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.12 -- Generally, this is the smallest
nitro type engine that is available
for sedan R/C cars. Many kits come equipped with a .12-size engine. Some
.12-size engines are more powerful than many .15-size engines, which indicates
they are more efficient, have more tuning capability and/or larger carburetor
openings. The ".12" refers to the displacement size of the engine
in cubic inches, much like a full-size engine.
.15 -- This is the second-largest
generally available nitro type engine
that is available for sedan R/C cars. Most ready to run (RTR) car or truck
kits come equipped with a .15-size engine. Although the larger displacement
would lead you to believe the .15 engines are more powerful, there are
some .12-size engines that are more powerful than many .15-size engines,
which indicates they are more efficient, have more tuning capability and/or
larger carburetor openings. Also worthy of noting
is that .15 engines are not allowed in large sanctioned races in some
countries, which could mean that a car or truck may not be allowed to
participate in an organized race, because many race clubs or tracks follow
these rules examples. The ".15" refers to the displacement size
of the engine in cubic inches, much like a full-size
engine. NOTE: Some .15-size engines are "big block" engines,
while most are based on the .12-size engine case. "Big block"
engines won't fit in most 1/10 scale cars without modifications.
.21 -- This is the largest generally
available nitro type engine
that is available for R/C cars. The ".15" refers to the displacement
size of the engine in cubic inches, much like a full-size
engine.
2 Speed -- See Two
Speed
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A Arm -- This generally refers
to the lower suspension arm of the car,
although it can refer to the upper arm also.
ABS -- A form of plastic that is
easy to form but is not crash-resistant. HPI Racing does not use this
type of plastic for any kit parts, however some of our 24mm white wheels
are made from ABS, which is slightly lighter than the high-impact nylon
used in our other wheels.
Accelerate -- To make
the car move faster, either from a full stop or while it's already moving.
Acceleration -- A
measure of how quickly a car can accelerate. Affected by items like the
weight of the car and its rotating mass.
Ackerman -- Rudolf Ackerman
is a man who worked out a steering system for horse-drawn carts, and we
use his name today to describe the angle of the inside tire in relation
to the outside tire when the wheels are turned to full "lock"--the
farthest the wheels go to the left or right. Normally, when the front
wheels are turned all the way left or right, the inside wheel is at a
sharper angle than the outside wheel. If you extend the center line of
each front tire to a point where the intersect and measure that angle,
that is the Ackerman angle. Ideally, for perfect steering, the Ackerman
angle will cross at the center line of the rear axle.
In a wide turn, the front tires are not turned very far
to the right or left, the inside wheel is not steering at a sharper angle
than the outside wheel, and the Ackerman angle is not very wide. In a
tight turn, the inside wheel is steering at a steeper angle than the outside
wheel, and this is what is called the "Ackerman effect". A bellcrank
steering system approximates a way to copy the Ackerman effect, and is
adequate for R/C cars because of tire slip, tire sidewall folding and
other factors.
Adjusting the Ackerman angle can be done by changing the
length of the center link, also called the Ackerman
link that connects the bellcrank steering arms, or changing the mounting
location on the steering arms without changing the link length. Most racers
won't need to change the Ackerman angle, and actually it is best left
to experienced racers who wish to try something new.
If you wish to learn what changing the Ackerman angle will
do, see below:
The Nitro Racer 2, Pro 2 and Pro 3 use bellcrank steering
arms that have two sets of mounting holes (inner and outer) for the
Ackerman link. The Pro 2 and Nitro Racer
2 kits use the outer holes, while the Pro 3 uses the inner holes on
its new bellcranks. Mounting the Ackerman link
to the outer holes will result in a small Ackerman angle. Using the
inner holes will increase the Ackerman angle.
A smaller Ackerman angle (done by lengthening the Ackerman
link or using the outer link holes) will give you more aggressive
steering into a corner with a possibility of oversteer at the middle
of turn, when the most weight is on the outside tires. The RS4 Pro 2
and Nitro RS4 Racer 2 kits use the outer Ackerman
link holes in stock form, so they has more aggressive steering than
other cars, everything else (damping, tires, suspension) being equal.
A larger Ackerman angle (achieved by shortening the Ackerman
link or using the inner link holes) will give you more predictable
and smoother steering. The new RS4 Pro 3 uses the inner Ackerman
link holes, so its steering will be more predictable than the Pro
2.
Ackerman Link -- The
center link of the bellcrank steering system
that connects the two steering arms.
Air Dam -- An extension of
the front bumper that blocks, or dams, too much air from getting under
the car and producing lift. Most R/C bodies for Touring
Cars have air dams built in.
Aluminum -- In general terms,
aluminum is a metal that is lighter than steel, but
not as strong. It can be machined (cut on a machine) to replace many plastic
parts of an R/C car, but is not recommended for replacing suspension
arms.
Angle of Attack --
(AOA) Refers to the angle that a surface contacts the air, usually mentioned
when talking about spoilers and wings.
A higher AOA helps solve oversteer but increases
drag and decreases top speed. A lower AOA is used to alleviate understeer
and increase top speed.
AM -- Short for Amplitude Modulation, an AM radio
in R/C is considered a "budget" radio, what most newcomers to
R/C will start out with. Most hobbyists will be fine with an AM radio,
but some racers can benefit from FM or PCM
radios. An AM radio will have more glitching
than these other, more expensive, radios.
Anti-squat -- Refers to
the angle of caster on the rear wheels. However,
that angle prevents the squatting of the rear suspension, so 'anti-squat'
it is. Anti-squat is most effective on acceleration from a stop, when
much of the car's weight is forced onto the rear suspension. Lifting the
front of the hingepin of the rear arms gives a caster (anti-squat) angle,
and helps to transfer the power that makes the car want to do a wheelie
into forward motion.
Axle -- What a wheel of a car
spins or rotates on. A "drive axle" is an axle that is actually
powered and turns the wheel (such as the rear axles on a rear wheel drive
car), otherwise the wheel will spin on bushings
or bearings on the axle.
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Backmarker -- Any racer
that is getting lapped.
Ball Cup -- A hollow plastic
piece that snaps onto a ball end that provides a pivot point, usually
for suspension movement. Using a ball cup/ball end assembly instead of
a rigid system allows the car to absorb crash damage, so the ball cup
will "pop off" instead of break. Ball cups are usually paired
with turnbuckles for the ultimate in ease of
use and assembly.
Ball End -- A metal ball that
has a hex (6-sided) and screw threads on one end. A ball
cup will attach over the ball end to provide a pivot point
Batteries -- A battery
holds an electrical charge for future use by an electrical device. A single
cell is a battery, a collection of cells is a battery
pack. Batteries in use in the R/C hobby can contain alkaline materials
(non-rechargeable, used for transmitter batteries),
nickel-cadmium or nickel
metal hydride. Each type of battery has its advantages and disadvantages,
see the associated glossary entries for details.
Battery Pack -- A
collection of batteries that are joined together to combine the voltage
of the batteries to power an electrical device. This term is used for
electric R/C cars (normally a pack to power the motor) and also for Nitro
cars (to power the servos controlling steering and throttle/brake).
Bearing -- A hollow metal "donut"
that uses balls inside to increase the efficiency of a rotating shaft
(like an axle). Highly recommended as the first option
part for any kit equipped with bushings, bearings
have become a standard accessory in most R/C kits today.
Bellcrank -- The type of
steering mechanism most common in R/C cars, trucks and buggies. It consists
of two posts, one of which has a connection to the steering
servo. This connection turns one of the steering
arms, which is connected with an Ackerman
link to a second steering arm. The left side steering arm is connected
to the left steering knuckle with a turnbuckle,
just as the right steering arm is connected to the right steering knuckle.
Some bellcrank systems allow racers to alter the Ackerman
angle, which can tune the steering effect of the steering system in
different ways.
"Big Block"
-- In R/C terms, this refers to a .21 engine
or a .15 engine that uses a .21 engine case.
Bled -- After correctly assembling
a shock absorber with no excess oil and no air bubbles, that shock absorber
is considered properly "bled".
Bleeding -- The process
of removing air and excess oil from shock absorbers. A properly assembled
shock absorber is considered "bled".
Body -- In R/C terms, the body
is the thin, (usually) clear plastic piece that covers the car and provides
the "shape" of the car. Most bodies, especially on touring
cars and some other vehicles, are easily interchangeable, so it's
possible to run a street truck body, then change it for a sedan
body, then change that for a coupe body.
Brake -- The system used to slow
a car or bring it to a stop. In an electric car,
the electronic speed control performs this function. In a nitro
car, braking is normally provided by a disc brake and brake pads.
Brake Check -- A driving
tactic that is used to disturb a racer's concentration. A car that is
being followed closely by another car can abruptly slow down in a section
of the track where braking normally doesn't occur, causing the following
car and other cars to swerve to avoid the car in front. Sometimes this
works, sometimes it doesn't!
Braking -- Usually used in
sentences like "under braking" or "need more/less braking",
this simply refers to the time when the car is actually using its brakes.
Brake Fade - A term used
when a car's brakes heat up and provide less stopping power, forcing the
driver to learn to brake earlier as a long race progresses. Upgrading
to our Fiber Brake Disk will prevent brake fade for racers. Drilled brake
disks look really cool, but we are not aware of any actual performance
advantages they may have.
Braking Zone -- The area
of a track where cars are slowing down to approach a corner. Easiest to
find at the end of a straight section. A track can have many braking zones.
Break-In -- The process of
running a nitro powered engine
at idle speeds to prepare it for general use. The generally accepted method
is to run the engine very rich (the exact needle
valve adjustment will vary from engine to engine) for at least 3-4
tanks while the car is on a car stand. Running
a fan over the engine and varying the idle speed slightly during break-in
is also generally accepted. NOTE: As the engine breaks in, the speeds
will pick up and you may have to richen the air/fuel mixture slightly.
An engine isn't fully broken-in until it has run about 10-15 tanks, at
which point you will see its full potential.
Buggy -- Among the more popular
types of R/C cars, buggies are durable cars that can run on most surfaces.
The most popular are rear-motor two-wheel drive (2WD) electric buggies,
but four-wheel drive (4WD) nitro and electric buggies
are popular also.
Bulkhead -- A part of the
car that is generally connects to the chassis.
During assembly, other parts are connected to the bulkhead, making the
bulkhead one of the primary foundation pieces of the car.
Bushing -- A metal "donut"
that supports a rotating shaft (like an axle). Most
bushings are metal, with most metal bushings made out of something called
Bronze Oilite. This is a metal that is permanently lubricated.
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"Calling Traffic"
-- Some tracks have a policy of telling racers that are getting lapped
that the leader of the race is coming up behind them. The backmarker is
expected to move over and not interfere with the leader and any battles
for position. However, some tracks do not have this policy and expect
backmarkers to move
Camber -- Seen from the front
and rear of the car, the angle of the tires in relation to the ground;
tires that are perfectly perpendicular to the ground (90 degrees) are
said to be at 'zero camber'. If the tops of the tires lean towards each
other, the tires have negative camber, and if they lean out, the tires
have positive camber. As a general rule, never have positive camber, and
make sure the camber of, say, your front right wheel equals the camber
of your front left wheel (make the camber angles on each axle match).
If we were talking about oval racing, the rules would be different, but
we're not. Sedan racing, with it's straights, turns and chicanes requires
that, among other things, camber angles match. Usually one degree of negative
camber on the fronts is good, because you want a good contact patch throughout
a turn, and one or two degrees of negative camber on the rear wheels is
fine. From there, experiment, one degree at a time.
Camber Link -- Normally
made up of a turnbuckle or threaded rod with
a ball cup at each end, this allows the suspension
arm and upright to flex
a little more than an upper arm would.
Carburetor -- Called
"carb" for short. The mechanism on an engine that controls the
ratio of fuel and air that enters the engine. There are different types
of carburetors:
Barrel Carburetor: the standard model engine carburetor,
carried over from airplane engines when they were adapted for car use.
For most hobbyists and racers this type of carburetor is fine, because
it is simple to install and adjust. The throttle servo turns a "barrel",
which has a hole through it, and this controls the amount of air going
into the engine. A needle valve on the carburetor
controls the amount of fuel going into the engine.
Slide Carburetor: a highly modified, car-specific type
of carb that has the barrel of the carb slide along its axis, instead
of turning. This provides a quicker response at the expense of a complicated
set-up procedure. This type of carb will benefit a small number of racers
and is not suggested for casual hobbyists. Two or three needle
valves control the fuel intake at different RPM ranges.
Car Stand -- Simply, this
is something a R/C car will be on while work is being done to it. It can
be as simple as a block of wood, or as complicated as a padded rotating
stand with parts bins. Another main function of a car stand is to keep
the wheels off the ground while work is being done.
Caster -- Almost every car has
some caster built-in. Caster is the angle that the car's front wheels
pivot on when turning. Most on-road Touring Car type kits use between
5 and 10 degrees of caster. Off-road kits like buggies and trucks have
about 25 to 30 degrees of 'kick-up' on the front axles. More caster generally
gives more steering going into a turn, but less coming out. The opposite
is also true: less caster give less steering going into a turn (initial
steering), but more steering as you exit. Caster also gives more stability
on straightaways, but this effect is more pronounced in 2WD vehicles.
Cell -- Another term for batteries,
but in a singular reference (such as, "look at this cell), this generally
refers to the nickel-cadmium or nickel-metal
hydride batteries used in R/C cars.
Center of Gravity
-- can be shortened to CG or cg. A point in space that represents the
central point of a car's mass. If you don't race or are just starting,
the only thing you need to know about center of gravity is that if you
have a high CG the car or truck will be easier to tip over in tight turns,
especially at high speed. As you get more experienced in racing, you will
learn to keep everything on the car or truck as low as possible to enhance
handling.
Chassis -- The foundation
of an R/C car, this is the main portion of the car that everything attaches
to. It can be made from woven graphite, molded plastic composites or aluminum.
Normally it is flat with lightening holes cut into it but if molded from
plastics it can have bent-up sides and other features.
Class -- In radio controlled
car racing, the "class" refers to the type of car you have,
and what "class" it would race in. In general, there are Touring
Car, Mini, 2WD buggies, 2WD trucks, 4WD buggies,
Rally, Super-Size, Oval Pan
Car, 1/10th scale Pan Car, 1/12th scale Pan
Car and a couple of other classes. These classes are further divided
by the mode of power, either Electric or Nitro. The
most popular classes right now are electric and Nitro Touring Car, and
electric 2WD buggy. When deciding what type of kit you want to get for
your first R/C kit, try to decide what type of kit and what type of power
source you will get, this will narrow your selections down considerably!
Closed Cell Foam -- A
type of foam that is molded, normally used in R/C for molded
inner foams. More expensive than open cell
foam, it holds its shape better and if molded it does not move back
and forth on a wheel.
Clutch Bell -- The equivalent
of a pinion gear on a nitro engine, the clutch bell is on the end of the
crank shaft and connects with the car's spur gear(s). In a cutaway view,
the clutch bell looks like a bell, which is where it gets the name. Inside
the hollow part of the clutch bell are the clutch
shoes, which will expand with engine RPMs to come in contact with
the clutch bell, making it spin. This makes the spur gear turn, and the
car moves forward! Clutch Shoes -- Clutch
shoes are attached to the engine flywheel and
expand under increasing RPM to contact the clutch
bell. The clutch bell spinning makes the spur gear turn, and the car
moves forward!
Compound -- When talking about
tires, the firmer (harder) the compound, the longer life it will have,
but it won't have as much grip as a softer tire would. Most racers use
a firm compound tire as the racing surface heats up during the day. A
softer compound tire is best used when the track is cool, such as in the
morning or late evening. Examples of these compounds include our 20R tires
(our softest), 23R, 27R (medium), 33R and 35R (our firmest).
Contact Patch -- The
"footprint" of the car's tire, or the area of the tire that
comes in contact with the ground at any given moment. Affected by camber,
turning and acceleration. A wider contact patch (from wider wheels) does
NOT mean you will automatically get more traction.
