Paul Jeffrey

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ACC Blog Post 3.jpg

Aris has been at it again, revealing his third Assetto Corsa Competizione blog post - this time looking at the world of aerodynamics in ACC...


Informative blog post number 3 has been released! @Aristotelis has been at it again, finding some spare time to put down in writing more information about the inner workings of the upcoming Assetto Corsa Competizione racing simulation from Kunos Simulazioni.

In this latest post, Aris speaks in detail about the aerodynamics featured in ACC, and how they work and what effect they might have on the player when loading up the soon to be released new title.

If you missed them earlier, Aris has also posted about physics and tyres from the new title, informative reads and well worth a look as we kill time prior to the big release...

You can read the full blog post below:

Wings? Where we going we don't need any wings...
In original AC we could simulate as many wings a we wanted. So you wanted to simulate the body aerodynamics? Put a wing and apply proper values. You had a splitter? Add a wing with different values. Rear spoiler? Add a wing. Diffuser? Vertical fins? Side boards? Buffets. Add a wing. Each wing could have a specific area, lift coefficients, drag coefficients, sensitivity to ride height, yaw sensitivity… even active telemetry inputs that could modify the angle in real time and simulate all those active wings moving around… pretty impressive stuff, many industry firsts and so on. We were quite proud of the aero system in AC…

Great, scratch that and let’s build something completely new.

The aerodynamic model for ACC is completely rewritten from Stefano and Fernando. It doesn’t use an unlimited amount of wings anymore, but takes aeromap data from wind tunnels or CFD and uses them in way that everything in the car body, influences everything.

Ok let’s take a step back and analyze what is happening in real life and why such a development was needed. In real life an object, a racing car in our case, travels through air which is a fluid. Flow and turbulence is created and the shape, size and speed of them is relative to the shape of the object. Now comes the “obvious” but interesting part, a change in the shape of the object, changes the flow and the turbulence. A racing car is a big object and features on the body of the car, change the flow and create turbulences that affect a different feature in a different place of the body. A different front splitter, will not only change the aerodynamic characteristics on the front of the car but will also change the flow at the rear wing and rear diffuser, changing the aerodynamic forces of those features. A diffuser of a different shape or working in a different angle, will also change the flow behind of the rear wing and so the air approaching it, again changing the forces of the wing. A different rear wing shape or angle, can create pressures that change the flow from the front of the car, actively modifying the forces at the front.

Nothing of the above would be possible to simulate with the old system, at least not without some nasty workarounds and side effects that could be taken advantage by players in order to produce unrealistic end results.

The new aerodynamic modelling does exactly what we need. The rear wing can affect the front downforce, the front splitter can affect the rear wing and diffuser, but most importantly the ride heights now become the most important part of car setup. Modern cars that generate big amounts of downforce by the use of splitter and diffusers, are very, let me repeat that, VERY ride height and pitch sensitive.

The difference between front and rear ride height is of massive importance. Changing the front e rear ride height, moves forwards or backwards the aerodynamic pressure point, or to say it in a more simple way, how much of downforce goes to the front or to the rear of the car. Why is this so important? 1mm of ride height change at the front, can move the aerodynamic balance forward or backwards by 0.5% to over 2% depending on the car and rear wing setting. Let me say that again. 1mm of ride height, equals up and over to 2% of aero balance shift. You think it’s not much? 10mm can mean way over 20% aero shift. Good drivers will easily understand changes of 1%. Average drivers might not, but they will have big instability problems with a change of over 5%. Remember, these cars generate way above 500kg of downforce at medium speeds, so that’s a lot of force shifting around.

Furthermore we are talking about static balance. While driving, the car also pitch and rolls. Lifting off from the accelerator at a high speed turn or braking hard while turning in, can have catastrophic results in car stability if the aero “platform” is not setup properly.

It’s not over yet. With speed, the pressure created in front and under the front splitter might change the flow to the rear diffuser or make the front splitter more efficient, thus moving the aero shift even more forwards. This means the car might change balance going faster.
It is clear that splitters and diffuser are very sensitive to ride height. Finding the correct ride height and trying to maintain it in a acceptable range under all conditions is what we call “maintaining the aero platform stable”. One big aid comes from the rear wing. The wing doesn’t travel close to the ground and the flow it receives is relatively clean so its aerodynamic characteristics remain stable. The more rear wing you use, the more you average the pitch and roll sensitivity and you stabilize the car in various conditions. The balance shifts less forward and backwards under pitch and squat. Unfortunately the rear wing adds a lot of drag and of course shifts the whole balance to the rear which brings understeer. So again it’s a compromise but a much more complex one than before. You can use less rear wing angle, but then the car becomes unstable. You can use more rear wing angle but the car becomes understeery as balance, but gains grip because the whole downforce raises.

We’re not done yet. Normally in sims, a change in a wings angle, roll, speed will instantly translate in an equivalent change in aerodynamic effect. For example let’s say we brake hard for a turn and this translates in a pitch of an extra 1° of angle. All the aerodynamic wings will instantly start to generate downforce and drag for an extra 1° of angle. But that’s not what happens in reality. The air can be compressed, the flow can get slower or faster, or can create “pumps” from pockets of air that get compressed and uncompressed. All of this takes tiny bit of time. It acts as if there’s some small amount of lag in the results and, yes you guessed it, it is now simulated in ACC. Sometimes this effect can be your friend, like when you start braking from high speeds it might take a fraction of a second before the balance shifts way forward and by that time your speed is slower. Sometimes it can caught you off guard, like when you’re jumping in a kerb and you think you cleared the first part, only for the aero instability to hit you hard in the second part!

By now it is pretty clear that the aero model is advanced and complex, but how we control the aero platform in an efficient way, except from adding tons of rear right wing? That was the same question I asked myself when for the first time I configured the values and went for a first ride. I’m famous for my self control so my exact words have been: “WTF what have we done?!?!!?”.

