Season 12 Race 3 Sepang Setup Thread

Drag increases everytime that lift decreases (we are talking about negative lift = downforce) There are limits on which height it stalls (lower limit) and when it looses lift.

Note, April only shows wings, there's [BODYAERO] and [DIFFUSER] that also contribute. Diffuser has all the downforce that comes from the floor ground effect and it doesn't increase drag like wings do. It is highly dedependant on the minimum rideheight and optimal rake. Bodyaero does not change, it's mainly static (YAW does change it's characteristics but afaik ride height don't) and simulates the car body effects, on tinroofers it can even have positive lift... Like 1960 cigar-shape F1, their bodies have almost zero lift, they were meant to go fast thru the air, nothing else...

What that table show is that rake is consistent all over, ~2cm more rear ride height will give the optimal aero when it comes to wings.. Next we need diffuser lift table.
 
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Drag increases everytime that lift decreases (we are talking about negative lift = downforce) There are limits on which height it stalls (lower limit) and when it looses lift.

Note, April only shows wings, there's [BODYAERO] and [DIFFUSER] that also contribute. Diffuser has all the downforce that comes from the floor ground effect and it doesn't increase drag like wings do. It is highly dedependant on the minimum rideheight and optimal rake. Bodyaero does not change, it's mainly static (YAW does change it's characteristics but afaik ride height don't) and simulates the car body effects, on tinroofers it can even have positive lift... Like 1960 cigar-shape F1, their bodies have almost zero lift, they were meant to go fast thru the air, nothing else...

interesting info

what is yaw?
 
YAW = one of the three "axis" of rotational motion. We got Roll, Pitch and YAW...

Deduction works here, roll is the motion that happens around Z axis, like if you roll hotdog on a stick.

Pitch is easiest to think: when you fly a plane, you pitch up and down (X axis).

YAW is the last of the rotations in 3D world and the only one mostly happens on a single plane due to gravity usually flattening everything... Ie, everytime you turn your car, you apply YAW torque.

In aero, YAW usually decreases the overall downforce, ie you come in sideways, you really don't have a lot of effective wings anymore. Roll is mostly bodyroll, doesn't have huge effect on aero since we want our cars symmetrical.. Pitch = Rake.
 
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The chart is correct but it doesn't have drag, they are "perfect wings" where distance from any static surfaces most likely will increase downforce until you are far enough from it (the ground..)

Drag should decrease with ride height until we hit stalling point (wing touches the ground completely) so if we put front wing close to ground, we can use higher wing settings cause we have effectively decreased overall drag...
 
I made one little mistake with those tables, which is I forgot the rake limit... Shift+F5 to the rescue! :p

They do take into account the bodyaero and diffuser though, Kennet. I only specified the wing angles in the test because they're adjustable in the setup, whereas we can't do anything to affect the diffuser's downforce other than ground clearance adjustment.

Stalling occurs at 1mm ground clearance, so is off the edge of the tables.

You're right about ride heights and drag though. It does increase the higher you go. :) Tables of that to follow!

Drag coefficient, n of drag per (airspeed [m/s])^2, less is better
TurnbullAeroMapS12_Drag.PNG


Aero efficiency. Lift coefficient / Drag coefficient, higher is better
TurnbullAeroMapS12_Eff.PNG


Only thing not taken into account here is radiator and brake duct openings. So this assumes those are shut as far possible.

Still though, the downforce gained at those extreme ground clearances outweighs the drag we get. This all looks pretty mental to me, but I do wonder if this could actually work on track? Or is this car's aero perhaps tailored to conditions it'll never operate in?
 
Simply put: yes. There's bodyroll.. If you put F3000 to max ride height, it's driveability is.. horrible..You then need to use +120/40 ARB front/rear.. +100/100 front/rear springs to keep it on it's wheels..

PS: I would be SOO happy is you take my GP2 aero and do a similar table, i would love to see how it differs from F3000, they are a mix of original RR, the old GP2 mod and F3000... BTW, i have now cleareance to use ANYTHING from MMG F1 2007 physics.. Everything but the visuals is now useable... And it's absolutely marvelous that we have another modder and vehicle expert.. Now we have track specialist and vehicle expert, quite a big benefit to the league..
 
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April and Kennett, you both are providing a LOT of infomation about cars and tracks and everything. :thumbsup::thumbsup: So much that i think it will be a good idea to have a scecific thread for it. Or this one will be lost in time and we will not remember it was in season 12 sepang setup thread. IMO

Thread can be called: Cars and tracks physics?!?!

Maybe Nico can move or copy the most important reply that are here?

But big thanks for bringing so much informations :thumbsup: Even though it wont make me a fastest driver, maybe some will find more optimal setups using these informations, and then will share it hehe ;). (Don't count on me for that, i'm not a setup specialist hehe ) :p

Steeve
 

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