Coupe -- In general terms, this
refers to a 2-door car. Some R/C touring car body manufacturers, like
HPI, offer bodies that represent full-size
coupe cars.
Crank Shaft -- A part
of a Nitro engine that is rotated by the piston,
providing circular motion to the outer part of the crank shaft, which
is attached to the flywheel and clutch shoes.
Crystal -- The part of
a radio system that tells the transmitter to emit a particular frequency,
and also tells the receiver to look for a particular frequency. Crystals
normally are packaged in pairs, because the receiver requires a different
crystal than the transmitter. You must use the same frequency crystals
in the transmitter and receiver to make the car respond correctly to your
commands.
CVD -- An abbreviation for Constant
Velocity Drive. "CVD" is a trademark of MIP (Moore's Ideal Products,
Inc.). MIP offers their CVD universal dogbones for many R/C kits, and
their CVD's are featured as standard equipment on the RS4 Pro 2, Nitro
MT Racer and RS4 Pro 3. The main features of the MIP CVD's are their improved
efficiency over standard universal dogbones, ability to be rebuilt if
an axle or "bone" is bent or damaged and ease of finding replacement
parts.
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Damping -- Damping is a highly
variable part of car tuning. It's affected by the strength of the shock
spring (length and thickness of the wire, plus the number of coils), the
size and number of holes in the shock piston, and the viscosity, or weight,
of the oil in the shocks. The spring controls how hard the shock compresses,
and both the piston and the oil control how quickly the spring pushes
the shock to its full length (which can be limited by shock spacers),
and so affect the quickness of the shock's return. Stiffer springs need
heavier oil and/or smaller-hole pistons to control the speed of the rebound,
and bumpy tracks need lighter oil so the shocks, or dampers, can compress
and rebound quickly. Softer damping gives more 'stick' on a particular
wheel, but makes the car less responsive because the chassis takes longer
to reset after a turn, and is also more forgiving to drive. Softer damping
also reduces weight transfer at that wheel. Stiffer damping makes handling
more responsive, but reduces traction to a particular wheel which can
make the car slippery as the chassis snaps back into place after a turn.
Stiffer damping also increases weight transfer at that wheel.
Differential -- A system
that transfers power equally from a shaft input to shaft outputs. A differential
(or "diff") allows the outside wheel of a car going through
a corner to travel farther than the inside wheel, preserving corner speed
and efficiency. There are two main types used in radio control cars: Ball
Differentials or Gear Differentials.
Ball differentials should be initially set to the kit specifications:
with HPI kits, the diff should be set so that the pulley is not be able
to be turned with two flat head screwdrivers or Allen wrenches slid through
the outdrive. A different type of differential is the One-Way Diff,
which uses expensive one-way bearings to control wheelspin.
Ball Differential (Ball
Diff) -- A differential that uses a
series of steel or carbide-steel ball bearings in a circle, pressed
between two metal rings, to provide the differential action, allowing
one wheel to rotate more than another in a turn. Ball diffs are easier
to adjust than gear diffs but are harder to maintain, as they need checking
every day of running and are not recommended for Nitro racers. Normally
a screw on one side controls the tension between the metal rings, which
controls how much the outside wheel in a corner can turn. The looser
(to a point) a diff is, the more traction there is at that end of the
car. To start tuning your car, set the ball diffs to the same tension
at each end, and use the diffs only to fine-tune the car. Do not change
the settings of your diffs first.
Gear Differential (Gear
Diff) -- A differential that uses a
series of gears to provide the differential action, allowing one wheel
to rotate more than another in a turn. Gear diffs are harder to adjust
than gear diffs but are much easier to maintain, because they must be
sealed to keep the grease inside from coming off the gears. Tuning a
gear diff can only be accomplished by changing the weight (viscosity)
of the grease inside the gear diff case. The looser (to a point) a diff
is, the more traction there is at that end of the car. To start tuning
your car, set the ball diffs to the same tension at each end, and use
the diffs only to fine-tune the car. Do not change the settings of your
diffs first.
Dogbone -- A part of the drivetrain
that connects the outdrive to the axle.
This allows the differential to get its power
to the axle and tires of the car.
Double Wishbone --
A type of suspension design that uses two wishbone
arms (parallel to the ground and each other - one for the main suspension
arm and one for the upper arm) to help maintain
a constant tire camber as the suspension is compressed.
Most R/C cars have this type of suspension design, because, although it
is expensive to have on a full-size car because
of cost and space issues, on a miniature car where there is no concern
over the space needed for a driver, it is much easier to make. Older R/C
cars used different suspension technologies that are no longer in use
today (at least in R/C), including swing-arm and trailing arm suspensions.
Downforce -- The effect of
air contacting the car body's sloped surfaces. Downforce is created by
the air dam, hood, windshield, roof, spoiler(s)
and wing(s) of the car. More downforce increases drag
and slows the car, but raises the tire temperature, making the car easier
to drive. Less downforce raises the top speed by reducing drag. The car
should be set up so that it can drive with minimal downforce.
Drag -- In car design, drag is
the force of air that slows down the car. The lower the drag of the car
(in other words, the more aerodynamically efficient it is), the faster
the car can go while using the same amount of power.
Drag Link -- Another term
for Ackerman link
Draft -- In racing terms, draft
is the area directly behind a car where the air is disturbed and there
is very little wind. A real-world example would be putting your hand outside
the window of your car, and moving it behind the side mirror, then out
from behind the mirror. Behind the mirror is the draft.
Drafting -- In racing terms,
this is the act of following the car in front of you close enough that
your car does not have to fight drag. This lessens
the load on your engine or motor,
and on a long straight section of the track your car and the car in front
of you can go faster than another car on its own. In R/C
racing, this is very rarely able to be used because of the size of the
cars and the maneuverability of the cars, even on an oval
track.
Droop -- The measure of shock
droop is the amount of uptravel the chassis will have if you weigh the
car with its full running gear (servo, batteries, motor, etc.), settle
the chassis (press down and release on the chassis), then lift each end
until the tires lift off the ground. The total upward movement of the
chassis at each end is measured as droop.
Dyno -- An expensive piece of
computerized equipment that measures the efficiency of a motor.
Can be used to select the right gearing, but the dyno in this function
is normally only used by pan car or oval
racers.
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E-Clip -- A small device
that holds cylindrical parts like hinge pins
in place on the car.
Electric -- This general term
usually refers to the power source of the car, meaning it uses a battery
pack
Electronic Speed
Controller -- An electronic device that takes the power from
the battery pack and the signal from the receiver
and measures a certain amount of power to the car's motor. Only used in
electric R/C cars, boats and planes.
Engine -- In R/C terms, this
is a fuel-powered engine that provides the power for forward motion.
ESC -- an abbreviation for Electronic
Speed Controller
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Fade -- see Brake
Fade.
Failsafe -- A device
that is built into a receiver or that plugs between the receiver and servos
that prevents a runaway car in the case of battery failure or loss of
signal. Some new servos can be programmed
Feint -- When coming up on a
corner, to make a quick maneuver in the opposite direction to get a better
line through the corner.
Final Drive Ratio
-- The transmission ratio determined by combining the internal drive
ratio and the spur/pinion combination with this formula:
spur gear tooth count divided by pinion gear tooth count
multiplied by the internal drive ratio
or
spur / pinion * internal drive ratio = final drive ratio
If you are trying to match the gearing of another driver who uses a different
pitch pinion/spur combination (64 pitch instead of 48 pitch, etc.), or
a driver that uses another brand of car, you can use this formula to get
a better idea of what to use. Just get the internal drive ratio of the
other car and find out the pinion/spur gears that are used, then adjust
your gearing to match the final drive ratio of the other car. Remember
to account for the motor being used, modified motors vary widely as more
or less turns are used, and even stock motors are different from their
construction, brush or spring usage, etc.
Fixed Link -- A type of linkage that
cannot be adjusted, usually used on ready-to-run cars for camber
and steering links. Easily replaced with
turnbuckles for experienced racers who with
to alter the car's setup.
Flex -- A measure of how
much a certain part will bend under varying degrees of pressure or force.
