softer | More grip, more weight transfer, less response |
| Harder | Less grip, less weight transfer, more response | |
| Shock Angle General | Upright | Higher CG, More Downward Travel, More Pack (Higher Piston Speed), Wheel Rate Stays Constant |
| Laid down | Lower CG, Less Downward Travel, More Pack, Wheel Rate Becomes Progressively Softer | |
| Shock Angle Front | Upright | Smoother High Speed Steering, Increased Low Speed Steering |
| Laid down | Smoother Steering | |
| Shock Angle Rear | Upright | Better on bumpy tracks |
| Laid down | increased High Speed Steering, Smoother changes of direction | |
| Ride Height Front | Lower | Lower CG, Less sensitive steering |
| Higher | More sensitive steering | |
| Ride Height Rear | Lower | More rear traction, smoother transition |
| Higher | Less traction more weight transfer to front wheels | |
| Anti Roll Bar | Stiffer | Less Low Speed Traction, Better Response |
| Softer | More Low Speed Traction, Lower Low Speed Response | |
| Camber | More Negative | More cornering traction |
| Less Negative | More straight line traction | |
| Camber Change | Holes closer together | More camber change |
| Holes farther apart | Less camber change | |
| Caster | More | More high speed steering |
| Less | More low speed steering | |
| Front Toe | In | More stability in a straight line |
| Out | Better turn in | |
| Rear Toe | In | More stable under power |
| Out | Rarely Used (Never On FF), Less Stability, more steering | |
| Ackermann | less | More Agressive Steering |
| more | Smoother steering | |
| Anti-squat | More | increased rear traction under acceleration |
| less | less rear traction under acceleration | |
| Weight Distribution | More Forward | More Front traction and weight transfer, less weight transfer to rear |
| More Rearward | More Rear traction and weight transfer, less weight transfer to front | |
| Aerodynamics | Larger/Steeper Wing | More traction at respective end of car, traction increases with speed |
| Smaller/Less Steep wing | Less traction at respective end of car, traction increases with speed |