Right. It was evident that we needed a much more stiff front suspension to limit pitch. Again remember, we’re talking that we are trying to avoid mere millimetres of ride height change, let alone macroscopic movements! So we’re gonna use bumpstops right? But nobody likes bumpstops, they make you car understeery and they make your car jump on kerbs.. bliah! So we simulated variable stiffness for bumpstops. And more precise bumpstop range. And better control of their placement when you change ride height. And then we had to control the suspension from this all, so in goes a more advanced damping system… and then we realized that we had to do something to help people setup this whole thing… Remember? In AC you can change a bit of ride height, or fuel load and then you need to change again all the alignment to bring it back to your original chosen values. Nightmare. But that needs a different post, something regarding suspensions and setup…

I told you we worked a lot. I’m starting to realize it from the amount of stuff I need to write for every damn post!

More to follow in the coming days...

Assetto Corsa Competizione will be available to purchase on Steam Early Access from September 12th 2018.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting upcoming sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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 HYPED! What do you think of the latest blog post on the development of ACC? Do you like the sound of the direction the new game is going? Let us know your thoughts in the comments section below!
 
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Wow !:)
I think we are very lucky that Kunos take all this time to explain us the work they did.

They listen us and understand our needs.

If I can resume :

RRE is good... Multiplayer is ****..

Iracing is good.... FFB is 10 years back, rating system is not enough elaborate.

Pcars 2 is beautiful... FFB is wrong and IA is a joke

RF2 is good but not enough quality materials...
No rating system...

Assetto Corsa is ****in awesome! But whitout SRS online racing are horrible!

More i read on ACC and more I understand how seriously other sims will be completely outdated.
Graphically, FFB, Setups, Rating system...
Its only the EA, imagine in February what this simulator will be.
Dont understand me wrong... I love the other sims too. They are on my pc.... But This one is the things every sims fan is waiting since many years :rolleyes:
 
Wow !:)
I think we are very lucky that Kunos take all this time to explain us the work they did.

They listen us and understand our needs.

If I can resume :

RRE is good... Multiplayer is ****..

Iracing is good.... FFB is 10 years back, rating system is not enough elaborate.

Pcars 2 is beautiful... FFB is wrong and IA is a joke

RF2 is good but not enough quality materials...
No rating system...

Assetto Corsa is ****in awesome! But whitout SRS online racing are horrible!

More i read on ACC and more I understand how seriously other sims will be completely outdated.
Graphically, FFB, Setups, Rating system...
Its only the EA, imagine in February what this simulator will be.
Dont understand me wrong... I love the other sims too. They are on my pc.... But This one is the things every sims fan is waiting since many years :rolleyes:
GPL was best of the best. For me, none can ever cope with that, at least not with the feeling and excitement, which this game brought to many of us. That really was revolutionary.
But don`t get me wrong, ACC will shake this world to the ground, and as you said, it will make look other sims outdated instantly.
 
As ACC is still WIP, I have 2 questions to kunos :
- about aero, will ACC handle track wind effect like flight sims do for more than 10 years. I mean, the car turns around the track and the wind direction too and it can affects a lot aero/speed and car behaviour.
- looking at the rainy track picture of this article...will ACC have raindrops/mist over car body like RF2 ? Because it looks weird a wet track with such a shiny dry car. TBH I am not a fan the way this effect is rendered in rf2, but something like this, even static raindrops around car body would look better. Some of you will answer that it is not so weird if car get out only after rain...but if track is wet, with transfer some water should be projected over car.

So if these features are not implemented yet then just think about it kunos, anyway great work ;)
 
You can never have too much aero.
Personally I don`t prefer too much of aerodynamic stuff on racing cars. For an instance, modern f1, is that cool, that goes like train on rails? I would rather see it sliding all around, which makes it harder and more challenging to drive, and ever more spectacular for the spectators. Btw, this is maybe one of aspects that responsible of this sport should consider to make it popular again.
That`s why in AC my best cars are street legal cars (lots of power and low downforce), and of course Lotus 49.
 
Personally I don`t prefer too much of aerodynamic stuff on racing cars. For an instance, modern f1, is that cool, that goes like train on rails? I would rather see it sliding all around, which makes it harder and more challenging to drive, and ever more spectacular for the spectators. Btw, this is maybe one of aspects that responsible of this sport should consider to make it popular again.
That`s why in AC my best cars are street legal cars (lots of power and low downforce), and of course Lotus 49.
That's why my dream for a future AC franchise product would be like an historic official recreation of F1 seasons '60 or '70.
Eventually a successor of GPL.
Unfortunately I don't have many hopes this will happen since the F1 licence is tightly secured by Codemasters.
 
As ACC is still WIP, I have 2 questions to kunos :
- about aero, will ACC handle track wind effect like flight sims do for more than 10 years. I mean, the car turns around the track and the wind direction too and it can affects a lot aero/speed and car behaviour.
- looking at the rainy track picture of this article...will ACC have raindrops/mist over car body like RF2 ? Because it looks weird a wet track with such a shiny dry car. TBH I am not a fan the way this effect is rendered in rf2, but something like this, even static raindrops around car body would look better. Some of you will answer that it is not so weird if car get out only after rain...but if track is wet, with transfer some water should be projected over car.

So if these features are not implemented yet then just think about it kunos, anyway great work ;)
Both yes.
 
As ACC is still WIP, I have 2 questions to kunos :
- about aero, will ACC handle track wind effect like flight sims do for more than 10 years. I mean, the car turns around the track and the wind direction too and it can affects a lot aero/speed and car behaviour.
This is already in "old" AC so I would guess they are not gonna downgrade.
 

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