Every part will bend or flex, some more than others.
Flywheel -- The flywheel helps
the engine's crank shaft maintain momentum
and aids in idling. A heavier flywheel will aid in torque (pulling power
and acceleration), while a lighter flywheel will aid in top speed but
may cause trouble with engine idling.
FM -- Short for Frequency Modulation,
an FM radio in R/C is considered a better radio than
the cheaper AM radios because an FM radio will have
less glitching than an AM radio. Most hobbyists
will be fine with an AM radio, but racers can benefit from FM or PCM
radios.
Foam Donuts -- Literally
donut-shaped pieces of foam, these are mounted on wheels so that pan
cars and touring cars can use them. Some
race tracks are able to use foam tires (such as indoor carpet tracks for
electric cars, or very smooth and clean outdoor
tracks for nitro cars), but most racers use rubber
tires. Foam tires have the advantage that inserts are not needed, they
have better grip than rubber tires, they can last longer than rubber tires,
and racers can use rollout calculations to figure out their gearing. However,
ride height must be adjusted as the foams wear out, and on a 4WD car the
wear must be closely monitored to make sure the car does not pull to one
side as the car moves.
Foam Inserts -- In the
early days of R/C, tires were either foam (for on-road
use) or hard rubber (for off-road). The foam
donuts did not need inserts, and the off-road tires were hard enough
that they could support the weight of the car without collapsing. As tire
and car development continued, the tires got softer and required inner
foams to make the tire keep its shape on the track. Touring car development
followed the same trend as off-road tires: early tires were made of a
hard enough rubber that no inner foam was necessary, and eventually tires
got soft enough to require them. Most soft compound
tires come with a open cell foam insert,
while modern sedan racing tires since about early 1999 come with no foams
at all, so racers can choose the best molded
inner foam for their specific needs. If you do not race, you can use
(and re-use, when the tire is worn out) the standard open cell foam insert
that comes with your tires. If you do race, you would be well advised
to ask around at your local track to find out what tire and insert combination
works best!
Fuel Tubing -- Flexible
silicone tubing that provides a way for fuel to get from the fuel tank
to the engine carburetor, and air pressure to
get from the muffler or tuned pipe to the fuel tank.
Full-Size -- After talking
about R/C cars all day, you may want to discuss real cars with your friends
- use the term "full-size" to make the distinction!
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Gear -- A general term that
normally refers to either the spur gear and pinion
gear.
Gearing -- In general
terms, this refers to the ratio of the spur gear
and pinion gear, when compared to the internal
drive ratio of the car.
Getting Lapped -- A
term used when the lead car in a race is passing another car. That car
"loses a lap" or "goes a lap down" to the leader.
If you are getting lapped, it's usually good form to let the leader get
past you in a turn by going wide through the corner. This is even more
important if the leader is battling with another car.
Glitching -- The term that
refers to your car losing control temporarily, another term for interference.
This happens when the signal from the radio transmitter to the receiver
is interrupted for some reason. To solve glitching, make sure you have
fresh batteries in your radio, you aren't running near overhead power
lines, the antenna on the radio and the car is fully extended, the car
antenna isn't in direct contact with carbon fiber or graphite parts (they
cause interference), the car antenna isn't cut and the car antenna isn't
wrapped around itself. Sometimes twisting the motor wires will help solve
glitching. In severe cases, you may have a defective or broken receiver
or transmitter. Consider sending either or both to the manufacturers for
repair (after talking with their customer service people). In extreme
cases you may want to consider replacing your radio gear (get a new FM
radio, etc.) or a new receiver.
Groove -- also known as "the
racing line", this is the fast way around the track. The quickest
way to get around the track is not always a straight line from corner
to corner. This term is usually most used in oval racing.
Grooving - no, not dancing!
This is a term used to describe the way some tires have a tendency to
develop a groove on the inner edge of the tread as they wear. This is
less likely to happen to belted tires or tires with firm inserts. Grooving
is also a condition that occurs when you have too much negative camber
in your car.
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Header -- A bent piece of aluminum tubing
used on Nitro cars that transfers exhaust gases from the engine case to
the tuned pipe or muffler.
Hinge Pin -- A straight
pin of steel or titanium that allows the suspension arms to pivot in one
direction. Normally 3mm or 1/8" in diameter, a hinge pin can be any
length. Hit -- Another term for "glitch".
Hub Carrier -- Also
called uprights, these are the parts of the suspension that hold the axles
and bearings the wheels of the car turn on.
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Inner Foams -- Another
term for insert.
Inserts -- Foam strips
or donut-shaped cutouts that support a tire on a wheel.
The car can be tuned with inserts, much like full-size race cars are tuned
with tire air pressures.
Interference -- see glitching
Internal Drive Ratio
-- A measure of the teeth of a car's gears and pulleys. For R/C cars,
you divide the number of teeth on the ball or gear diff pulley or gear
by the number of teeth on the smaller drive pulleys. As an example, the
Pro 2, Sport 2 and Rally cars come standard with 15-tooth pulleys on the
gear shaft, and 32-tooth pulleys for the ball diff or gear diff. 32 divided
by 15 is 2.16, so the final drive ratio of these kits is 2.16 to 1. The
Pro 3 has an internal drive ratio of 2.25 to 1 (36 / 16 = 2.25).
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We currently have no definitions in this section of the
glossary. Do you have any suggestions? Send
them in!
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Kick-Up -- While caster refers
to the upward angle at the front wheels of the car, kick-up refers to
the upward angle of the front suspension arms. Technically, buggies and
off-road trucks have kick-up, not caster, but since they are so similar
in description most people use the term "caster".
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Lapped -- See getting
lapped
Lean -- A condition referring
to engines where the engine is not getting enough fuel. While running
lean can help the fuel economy, you run the risk of running the engine
too hot and blowing the engine! If your engine runs for a few minutes
and shuts off suddenly, it's probably running too lean.
Locknut -- A type of nut that
features a nylon insert that helps to "grab" the threads of
a shaft or bolt, helping prevent the nut from loosening. Commonly used
on axles and other critical areas of R/C cars.
"Loose" -- See Oversteer
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mAh -- An abbreviation for milliamp
hour, a technical term that shows how long a given power source (like
a battery) can give off power.
Main, or Main Event -- In
R/C car racing terms, this refers to the final race of the day in each
class you are entered in. See Qualifier, then
read the rest of this definition.
Right after all the qualifying races are over, the race
computer will sort all the racers, with the 10 fastest racers in the
"A Main", the next 10 fastest in the "B Main", and
so on. The number of racers in each main may vary, depending on the
number of total racers in the class. Each main
event is run in order from the "highest" letter to the "lowest".
For example, if there are enough racers to make an E Main, the E Main
is run first, then the D, the C, the B, the A, etc. The winner of the
A Main is the winner for that class.
Large events (National and World Championships) will usually
have what are called "Triple A Mains". This is only for the
top ten racers in each class, and they will all run three main events.
In this case, your two best finishes count towards the final score,
so if you win two races in the Triple A Main, you would be crowned the
champion.
Mid-Narrow -- see width,
wheel
Milliamp -- A rating given
to batteries, generally the higher the milliamp
rating, the longer the cell can provide power. Currently,
batteries are available for R/C use that range from
1500 to 3000 milliamps.
Mini -- From the Morris Mini Cooper,
"Mini" refers to an R/C car that is roughly 1/10 scale but models
a very small real-life car like the Mini Cooper, VW Polo or the DaimlerChrysler
A-Class. The general difference between a Mini car and a regular sedan
car is that the wheels, tires, body, suspension arms and chassis are smaller.
For cost-saving measures the rest of the parts are generally interchangeable,
especially the drivetrain, bulkheads and shock towers.
Molded Inner Foam
-- A form of tire insert that is molded in
a special mold instead of cut out of foam sheets. While more expensive,
the molded inner foam stays in place on the wheel and does not move side
to side as the car goes through cornering forces.
Motor -- In R/C racing this generally
refers to an electric motor.
Muffler -- Installed on every
Nitro-powered car, the muffler system traps exhaust gases from the engine
case and provide pressure to the fuel tank while keeping noise levels
to a minimum. Tuned pipes are another type of
exhaust system that provide more power than a muffler.
