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:
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
Quoted text (7 lines)
> > Will these values work for SCGT, you think? > > Interesting... > > James >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
but
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 (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,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 rangeQuoted text (11 lines)
> Dynamics" > > Hope this helps! > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.ComI'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. > > -GregorI 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:


































