Paul Jeffrey

Premium
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.

Like what you see here at RaceDepartment? Don't forget to like, subscribe and follow us on social media!

 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!
 
Last edited:
God dammit, cant wait for wednesday and even for the full release in february. Gonna go for the EA version of it, just to buy me the boxed edition in february again. Kunos deserves it. And for all those that are not good in setup building, just like me, Kunos explains it very good in their blogs. So we can use their blogs to lern what specific setting gonna impacting the carhandling and also why.

So big thumbs up for Kunos. It looks like we get the 500% GT3 racing package, i even would pay 150€ for it. :thumbsup:

Would love to see a blogpost in the AI. ;)
 
  • Deleted member 503495

Good default setups will be necessary. A system like Papyrus' of varied setups would be important.
 
my concern is, if they make the aerodynamics as realistic and dynamic as they say, with every bump in the road, or bit of body roll effecting it, plus turbulence from other cars, (and if you are going to be realistic, wind direction and wind speed must be factored in) the cars may become completely unpredictable and undrivable,
 
Last edited:
in real life you have sensory input from inertia and G forces,
a sim is always going to be a bit of an unrealistic compromise, because even using the best direct drive wheel the amount of feedback the game developer is able to impart is quite limited,
it could become a case of too much of a good thing
 
my concern is, if they make the aerodynamics as realistic and dynamic as they say, with every bump in the road, or bit of body roll effecting it, plus turbulence from other cars, (and if you are going to be realistic, wind direction and wind speed must be factored in) the cars me become completely unpredictable and undrivable,
I don't follow... If this were true my car would become unpredictable and undriveable on the way to work. Real works well in real life, why would it differ in simulation?
 
in real life you get sensory input from many different sources while driving,
in a sim all your sensory input comes from the force feedback wheel, and that has major limitations, too much information all at once can make differentiating what is necessary and important difficult or imposable, you can think of it this way, it could end up like trying to listen to several people speaking all at once
 
in real life you get sensory input from many different sources while driving,
in a sim all your sensory input comes from the force feedback wheel, and that has major limitations, too much information all at once can make differentiating what is necessary and important difficult or imposable, you can think of it this way, it could end up like trying to listen to several people speaking all at once
You confuse the physics realism with the whole experience of driving a real car. They simulate the physics the best way they can, the feeling you get from it through your wheel is necessary to understand what is happening, but it's not necessarily what you would feel in a real car.
Sims do this since a long time and it doesn't feel "confused" or "unpredictable". You just have to spend some time on the sim and learn to recognise the information sent through the wheel.
 
yes, so why change that by adding more information? the system works fine now, and more doesn't always equal better. not saying it wont work, just that sometimes designers get caught up in adding "more" and end up giving you less, so I am curious how it will be once we get to try it out, will they need to dial it back? will it improve driving dynamics or hurt them? will it get scrapped in future updates, or will other sims follow with more realistic aerodynamics?
 
Last edited:
yes, so why change that by adding more information? the system works fine now, and more doesn't always equal better. not saying it wont work, just that sometimes designers get caught up in adding "more" and end up giving you less, so I am curious how it will be once we get to try it out, will they need to dial it back? will it improve driving dynamics or hurt them? will it get scrapped in future updates, or will other sims follow with more realistic aerodynamics?
Just think about where sim racing (or anything) would be if everyone had that mentality :roflmao:
 
much much better I would say, just because you can do something, doesn't always mean you should,
but only time will tell :cool:
Again, if everyone lived by that mentality, we'd literally be living in the stone age.

Anyway, you're overthinking what this aero update means. The end result is no different to what we already have in AC (and in plenty mods) and in other sims. There are a few small additions (such as the delay etc) but its pretty minor in the grand scheme of things. The big change is how the data is input, which is of no concern of yours anyway.
 
Again, if everyone lived by that mentality, we'd literally be living in the stone age.

Anyway, you're overthinking what this aero update means. The end result is no different to what we already have in AC (and in plenty mods) and in other sims. There are a few small additions (such as the delay etc) but its pretty minor in the grand scheme of things. The big change is how the data is input, which is of no concern of yours anyway.
talk about a negative attitude

but you are correct in that it wouldn't be the first time a developer has overstated the importance or effect of some new addition to a sim
 
Last edited:

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top