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Narrow -- see width,
wheel or width, chassis
Needle Valve -- An
adjustment on an engine's carburetor that allows
fuel into the engine.
Ni-Cad -- The abbreviation for
nickel-cadmium
Nickel-Cadmium -- The
most common type of battery in use, although it is being phased out of
production because of environmental concerns. Easily rechargeable, the
R/C hobbyist must be aware that continued charging of this type of battery
when it is still partially charged will lead to "cell memory"
and decreased runtime and performance.
Nickel-Metal Hydride
-- A type of battery that has no "cell memory", but features
slightly less voltage than nickel-cadmium
batteries. This means that for racers it is slightly less desirable but
for most R/C hobbyists these batteries are better because of less concern
for maintenance.
Nitro -- a general term, it could
mean many things. For most people, it refers to the type of car
you have: "You have a nitro car?" A car can be "nitro-powered",
run on "nitro fuel", and the term can be used for many other
things.
Nitro Content -- A
measure of the amount of nitromethane that is included in a mixture of
nitro fuel. The normal amount of nitro content for fuel is 20% (when used
in cars). Racers will use 30% or even 40%, but using a higher nitro content
will shorten the life of the engine, which makes the high content fuels
more suited for serious racers only.
Ni-MH -- The abbreviation for
nickel-metal hydride
Nylon -- A type of plastic used
in many R/C kits. There are many types of nylon:
High-Impact Nylon is able to flex with crash impacts
to resist breaking. Most HPI wheels are made from high-impact nylon,
as well as many of our suspension arms and shock towers.
Fiber Reinforced Nylon is a plastic that is mixed
with fiberglass fibers to produce a stiffer plastic piece. The ratio
of fiber to plastic will determine the stiffness of the piece. If it
is too stiff, the strength advantage is lost because the piece can break
too often. The electric RS4 MT uses a fiber reinforced nylon tub chassis.
Graphite Reinforced Nylon is another type of fiber
reinforced nylon, except that instead of fiberglass fibers, the plastic
is mixed with graphite fibers, the same type of fibers that make up
the graphite mesh in woven graphite pieces. The ratio of graphite fiber
to plastic will determine the stiffness of the piece. If it is too stiff,
the strength advantage is lost because the piece can break too often.
We offer graphite nylon suspension arms for our RS4 Pro 2, electric
RS4 MT, Super Nitro RS4 and the Nitro RS4 2/RTR/Racer 2 kits, and the
stock shock towers of the RS4 Pro are made of a different type of graphite
nylon.
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Off-Road -- Any type of running
surface that is not on a paved surface. Off-Road can mean gravel, loose
or hard-packed dirt, grass, etc. Racing classes that run on off-road surfaces
include buggies, trucks and usually rally cars.
Offset - see Wheel
Offset
One-Way -- A term that refers
to either one-way diffs or one-way
pulleys.
One-Way Bearing -- A
special and expensive type of bearing that will only allow a shaft to
turn in one direction.
One-Way Diff -- At some
points on a race track, the inside wheels can lift up because of high
cornering forces. This causes a normal ball
diff or gear diff to "unload".
A ball diff prevents diff unloading because it does not allow the tire
to spin less than the speed of the belt that turns the pulley. One-way
diffs do take getting used to, because you must use very light braking
power or none at all. When brakes are applied to a car using one-way diffs
only the rear wheels will stop, making the car spin out very easily. Most drivers
will need practice to get used to one-ways, but for racers on high-grip
surfaces they can be a valuable tuning aid.
One-Way Pulley -- One-way
pulleys operate in the same manner as one-way
diffs, except the one-way action takes place on a gear shaft instead
of the front axle of the car. One-way diffs and pulleys do take getting
used to, because you must use very light braking power or none at all.
When brakes are applied to a car using one-way pulleys only the rear wheels
will stop, making the car spin out very easily. Most drivers will
need practice to get used to one-ways, but for racers on high-grip surfaces
they can be a valuable tuning aid.
On-Road -- Usually refers to
running cars on a paved asphalt or tarmac surface. The term could also
refer to a class of cars, such as touring
cars, pan cars, etc.
Open Cell Foam -- The
less expensive type of inner foam that some
tires come with in the package. For general use these are fine, however
for racing purposes a molded inner foam
works much better.
O-Ring -- A donut-shaped
circle of rubber or silicone that seals rotating or sliding shafts, used
in areas like shock absorbers and differentials.
Outdrive -- The part of the
differential that outputs power to dogbones or
universal dogbones.
Oval -- The American-style stock
car type of racing, where cars compete on oval tracks of different shapes
(true oval, square oval, tri-oval, etc.) and are tuned to only go straight
or left. Other types of vehicles not covered in this glossary also compete
on ovals, including sprint cars, midgets, motorcycles, snowmobiles, etc.
In R/C terms, most oval race cars are pan cars,
with all the weight (batteries, electronics,
etc.) on the left side so the car is the most stable when turning left.
Oversteer -- (also "loose")
Your car's rear end keeps swinging around? Condition: oversteer. The rear
tires in an oversteering ('loose') car lose traction before the front
wheels, wasting power as the tires slip, looking for something to grip
to. You may need stickier (or newer) tires, more rear downforce or there
may be other problems. Shock and weight settings may need adjusting too.
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Pan Car -- In R/C terms, this
is a car that is made from a flat "pan" of graphite or fiberglass,
with an independent front suspension and straight-axle rear "pod".
These cars are rear-wheel drive only and use foam tires. R/C Formula 1
cars fall into this category, although the front suspension uses much
longer arms and the chassis is narrower. HPI no longer makes pan cars
at this time.
Panasonic -- A manufacturer
of batteries around the world. Until recently,
with the release of their 3000 mAh capacity Ni-MH
type cells, they were considered to be behind Sanyo
in quality. The recent release of Sanyo's own nickel-metal hydride batteries
will be the first direct competition of nearly identical batteries from
these manufacturers in over a decade.
PCM -- A type of transmitter
and receiver that is even less prone to glitching
than FM radio systems. Although more expensive than
FM radios, PCM radios were very popular until FM radios got cheaper and
almost as glitch-free.
Peak Charger -- The
recommended type of charger for nickel-cadmium batteries. Although not
recommended for nickel metal-hydride batteries, these chargers can charge
these types of batteries, but they must be monitored for temperature (so
they don't rise above 110 degrees Fahrenheit) and voltage.
Pinion Gear -- In
electric R/C cars, this is the gear that is attached to the car's motor,
which in turn spins the spur gear, turning the
rest of the drivetrain. Piston -- An internal part
of an internal combustion engine that slides back and forth inside a sleeve.
If the piston must be replaced, the sleeve must be replaced also.
Pitch -- The measure on a pinion
gear or spur gear of how many teeth fit per
inch. On a 64-pitch gear, 64 teeth will fit within one inch; on a 48-pitch
gear, 48 teeth will fit in one inch. HPI offers both 64-pitch and 48-pitch
gears for electric cars. HPI Nitro cars use a unique pitch called "one
module", abbreviated by "1M" in part descriptions. It is
a metric pitch that is ideal for Nitro cars, which run on dirty parking
lots. Nitro cars also suffer from engine vibrations, which can loosen.
Pivot-Ball Suspension
-- A type of suspension system brought to scale Touring Cars from
1/8 scale Nitro cars. Instead of the more common lower suspension arm/upper
turnbuckle link, the pivot-ball suspension uses inner hinge
pins and screws on the outer pivots that adjust camber
and track. The caster
is adjusted by moving clips on the inner upper hinge pin.
Port -- An opening in the
sleeve of a nitro engine. Modifying the port size and shape can affect
the power and fuel consumption of an engine, but the modification is best
left to a professional.
Porting -- A method of hopefully
gaining more power from a nitro engine. If done correctly, you can get
more power. If not done correctly, you will have possibly more power but
much worse fuel consumption. If done very badly, the engine will not run
at all!
