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Sports Car Club
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Glossary
of Autocross Terms
Apex: The middle of of a corner, where you want
the car to come as close to the inside of the turn as possible. Depending
on the turn, you may want the car to reach the innermost part of the
corner after the actual middle (late apex). See diagram 1.
Camber: How
far your wheels tilt in or out towards the top on a vertical axis.
Generally, negative camber helps even the load across the tires during
cornering. This can be demonstrated with a pyrometer (infrared thermometer).
"More camber" refers to increasing negative camber, since positive
camber is useless in autocrossing. See photo.
Course Deviation: Completely
missing a gate or taking a wrong turn on the course. A course deviation,
or "CD", will cost you twenty seconds. Two "CD"s will give you a DNF.
DNF: Short for "Did Not Finish". You will not get a score for a DNF.
Either you had to get pushed/towed off the course, or you missed at
least two gates.
Drift (slip angle): Partial loss of traction resulting
in the car sliding slightly wide of where you point it. This can be
the fastest way through a corner, provided that you maintain mostly
forward momentum and only deviate from the direction your tires are
pointed by about 6-12%. Slicks can maintain speed at a higher slip
angle than street tires. Rule of thumb: if you are going more sideways
than forward, or losing speed, you are drifting too much. If you aren't
drifting at all, you are going too slow.
Gate: Two or more cones that
you must drive between to stay on course. A series of gates makes
up the layout of the course. Miss one, and you have a Course Deviation.
Marker cones (cones sitting on their side) often point towards the
gates to help you out.
Grid: Where the cars line up in rows waiting
to make a run. The numbers on your windshield designate where you
line up in the grid. There will always be at least one worker to help
you get lined up.
Line: A mental line of travel you want the car to
take to maximize speed through the turns, and ultimately the whole
course. Try to pick a line that causes the least amount of turning
the wheel, maximizes straightaways, and minimizes time the car is
not traveling in a straight line. This is usually determined when
walking the course before the event.
Marker: A cone or series of cones
lying down. The cone they seem to be pointing at is the one you have
to go around. There are several examples in the photo above. If you
happen to hit a marker cone when you plow through a gate, it won't
count against you. Only the actual gate cones count.
Overdriving,
or overcooking: When you enter a turn too fast and the car's momentum
continues forward after the point where you intended to enter the
turn. Almost all novices will do this, and even experienced drivers
often battle with entering a turn too fast. This causes slower times,
premature wear on tires, cone murder, and comments like "My car understeers
like crazy!" Slowing down sooner and letting off the brakes before
turning in allows the chassis to balance and alleviate most of the
problem.
Oversteer: When
the back tires lose traction and carry momentum straight while the
front of the car is turning. More common in RWD cars, and can be used
to pivot a car around a turn. There are three common ways to cause
oversteer. All are variations on unsettling the chassis: 1. Lots of
throttle when weight is transferred to the front or side of the car;
2. Lift off the throttle in a fast turn (especially in a sweeper),
causing the weight transfer to push the rear out; 3. Trail braking
with too much exuberance. Tsuchiya-san would add that you can induce
oversteer with the E-brake, the feint (twitching the wheel one way
off throttle, then turning the other way on throttle), and dumping
the clutch while downshifting, but those methods are more common in
other motorsports. (though I admit to using the feint sometimes in
my FWD car during autocross) The crazy uncle of oversteer is "snap-oversteer".
This occurs when you brake hard, get a little sideways, turn the wheel
opposite to correct, and the momentum of the rear causes the car to
spin out. If you feel it happening, it is too late to do anything
about it.
Paddock: Where uninvolved cars, trailers, and equipment
are kept during an event. Only cars involved in the current heat are
in grid. Everything else stays in the paddock.
PAX Index: Stands for
"Professional AutoX", perhaps better explained as RTP, meaning "Racer's
Theoretical Performance". So you still don't know what it is... It
is a handicapping system that applies a multiplier to your time to
compare it evenly with other cars in different classes. That way the
driver of a Geo Metro can be evenly judged against the driver of a
Lotus Elise, more or less. There's still no accounting for taste.
Pivot: A sharp turn (over 90%) or hairpin, usually designated by one
or three large cones. Mad skills are required to negotiate pivots
successfully.
