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#1 | |
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On my car I keep the rpm drop to around 2000 and the clutch lockup on launch no more than 0.9 seconds. .9 seconds is too loose, and is based on the input shaft moving till the engine and input shaft rpm are the same. A general rule has been .3 to .8 on lockup. If you start getting to .3 the clutch may drag the engine down way too much and then the engine struggles to recover. This is where data acquisition is money well spent and can help you maintain clutch maintenance and performance. Sean
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Sean Marconette 84 Mustang 5060 SS/N |
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#2 | |
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I'm dead hooking with radials, so the clutch does all the work. It seems the longer i let the clutch slip the faster it goes, for me around 1 sec is a good compromise. I shoot for zero rpm drop but when a 500 drop is spread over a second or so, it makes little difference. Grant |
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#3 |
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What's the ideal launch RPM? As much as your engine, chassis and tires will handle. In my case, the 2 step is set at 8400 but the one time that it failed and I left at well over 10,000 netted me the best 60' that I've ever had. Not brave enough to repeat that but you don't see Comp cars or Pro Stockers leaving at anything less than kill.
I am in agreement with most of the other comments here. Without a good slipper clutch and some form of data logger, you're pretty much twisting in the wind. The days of 40 pound flywheels and 3500 pound dead lock up clutches are gone unless you want to go slow and break parts. My flywheel and clutch assy weighs well under 20 pounds total. There are huge performance advantages in reducing flywheel & clutch diameters and weight. Jim Caughlin SS 6019 |
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#4 |
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I am not sure where you think I guessed on my information? My results are from paying attention to how my clutch performs. My tires are not slipping otherwise I would see it with the data. 60' and ET are best for my combination at the info I posted. If my clutch does not lockup before .9 it shows on the time slip.
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Sean Marconette 84 Mustang 5060 SS/N |
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#5 | |
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When i saw .3 to lockup, that usually means the tires are getting knocked loose unless there's a ton of SLR involved. If my car locked up at .3 from 1st movement and the tires were stuck, it would suck the engine all the way down to around 1800 rpm if it didn't break something first. |
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#6 | |
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Your are right on the money with the SLR. The .3 definitely drags the engine rpm down Sean
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Sean Marconette 84 Mustang 5060 SS/N |
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#7 | |
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James Schaechter 3163 STK |
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#8 | |
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The clutch control on the above car is functionally similar to what i have supplied to many Coyote Stock and Factory Stock racers. The slip i posted earlier is from one of those guys... ![]() Grant Last edited by weedburner; 10-20-2016 at 03:36 PM. |
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#9 |
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Here's a simplified example of why you want to keep average rpm as high as practically possible-
Lets say a car gains rpm at an average rate of 6k per second in 1st gear. Let's also have the clutch lock up .5 sec into the run with the tires remaining dead hooked. If it is launched at 6k, tires are stuck, and the clutch locks up at .5 sec, rpm is going to get pulled down to 3k by .5 sec into the run. From .5 to 1.0 seconds it climbs from 3k back up to 6k, regaining the lost rpm. What all this boils down to is that during the initial 1 second after launch, the engine's average rpm was 4500 rpm, which means the engine made 75 revolutions over that 1st second of the run. Now suppose that same car launches at 6k, but the clutch slips just enough that the engine does not lose any rpm over that same 1 sec period. Now the engine's average rpm was 6000, which means it made 100 revolutions during that initial 1 second period. Both leave from the same rpm, but the launch that didn't lose any rpm actually packs 33% more revolutions of WOT power production into the same 1 second time period. Last edited by weedburner; 10-20-2016 at 06:59 PM. |
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#10 |
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Pretty cool! How much rpm does it spike the tires on the gear changes? Sounds fun. Any video? Thanks, Jim
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James Schaechter 3163 STK |
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