Pullstarter -- A mechanism
that allows the starting of a Nitro car engine without
the need for a separate engine starter box. Because it is permanently
attached to the engine, the engine must sit higher in the car, which affects
its center of gravity. It also can affect the rotating weight of the engine
itself, however this and the center of gravity affect will not concern
anyone but the most serious racer.
Punch -- In R/C terms, this means
the same thing as acceleration. Driving "full
punch" means you are on the throttle all
the time!
"Push" -- See Understeer
Pole Position -- A start position
for a race where a car is in the very front of the starting
grid. Usually the most desirable position to start from, because other
cars must pass you to be in the lead.
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Qualifier -- When you attend
an R/C car race, you will normally have two or three qualification races,
then you will race in your Main Event. The way
racers are sorted varies between different events, but usually you will
have your best "qualifying time" determine what Main you will
race in (some racing organizations use FTD, or Fastest Time of the Day,
to determine qualifying order). The qualifying time refers to the number
of laps you are able to complete during the qualifying race (each qualifier
is normally 4 or 5 minutes). If you tie with someone else who has the
same number of laps, the lowest elapsed time will win. See the entry for
Main Event to see how the rest of a race event
is run.
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Race Director -- The
person running and organizing the race. Responsible for calling the drivers
to the stand, making sure each car is in the correct spot on the starting
grid, calling traffic if necessary,
and other duties.
Racing Line -- the fastest
way around the track. Not always a straight line from corner to corner,
the racing line is often flowing and smooth, representing feints
into hard corners and drifts coming out of corners.
Radio --
Radio-Controlled -- Refers
to
Rally -- A newer class
of R/C cars, popularized by the HPI RS4 Rally. At first glance appearing
to be a touring car with treaded tires, a "true"
rally car will feature slightly longer shocks and
some protection for the drivetrain. A rally car is generally able to travel
on any on-road surface, as well as gravel and hard-packed or loose dirt.
R/C -- An abbreviation of radio-controlled
Ready To Run -- A term
that usually means a kit is at least 95% assembled, with minor finishing
work being the only requirements to getting it ready. Some painting, tire
mounting and minor assembly (such as attaching body posts and body clips)
may be necessary, and a nitro-powered car will require
break-in.
Receiver -- The electronic
device that receives the radio transmissions from the radio transmitter.
Through wire plugs inserted into the receiver case, the receiver passes
signals to the steering servo and electronic
speed control or throttle servo.
Receiver Cover -- A
plastic or vinyl cover that protects the receiver
from fuel, water, mud, dust and dirt.
Receiver Pack -- The
battery pack that provides power to both the
steering and throttle
servos in a Nitro car.
Rich -- A condition referring
to engines where the engine is getting too much fuel. If you accelerate
from a stop and the engine dies, you are probably running too rich and
should lean out the engine's low speed idle adjustment a little (by turning
the needle valve or low-end adjustment slightly clockwise).
Ride Height -- The space
between the lowest part of the chassis and the ground, measured with all
of the car's electronics installed; racers measure the front and the rear
ride heights separately. Adjustable on the RS4 kits by the shock spacers
provided with the kit. There should be enough ride height so that the
suspension can be engaged enough to soak up whatever bumps and dips occur
on the track, but the chassis should be low enough to the ground so there
isn't too much chassis roll (related to shock settings).
Rollcenter -- An imaginary
point at the front and rear of the car where the chassis rotates around.
Affected by the position of the uprights and rotation points of the suspension
arm and upper links, the rollcenter can be changed on an R/C car by adding
spacers underneath the rear bulkhead, moving the uprights up or down in
relation to the arm, and other methods.
RPM -- Rotations Per Minute. How
many times an engine, motor, wheel, gear, etc., will turn in a minute.
In R/C racing this is most important for electric motors
and nitro engines.
Rod End -- Similar to a ball
cup/ball end combination, except that a rod
end is a plastic "eye" that holds a metal or plastic pivot.
A screw goes through the pivot and is secured in a bulkhead, suspension
arm or other area.
Rotating Mass -- Refers
to the weight of the rotating parts in any car. For an R/C car, this includes
the diffs, wheels, universal dogbones, belts,
pulleys, flywheels, crankshafts, spur gears and spur gear hubs. The lighter
you can make these parts, the faster the car will accelerate and brake,
because less force is needed to get these parts moving. Most people
agree that reducing one unit of weight (ounce, gram) equals saving between
three to four units of weight that does not rotate.
RTR -- A term standing for "Ready
To Run"
Runtime -- A term that means
how long an R/C kit will run or last on one battery pack or fuel tank.
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Sanyo -- A manufacturer of batteries
around the world. Long considered the "top" manufacturer, since
the days of the 1700 mAh type cells.
They have recently released the RC3000H Ni-MH cells,
which compete directly with the Panasonic 3000
Ni-MH cells.
Scale -- For R/C hobbyists, this
refers to the general size of the car. Many companies offer radio control
cars in several different sizes: 1/18, 1/12, 1/10, 1/8, 1/5 and 1/4 scale. The
smaller the number after the "1", the larger the actual scale
car is. For example, a 1/18 scale car is about 9 inches (23cm) long, while
a 1/5 scale car can be up to 36 inches (91cm) long! Most cars are of the
1/10 scale size (because the cost of manufacture and ownership is balanced
to the controllability of the car), but there are many types of kits that
fall under this size label: Buggy, Truck, Monster Truck, Touring Car and
more.
Sedan -- In general terms, this
refers to a 4-door car that has a separate trunk. In R/C terms, this refers
to a car that is generally 1/10 scale in size, and is the most popular
form of on-road R/C racing in the world right now. These kits started
out modeling the cars that formed the DTM racing league in Germany in
the early 1990's, but (because of interchangeable bodies)
now can represent anything from the latest LeMans racer, to street trucks,
to the newest cruiser on the road.
Servo -- A small box full of
motorized gears that turns the steering and/or throttle linkage in an
R/C car. Available in a range of strengths and speeds, with the faster/more
powerful servos more expensive than slower/weaker servos. "Stock
servos" usually cost about $12-15 (US dollars) and are the standard
servos that are included with most radio sets. These
servos are fine to get a kit running, but in the future you may want to
upgrade to stronger servos, especially for racing or for the steering
of a large-tire off-road kit like our Nitro RS4 MT.
Shell -- Another term for a car
body.
Side Plates -- The sides
of a wing, they help direct air over the wing and help in stability. Larger
side plates help in stability on a long straight section but can affect
the turning ability. Smaller side plates aid in turning but don't provide
as much straight-line stability.
Side Skirt -- The part of
the body panel that is under the door. This term usually refers to an
extension of this panel that lowers the effective 'body ride height'.
Helps keep air from getting underneath the car, and helps channel air
underneath the car from the front to the rear, increasing downforce.
Shock Oil -- A petroleum-
or silicon-based oil that is available in different degrees of thickness,
used to fine-tune the damping of a shock absorber.
As the shock shaft travels up and down, the
piston moves up and down also, so the oil must flow
through the holes in the piston. The smaller the holes are in the piston,
the slower the piston is able to move, and with larger holes the piston
is able to move faster. When you are starting out racing and you want
to try adjusting your shock settings, you should try changing your springs
first, then your piston/shock oil combination.
Shock -- See Damping
Shock Absorber -- The
complete assembly of a shock damper that includes the shock body, cap,
spring, shaft and connectors.
Shock Angle -- Move the
upper end of the shocks up, and you should get more bite, or grip, at
that end. Lay the shocks further down, and you will loosen that end of
the car.
Shock Bladder -- HPI
touring car shocks use a shock bladder to assist in bleeding
the shocks properly, and to make sure the
Shock Body -- The wide cylindrical
part of a shock absorber that contains the shock
oil, shock piston and o-rings,
topped by the shock cap and sometimes a shock
bladder.
Shock Cap -- Usually a threaded
top (or bottom, on some shocks) that closes the shock body and keeps the
shock oil inside. Usually sealed with an o-ring, some shocks use a shock
bladder to help keep the oil pressure inside at a constant level.
Shock Shaft -- The long
metal rod that sticks out of the shock body, usually with a pivot piece
on the end that mounts to a suspension arm.
The other end (inside the shock body) has a
shock piston on it.
