Realistic 2003 Physics: let's develop it!

Posted by SuperSonic 
Realistic 2003 Physics: let's develop it!
Date: May 23, 2003 11:04PM
Posted by: SuperSonic
1) Downforce Coefficient.
GP4 default is 2202 kg. I think the 2003 cars have larger values...
How can I calculate the downforce coefficient? What abou Drag?

---

2) Inertia
The GP3APE help file says:

Inertia = Mass * (a^2 + b^2) / 12
where a and b are length and width perpendicular to the axis of rotation.

What the hell... "where a and b are length and width perpendicular to the axis of rotation." (???) What does it means??? How to calculate de X, Y and Z inertia values????????

Inertia = 605 * (a^2 + b^2) / 12
Inertia = 50.416 (a^2 + b^2)
Inertia = ???????????

Please help!

Ferrari F2003 GA's measurements:
Length: 4545mm
Width: 1796mm
Heigth: 959mm (I think it's 929mm. The max heigth permitted is 950mm)
Wheelbase: 3100mm
Front Track: 1470mm
Rear Track: 1405mm

---

3) CoG Height
It can be calculated?

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4) Breaks/Weigth distribution
I think the gp4 default values are very close to reality.

---

My 2003 engine:

Race/Qualy Power: 860 BHP @ 16600 RPM
Upshift penalty: 2336
Flywheel Inertia: 0.025 kg m^2
Final drive ratio: 6.36843171025301
Max RPM: 18075 RPM
Actual Race/Qualy Power: 870.040699673695 BHP

Watch the fuel consumption. I recommend to use the default 16600 RPM (and the correspondent final drive ratio) when racing against computer cars.

---

My 2003 tyres:

Front
Lateral grip: 2000
Longitudional grip: -1839.7533
Slip Angle: -4.22

Rear
Lateral grip: 2006
Longitudional grip: -1845.2725
Slip Angle: -4.44

---

Try these new tyres/engine and tell me what you think :)

I really want to develop a good 2003 physics file. It would be cool if you may hep me :)

Thanks.

See ya



Re: Realistic 2003 Physics: let's develop it!
Date: May 24, 2003 10:04PM
Posted by: JackiMatra
I understand the haste to have 2003 carsets, physics, tracks and everything else as soon as possible. However, it is not really possible to do a good job on these things until the season is over and we have all of the neccessary information.

This is particularly true in the case of the physics, where it is really neccessary to know just how fast the cars can be. To find this out we really have to wait at least until the race at the fastest track (Monza) is completed so that we will know for certain what the maximum speeds and laptimes there are.

I really think that the grip of the original GPx series games' cars is often more than a bit overdone. They (GP2 through GP4) tend to corner much too well and a quite are more than a bit too slow (as can be verified from real F1 data) as to their maximum speeds.

Here is some data from the 2002 F1 physics that I am using to revise and extend my 1995-2001 F1 performance pack to 1995-2002, which I am quite content with as these physics give very realistic performances for 2002 (albeit with much lower track grip in the magic data, in most cases, than in the original game). As 2002 is very close to 2003, these may well serve as a decent point of reference for 2003, but I would really wait, at least for the Italian Grand Prix before seriously getting to work on 2003 physics.

Downforce Coefficient 2180
Downforce/Drag Ratio 2.62
Mass 605
Front Track 1465
Rear Track 1410
Wheelbase 2960
CoG Height 245
Braking Force 6080
Human Race Power 861 (Ferrari)
Human Qualify Power 890 (Ferrari)
Max RPM 17750
Tyre Grip 2025
Slip Angle -4

N.B. I use a magic data track grip of 17500 and a magic data air resistance of 16994 at Monza for all of my GP3 F1 seasons of all years, as all GP3 cars tend to be horribly slow around this GP3 circuit both in terms of laptimes and in terms of maximum speeds, otherwise, if anything close to the original GP3 figures is used. I don't know whether this is because all of the GP3 Monza tracks are inaccurate or whatever other reason, but with these magic data figures for Monza, reasonably realistic speeds and laptimes can be achieved.



Post Edited (05-25-03 05:06)
Re: Realistic 2003 Physics: let's develop it!
Date: May 29, 2003 12:04AM
Posted by: SuperSonic
Inertia
The GP3APE help file says:

Inertia = Mass * (a^2 + b^2) / 12
where a and b are length and width perpendicular to the axis of rotation.

What the hell... "where a and b are length and width perpendicular to the axis of rotation." (???) What does it means??? How to calculate the X, Y and Z inertia values????????

I just want to know it. Thanks.

See ya
Re: Realistic 2003 Physics: let's develop it!
Date: May 29, 2003 10:27AM
Posted by: Anonymous User
/wonders slowly vorbei

Re: Realistic 2003 Physics: let's develop it!
Date: May 29, 2003 03:37PM
Posted by: genesis
wtf is vorbei :|



Visit my website [www.mrears.com]
Re: Realistic 2003 Physics: let's develop it!
Date: May 29, 2003 03:51PM
Posted by: Vader
German








REHAB IS FOR QUITTERS
Re: Realistic 2003 Physics: let's develop it!
Date: May 29, 2003 04:19PM
Posted by: Tigershark
vorbei = past

as in:

wonders slowly past

- Sander



¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Re: Realistic 2003 Physics: let's develop it!
Date: May 31, 2003 03:16AM
Posted by: Anonymous User
yeah but past doesnt have the same ring :(

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