R Compound Tires: These tires have treadwear ratings
of under 140, and wear out quickly. Most have little or no tread pattern,
and are not suitable for daily driving. They are legal in all classes
except Street Tire, STS, STX, and STU. R compound tires provide much
more grip than street tires, and can improve run times by 2-3 seconds.
Some come in soft and hard compound variations depending on your needs.
Popular versions are available from Kumho, Hoosier, Yokohama, Avon,
and Goodyear.
Reference Point: Cones or landmarks chosen when walking
the course that you use to judge where to brake or aim the car. Since
things go by so quickly on the course, it is helpful to decide ahead
of time what reference points you will use.
Red Flag: A red flag on
the couse tells the driver to come to a complete stop, because something
has gone wrong. It may be an obstacle on the course, or some other
problem that requires you to stop. If you are red flagged because
of something you did not cause, you will get a rerun if you come to
a stop.
Slalom: A series of cones laid out in a line that require
you to zig zag around them. often, the decision is yours whether to
start on the left or right of the first cone.
Spotter: The
course worker(s) who stays close to the timer and watches the cars
on the course, alerting the timer of downed cones, red flags, and
when the next car needs to wait to start if there is a problem.
Street
Tires: Tires having a treadwear of over 140 and section width of 225mm
or less. Suitable for Street Tire classes STS, STX, and STU. Most
street tires best-designed for autocross have a treadwear of around
200. Examples are Kumho MX and Falken Azenis RT series. Typical summer
performance tires have a treadwear of over 300, and all-season radials
are likely to run between 450-600. Popular "High Performance Tires"
are designed for wet and dry traction, and last long enough to warranty.
Any street tires can be used to autocross, but as a rule of thumb,
wide, low profile tires with large outer tread blocks and a low treadwear
rating are optimal.
Trail Braking: A tricky technique of still having
your foot gently on the brake while entering a turn. The idea is to
keep the weight of the car transferred more to the front, allowing
the back of the car to rotate. See "Oversteer".
Treadwear Rating: See
Street Tires and R Compound Tires. There is no set measurement across
tire brands for determining how long the tread is expected to last.
Touring tires are designed to last 30-60 thousand miles, and are made
of hard rubber compounds. Their treadwear rating is very high, sometimes
over 600. Their gripping capabilities may excel in mud and snow, but
they are useless on the track. Sticky R compound tires may have a
treadwear of 80, meaning they won't last long at all, but will grip
like nobodies business. Most OEM tires on performance cars are in
the neighborhood of 330-450 treadwear.
Understeer: The tendency of
a car to go straight instead of turning when the tires are pushed
to their grip limit. Also known as pushing. (See overdriving/overcooking).
This is one of the most annoying handling characteristics of stock
vehicles, especially front wheel drives. Cars are set up from the
factory to understeer, because it is safer for the average person
to deal with understeer than oversteer in an emergency braking situation
on the street. The inherent characteristics of an FWD (front wheel
drive) car; front engine, front drive, front wheels doing all the
turning and most of the braking, make the front wheels do all the
work. This causes them to run out of traction if they are trying to
do too many things at once. This is best demonstrated if you try to
brake hard and turn at the same time. The car goes straight ahead
since it is too busy trying to stop to bother with your annoying pleas
to "TURN TURN TURN!". Much of this can be addressed by training the
driver. The rest can be handled with stiffer springs, larger stabilizer
bars, and tire size/pressure adjustment, in respective order from
drastic to subtle.
Wall: A line of cones placed to prevent you from
missing a not-so-obvious change of direction on the course. Also evident
on the photo at the top of the page.
This is by no means an all-inclusive
list, leaving out items like the Chicago Box, decreasing
radius turn, heel-toe shifting, corner weighting, etc. Some
great books to help you learn more are: Secrets of Solo Racing by
Henry A. Watts; and Speed Secrets (I-III) by Ross Bentley. The
Solo II Rulebook is also downloadable from the SCCA website.
Geometric apex
Late apex
Diagram 1
Spend as little time turning as possible
Negative camber
Marker cone
Gross oversteer
Cars in the paddock
Get your work assignment at the van
AWD battling understeer
Mustang battling physics
Faster than you
Walking the course