Shock Spring -- The coil
spring that usually surrounds the shock body of an oil-filled shock. Some
shocks consist of just the spring (like a pan car
front shock).
Shock Travel -- This does
not refer to shock spacers that clip to the shock body, compressing the
spring. There are two ways to limit shock travel: Spacers inside the shock,
under the piston on the shock shaft or an o-ring or two on the outside
of the shock body, on the shock shaft above the spring retainer. The inside
spacers limit how far down the shock can extend, and the more you have,
the shorter the shock gets at its full length, but you may have to change
your ride height. The outside spacers (be sure
to use old o-rings!) remove shock travel without compromising the shock
length or ride height, so the shock can still deal with dips in the track,
but stroke is lessened.
Silicone -- A type of synthetic
rubber that is heat-resistant and more durable than standard or natural
rubber.
Sleeve -- Refers to an internal
part of a nitro engine, which the engine's piston
slides up and down in. If the engine's sleeve is replaced, the piston
must also be replaced and the engine broken in. Sleeves in 2-stroke R/C
car engines are either nickel-plated or chrome-plated. Nickel plating
offers cheaper parts but it can wear out faster. Chrome plating is more
expensive but worth it for racing.
Slipper -- A short term for
the slipper clutch
Slipper Clutch -- A
traction control device that uses metal plates and a fiber pad that controls
how much power is transmitter from the drive gears of an R/C car to the
rest of the drive train. Used mainly on off-road
kits.
Speed Controller --
Another name for electronic speed controller
Speedo -- Another name for electronic
speed controller
Spoiler -- An angle on the
rear of a car that is built into the body lines of the car, or bolted
on. No space exists between the spoiler and the bodywork. Examples include
stock car bodies and some HPI bodies like the Mazda Miata and Peugeot
406 Coupé. A front spoiler is technically an air dam.
The angle that the spoiler contacts the air is the 'angle
of attack'.
Spring Rate -- This basically
refers to the stiffness of a set of springs. If you want more traction
at one end, put on a softer set of springs. If you want less traction,
harder springs. If you are bottoming out or the track is really bumpy
and the soft springs can't extend fast enough to make the tires contact
the surface, put on stiffer springs. If you change the spring rate by
a large margin, you'll probably have to switch out the oil or pistons
too.
Spur Gear -- The large
(usually plastic) gear that a pinion gear or clutchbell turns to provide
power to a car or truck drivetrain. Available in different pitches. Many
newcomers to the R/C hobby will ask about metal spur gears to prevent
gear stripping, however it is usually gear mesh that determines if the
gear strips out or not.
Standard Narrow --
see width, wheel
Starting Grid -- The
order the cars are lined up at the start of a race. Most races are started
with "Le Mans Starts", meaning the cars start from a dead stop.
Straightaway -- Normally
refers to the longest, straightest part of a race track. If there is any
place to go full throttle, this is it!
Steel -- Not used very often
throughout a modern R/C kit, steel is a strong yet heavy metal that is
still used in some critical parts of today's R/C kit. Typical places you
can find steel on an R/C car: pinion gears,
turnbuckles or threaded
rods, axles, dogbones, ball
ends, screws and lock nuts.
Steering Arm -- Parts
of a bellcrank steering system that are connected with a central Ackerman
link and connect to the steering knuckles with turnbuckles
or fixed links.
Steering Block -- see
steering knuckle
Steering Knuckle -- Generally,
this refers to the of the car's front suspension that steers the wheels.
The steering turnbuckles connect the steering
arms and steering knuckles. The front axle will
be connected to or pass through the knuckle. If the car is four-wheel
drive, the steering knuckle will have two bearings
or bushings that support the front axle. Sometimes
the steering knuckle can be referred to as front uprights, front hub carriers,
or steering blocks. Steering Link -- The
turnbuckle or fixed link that connects the steering
arms in a bellcrank steering system to the
steering knuckle.
Steering Servo -- The
servo that controls the direction of the front wheels of a car.
Straight Axle -- Another
name for pan cars, so called because of the
axle that goes all the way across the rear end of the car.
Stroke -- How far the shock
absorber can compress. Can be limited by clips or o-rings on the shock
shaft.
Super Narrow -- see width,
wheel
Super-Size -- A class
of cars that feature larger bodies, tires, chassis and suspension arms
to have a larger car overall. Easier to drive because of their larger
size, the Super-Size class is really taking off! See our Super Nitro RS4
kit for a great example.
Super Touring -- Another
name for sedan racing or touring
car racing.
Suspension Arm -- A
part of the car to which the uprights, hub
carriers, shocks and/or steering knuckles are
attached. It will swing up and down as it is absorbing bumps or lowering
into dips. It is usually in the shape of a capital "A", which
is where the name "A Arm" comes from.
Sway Bar -- Bars that attach
to the suspension arms at either or both the front or rear end to limit
wheel travel and take away some traction. Normally used only for fine-tuning
the car. Not recommended for bumpy tracks. Use a thin bar at first to
experiment, then try thicker bars.
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Threaded Rod -- A
type of connecting rod that has threads facing the same direction. As
opposed to a turnbuckle, a threaded rod is harder
to adjust because one or both ends must be detached to make an adjustment.
Also, the threaded rod forces large adjustments to be made because of
the nature of the threads. A turnbuckle can be adjusted in small or large
amounts.
Throttle -- Usually refers
to the act of accelerating.
Throttle Servo -- A
servo that controls the linkage that connects to
the engine carburetor of a Nitro car. This same
servo also connects to the brake.
Titanium -- An extremely
strong metal, titanium is a rare metal that is stronger than steel yet
can be as light as aluminum. Various alloy mixtures of titanium exist,
with the strongest alloys featuring the same weight as aircraft aluminum
but a much higher rigidity.
Toe Angle -- Refers to the
direction the tires face when steering is straight ahead and the car is
seen from above. Applies to both the front and rear. Usually, most drivers
use one or two degrees of toe-in on their car's front wheels (fully adjustable
by turnbuckles on race kits). Most kits come with two or three degrees
of toe-in standard on the rear wheels (adjustable by the lower suspension
mount or hub carriers on some cars). Slight toe-in (one or two degrees)
at either end helps to stabilize the car, but too much (three or more
degrees) scrubs off speed, offsetting the benefit of stability. Toe-out
on the front end will give increased steering, useful for quick turn-ins,
but sacrificing cornering speed and straight-line stability. Toe-out at
the rear gives twitchy handling, and it's definitely not recommended.
Nearly all R/C kits have rear toe-in.
Top Qualifier -- After
each round of racing, the person with the fastest time in each class
is said to be the "top qualifier", meaning they sit on the pole
position for the start of the main event.
Usually good only for bragging rights, because once the race starts all
bets are off, as anything can happen in the main event. Note that top
qualifier refers only to the fastest qualifier in the class,
the person starting in first place for the B Main is NOT the top qualifier,
just the 11th fastest driver.
Touring Car -- In R/C racing,
a Touring Car is a 1/10 scale version of a normal street car that has
been converted to a race car. Most R/C Touring Cars are four-wheel drive
(4WD), meaning all four wheels drive the car. This makes the car easier
to drive for most people.
TQ -- see Top
Qualifier
Track Width -- The width
of the car, measured from the center of the front axis wheels and the
rear axis wheels. A wider stance is more stable and gives better cornering,
but with a wider frontal area the car experiences more drag, slowing it
down on long straights. See wheel offset for
an additional explanation of different offset wheels, and how to use them
to get a wide stance with a narrow setup and body.
Transmitter -- The
part of the radio system that sends signals to the receiver in the car.
Separated into two general categories: stick, which uses two sticks to
control movement; and wheel or pistol grip, which has one hand hold the
radio with the index finger to control throttle and brake and the other
hand control a small steering wheel. Transmitters are also divided into
categories by complexity: AM radios are usually cheaper
because the parts are cheaper to make, while FM radios are available in
simple dial- and potentiometer-controlled versions or digital versions,
or "digital/computer radios".
