R/C Glossary
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Here is the beginnings of our
R/C Glossary. Because there are always new developments and advances coming
up in our fast-growing industry, expect changes and additions often! This
is just the beginning. Do you have suggestions for our Glossary? Email
the webmaster with your suggestions.
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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. The MIP website is www.miponline.com.
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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 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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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.
X
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Z
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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