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>>Still, I'd think an F1 car will use a much lower inertia (less
>>weighing flywheel) to be more responsive. Although ofcourse a higher
>>inertia gives you a more stable accelerating/braking car.
>Correct. And that's why engine braking is MUCH higher on any racing
>car than a street car. Have you ever driven a purpose built racecar?
Nope, sorry to say that I haven't.
Ok, so then it seems both the engine inertia is lower, AND the engine
is fighting (giving negative torque) more than in a streetcar.
The lower gearing is a secondary effect though and has nothing to do
with the engine wanting to brake itself. The thing is I'm not looking
for a net effect, since if some mysterious power was rotating the
wheels, the engine wouldn't brake anyway, and you'd think engine
braking torque was 0, which it isn't; it's just counterbalanced.
So forget everything behind the engine and flywheel. Uptill there it's
an autonomous system and should be viewed as such to look at 'engine
braking'. Keeping the car in neutral or with the clutch applied, for
example.
Oh, yes, right. :)
Ok, then probably, with your experience, given a 0.74 coefficient for
an F1 car, a street car might end up more like half of that (instead
of being more).
That's true.
Must have been awesome. :)
Ouch! ;-)
Not at all; inertia is a fixed property of an object, just like mass.
Nothing 'causes' inertia; it's there because the thing has
molecules/mass.
Like F=m*a, T=I*w where T=torque, I=inertia, w=angular acceleration.
Mass is a constant property of an object, just like inertia (rather
the inertia matrix).
Right, but the inertia of the object remains fixed; it's the torque
that changes (the engine pushing or pulling rotationally), and the
angular acceleration is a result of that (w=T/I).
Surely the engine is pushing the drivetrain in the reverse direction
of which it (the engine/drivetrain) is rotating in. Otherwise it
wouldn't decelerate. So the engine is torqueing the drivetrain, no
doubt in my mind.
Power is just a measurement of energy and is just a nice statistic,
drag and inertia are inputs, yes.
Didn't know about the braking improvements, but that surely does make
sense. It seems though the downforce and brakes are most important,
since the downforce generates implicitly the maximum longitudinal
braking force you can apply to the car without locking the wheels. I'd
say the brakes of an F1 car are powerful enough at any speed to lock
the wheels, so in that sense, engine braking is of no importance for
the total amount of braking you can apply to the tarmac; the limit is
easily reached by the brakes alone, so engine braking just gets you
there faster.
But I may be completely off there, and F1 brakes may be impossible to
lock at high speeds (but I don't think so).
Hm, it's getting late. Have to rethink that. Indeed, less
flywheel/engine inertia gives better deceleration. In my perspective,
it's probably that the brakes can overcome the flywheel inertia as
part of their job, so at a certain point you don't need a lighter
flywheel.
But I guess then maybe the wheel brakes aren't capable of locking the
drivetrain at 300 km/h? Otherwise they could brake both the wheels and
the engine, so the flywheel wanting to spin on wouldn't make that much
of a difference.
Right, that and the engine parts themselves.
It's in there; my engine inertia includes both flywheel and engine
parts themselves (they are summed). The rest of the drivetrain
ofcourse also has inertia and can be tweaked in every which way.
The inertia just doesn't come into play until there's a torque from
the engine and you want to know how fast all the parts in the
drivetrain are going to accelerate (which is done in 2 parts in my
sim; preclutch and postclutch; they can rotate at different speeds,
which I need because I have an analog clutch simulated).
Interesting chat, haven't written this much stuff in a post for some
time. :)
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/