Transponder -- A small
radio transmitter that fits in the car to help race
directors count laps during races. Many permanent tracks use transponders
at their facilities. Most tracks that are starting out cannot afford the
high cost of a transponder setup, so they will use a computer keyboard
and fast finger-punching to record lap times.
Tuned Pipe -- A highly modified
muffler that substantially increases the power
from a Nitro car's engine.
Turnbuckle -- Similar
to a threaded rod, except that the screw threads face opposite directions
so adjustments can be made without removing the rod.
Turn Marshal -- At
R/C racing events, drivers must turn marshal after their race, meaning
they must turn over cars that have flipped, and return cars to the racing
surface if they have crashed.
Tweak -- A condition at the front
or rear of the car where one tire has more load on it than the other.
For example, if the right rear tire has more weight on it than the left
rear tire, the car is said to be "tweaked". This can make the
car behave unpredictably, including spinning out in turns, turning more
in one direction than the other, upsetting the steering trim, and many
other problems.
To check tweak (you should check between each race):
A) Hobby Knife Method: Set the car on a flat, level surface. Using a
hobby knife, lift one end of the car at the center point. Watch closely
which tire lifts off the surface first. If both tires lift off at the
same time, that end of the car is not tweaked. If one tire lifts off
before the other, adjust the tweak (see below), turn the car around
and check the other end. Adjusting the tweak using the "hobby knife
method" must be done by adjusting shock length. An easier way to
adjust tweak is with a device like the MIP Tweak Station (see below).
B) Tweak Device Method: You can also use a device like
the MIP Tweak Station to check the tweak. Devices like this set one
end of the car level, and puts the other end of the car on a pivoting
surface. This lets the device show the tweak at either end of the car,
without being affected by the opposite end. If the bubble is level,
the car is not tweaked at that end. If the bubble is not level, that
end of the car is tweaked. Adjust the tweak (see below), turn the car
around and check the other end. Adjusting the tweak using this type
of device requires adjusting the shock preload using threaded shock
bodies or ride height clips. NOTE: before using a tweak device, use
the adjustable legs to make sure the device is completely level, and
set the shock preloads to the same amounts left and right at each end
of your car.
To adjust tweak:
a) Using the Hobby Knife Method above, if a tire lifts off the ground
first, you must lengthen the shock shaft that attaches to that tire's
suspension arm. This requires removing the whole shock from the car,
taking off the spring perch and spring, holding the shaft with a pair
of needle nose pliers, and turning the shock shaft end so it makes the
shaft longer.
b) Using a "tweak device", if the bubble is
to one side of the level, add more preload to the same side (by
adding ride height clips or turning the threaded shock collar towards
the bottom of the shock) until the bubble is level.
Two Speed -- A clutch
and gear system that can be installed on most Nitro
cars that increases top speed substantially. In general terms, when the
first gear ratio has the engine reach a certain
RPM range, the second gear is engaged and the car is
then accelerated using the second gear ratio.
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Underbody -- On a real car,
a smooth underbody makes the drag of the car much lower at high speeds.
In R/C racing you don't need to worry about this, because a totally smooth
underbody means that no cooling air gets to the electronics or engine.
The RS4 Rally comes with an underbody to help keep dirt and rocks away
from the drive train. The RS4 Pro 2 now has an optional underbody for
racers in wet or dirty areas.
Understeer -- (also called
"push") When your car just doesn't seem to be turning as sharp
as it should, or it can't stay in the low groove
and keeps drifting to the outside of sweeper turns, your car is experiencing
push, or understeer. The front wheels of a car that is understeering don't
have enough grip, so when you try to steer, the car may continue to go
straight ahead, or just seem to not turn as much as it should. Easy solutions
include slowing down or adding downforce, but more severe problems may
need tire, shock or weight adjustments.
Universal Dogbone
-- A driveshaft that combines the conventional dogbone
and axle into one unit, providing more efficiency
and power transfer.
"Unloading" --
At some points on a race track, the inside wheels can lift up because
of high cornering forces. This causes a normal ball
diff or gear diff to transfer all
the available power to the wheel that is in the air. (For an example of
this, pull the throttle gently on your car while holding one tire - all
the power at that end of the car will go to the opposite, free, wheel.)
This is because the differential will put any power at the wheel that
is the easiest to turn. This is called diff "unloading". To
counter this, racers sometimes use one-way diffs,
which allow the tires connected to the one-way diff to continue providing
power the wheel on the ground, even if a wheel on the same axle is in
the air.
Upper Arm -- Similar
to a camber link, except that instead of a
turnbuckle with ball ends
at each end, the upper arm features a wider hinge area on the inner link,
using a hinge pin to pivot on. The outer link
usually uses a single attachment point, normally a rod
end or pivot ball.
Upright -- Another term
for hub carriers.
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We currently have no definitions in this section of the
glossary. Do you have any suggestions? Send
them in!
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Wheel -- Tires are mounted on
wheels for stability and precision. Wheels come in several different widths
to fit tires of different widths.
Wheelbase -- The distance
between the front and rear axles of a car. A longer
wheelbase gives a bit more stability, but a shorter wheelbase gives quicker
turning and better acceleration, because the weight of the car is closer
to the wheels (in relation to the long axis). All HPI sedan cars have
the same wheelbase, while the Super Nitro RS4 has the ability to change
its wheelbase with about 20 minutes of work.
Wheel Offset -- This is
in relation to track width, but refers specifically
to the wheels of the car. The more offset a pair of wheels has, the wider
the track and overall width of the car will be. Most HPI sedan wheels
are 0mm offset, meaning the edge of the wheel hub that comes in contact
with the axle hex adapter is exactly in the middle of the wheel. Some
of our sedan wheels (like the 3mm Offset Mesh and Super Star wheels)
feature an offset of 3mm, which widens the car a total of 6mm.
Wheel Spin -- Occurs when
a tire loses grip, either during acceleration (normally because of too
much applied throttle), or through a turn (normally because of a high
side load on the tires.
Wide -- see width,
wheel or width, chassis
Width, Chassis -- when
referring to bodies or chassis designs, we often hear about "width".
This is measured from the outside edges of the wheels, front and rear.
Most hobbyists will at some point worry about fitting a narrow body on
a wide car, or a wide body on a narrow car. At this time, most electric
sedans are 180mm to 190mm wide, and most Nitro sedans are 195mm to 200mm
wide. Because of the extreme popularity of Nitro sedans, many newcomers
to R/C want to know if they can fit narrow bodies on their car, bodies
that aren't yet available in wide sizes. Sometimes there isn't a problem
with fitting, but this will vary from body to body. Most narrow bodies
on wide cars will have some wheel rubbing.
Width, Wheel -- another
area where the term "width" is used. Many tires and wheels are
26mm wide, this is considered "standard narrow" or "narrow"
width. Early in the history of touring cars, some companies (HPI included)
offered 31mm tires and wheels, called "wide" since they are
the widest ever offered for touring cars. A few years ago, some companies
offered 22mm "super narrow" tires and wheels for less rotating
mass. These were never legalized for sanctioned racing, and worldwide
rules organizations kept the tires between 24mm and 26mm, so the most
recent development in tires has been the 24mm "mid-narrow" tire
and wheel, which is a great compromise between the light weight of the
super narrow wheels and the contact patch of the narrow tires. See our
Tires and Wheels sections.
Wing -- As opposed to a spoiler,
which has no space between the car body and spoiler itself, the wing is
raised off the mounting surface using posts of some sort. Most wings have
upright 'rudder' supports, or side plates,
which help stabilize the car in the straights. To help tune your car:
A track with many turns and short straights will need small side plates,
which won't interfere with turning too much but still give you stability
in the straight. A track with many straightaways
or two or more long straights could use larger side plates for more straight-line
stability. See angle of attack for an explanation
of how to use a wing.
Wishbone -- An older name
for a suspension arm. Suspension arms used
to be shaped like wishbone from a chicken or other bird. Cars using a
pivot-ball suspension (like the HPI
Proceed) still use wishbone-shaped suspension arms because of the design
requirements. Also used to refer to a double
wishbone suspension.
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Zip Tie -- The common name
for a nylon tie wrap, named "zip" tie because of the sound it
makes as you tighten the strap.
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