Race Sim Central
Rec.Autos.Simulators Archive

Real inertia values--For VEH file tweakers

6 posts by 5 people · 18 Dec 2000 01:29 UTC - 18 Dec 2000 18:25 UTC

J. Todd Wasson 18 Dec 2000 01:29 UTC#214350
There's been a lot of tweaking of inertia values lately! Here's some real, tested values for an Indy oval car. They ought to be fairly close to an F-1 car, or perhaps these may be a little higher? Indy Oval Track Car--- One tested baseline configuration Tire rate (front corner) 36,000 lbs/foot Tire rate (rear corner) 36,000 lbs/foot Spring rate (front corner) 19,200 lbs/foot Spring rate (rear corner) 25,000 lbs/foot Of course, these are probably actually a progressive value in real life, but they should give anyone who is interested a sense of scale. Roll inertia ---- 13.7 lb-ft-sec^2 Pitch inertia ----252.5 lb-ft-sec^2 I don't have published data for the yaw inertia, but in my simulation experiments, it seems 500-800 lb-ft-sec^2 would be about the right range for the yaw axis. Concerning flywheel inertia and wheelspin in F12K: The flywheel inertia in a real car is perhaps only 1/10th of the total rotating inertia for the driveline. It's possible that for calculation speed purposes, these are summed together in F12K and simply used as "flywheel inertia". A rough estimation for an American V-8 musclecar for flywheel would be about 3 lb-ft-sec^2, while the rest of the driveline is on the order of 30 lb-ft-sec^2. An F-1 car should be considerably lower than this. I'd guess 1/2 to 1/3rd? Just a guess, but hope these values help. It's up to you folks to convert these to proper metric form for F12K, sorry!! The oval track Indy car this data is from has a wheelbase of 9 feet and weighs 1600 lbs. This information was taken from Milliken and Milliken's "Race Car Vehicle Dynamics" Hope this helps! Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
James Pickard wrote:
Quoted text (7 lines)> > Will these values work for SCGT, you think? > > Interesting... > > James >
Interestingly enough, when I recently tweaked the SCGT files (see another thread of mine), the values for inertia were very reasonable, and even lower than those in F1 2000. So I left them as they are, and only tweaked the tires/steering. -Gregor
Will these values work for SCGT, you think? Interesting... James "J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]... > There's been a lot of tweaking of inertia values lately! Here's somereal, > tested values for an Indy oval car. They ought to be fairly close to anF-1
Quoted text (10 lines)> car, or perhaps these may be a little higher? > > Indy Oval Track Car--- One tested baseline configuration > > Tire rate (front corner) 36,000 lbs/foot > Tire rate (rear corner) 36,000 lbs/foot > Spring rate (front corner) 19,200 lbs/foot > Spring rate (rear corner) 25,000 lbs/foot > > Of course, these are probably actually a progressive value in real life,
but
Quoted text (8 lines)> they should give anyone who is interested a sense of scale. > > > Roll inertia ---- 13.7 lb-ft-sec^2 > Pitch inertia ----252.5 lb-ft-sec^2 > > I don't have published data for the yaw inertia, but in my simulation > experiments, it seems 500-800 lb-ft-sec^2 would be about the right range
for > the yaw axis. > > Concerning flywheel inertia and wheelspin in F12K: > > The flywheel inertia in a real car is perhaps only 1/10th of the total > rotating inertia for the driveline. It's possible that for calculationspeed > purposes, these are summed together in F12K and simply used as "flywheel > inertia". A rough estimation for an American V-8 musclecar for flywheelwould > be about 3 lb-ft-sec^2, while the rest of the driveline is on the order of30 > lb-ft-sec^2. An F-1 car should be considerably lower than this. I'dguess 1/2 > to 1/3rd? Just a guess, but hope these values help. It's up to you folksto > convert these to proper metric form for F12K, sorry!! > > The oval track Indy car this data is from has a wheelbase of 9 feet and > weighs 1600 lbs. > > This information was taken from Milliken and Milliken's "Race CarVehicle
Quoted text (11 lines)> Dynamics" > > Hope this helps! > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
I'm actually a big fan of SCGT. Not the default installation that you get with the CD, but when you 'tweak' it up with all the add-ons on the net. With the Advanced Options Editor it is actually really good. not perfect, but a really fun Simulation. James "Gregor Veble" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> James Pickard wrote: > > > > Will these values work for SCGT, you think? > > > > Interesting... > > > > James > > > > Interestingly enough, when I recently tweaked the SCGT files (see > another thread of mine), the values for inertia were very reasonable, > and even lower than those in F1 2000. So I left them as they are, and > only tweaked the tires/steering. > > -Gregor
I wish I knew what you guys were talking about.......seems really heavy. "James Pickard" <[email hidden]> wrote in message news:_Sp%5.23702$[email hidden]...
Quoted text (28 lines)> I'm actually a big fan of SCGT. Not the default installation that you get > with the CD, but when you 'tweak' it up with all the add-ons on the net. > With the Advanced Options Editor it is actually really good. not perfect, > but a really fun Simulation. > > James > > > > "Gregor Veble" <[email hidden]> wrote in message > news:[email hidden]... > > James Pickard wrote: > > > > > > Will these values work for SCGT, you think? > > > > > > Interesting... > > > > > > James > > > > > > > Interestingly enough, when I recently tweaked the SCGT files (see > > another thread of mine), the values for inertia were very reasonable, > > and even lower than those in F1 2000. So I left them as they are, and > > only tweaked the tires/steering. > > > > -Gregor > >
What formula do you use to convert the real world into the number in the VEH files ? Regards Mike On 18 Dec 2000 01:29:49 GMT, [email hidden] (J. Todd Wasson) wrote:
Quoted text (48 lines)> There's been a lot of tweaking of inertia values lately! Here's some real, >tested values for an Indy oval car. They ought to be fairly close to an F-1 >car, or perhaps these may be a little higher? > > Indy Oval Track Car--- One tested baseline configuration > > Tire rate (front corner) 36,000 lbs/foot > Tire rate (rear corner) 36,000 lbs/foot > Spring rate (front corner) 19,200 lbs/foot > Spring rate (rear corner) 25,000 lbs/foot > > Of course, these are probably actually a progressive value in real life, but >they should give anyone who is interested a sense of scale. > > > Roll inertia ---- 13.7 lb-ft-sec^2 > Pitch inertia ----252.5 lb-ft-sec^2 > > I don't have published data for the yaw inertia, but in my simulation >experiments, it seems 500-800 lb-ft-sec^2 would be about the right range for >the yaw axis. > > Concerning flywheel inertia and wheelspin in F12K: > > The flywheel inertia in a real car is perhaps only 1/10th of the total >rotating inertia for the driveline. It's possible that for calculation speed >purposes, these are summed together in F12K and simply used as "flywheel >inertia". A rough estimation for an American V-8 musclecar for flywheel would >be about 3 lb-ft-sec^2, while the rest of the driveline is on the order of 30 >lb-ft-sec^2. An F-1 car should be considerably lower than this. I'd guess 1/2 >to 1/3rd? Just a guess, but hope these values help. It's up to you folks to >convert these to proper metric form for F12K, sorry!! > > The oval track Indy car this data is from has a wheelbase of 9 feet and >weighs 1600 lbs. > > This information was taken from Milliken and Milliken's "Race Car Vehicle >Dynamics" > > Hope this helps! > > >Todd Wasson >--- >Performance Simulations >Drag Racing and Top Speed Prediction >Software >http://PerformanceSimulations.Com

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy