Hi all.
After watching an IRL race, I was reminded of a common thing that
commentator's regularly mention.
"The downforce on these cars is so great that if the cars were running
upside down on the ceiling, the downforce would keep them in the air,
defying gravity..." yadda yadda yadda, you've probably heard this
before.
Are there any current games where the track editors available could be
used to demonstrate this extreme grip???
For example, could you get the banking angle so high that if you
dropped below a certain speed, the car would fall right off??
What about a track that looped into a "loop-de-loop", but continued
backwards in the direction you came??
<<<--inverted car----------------\
start-->>> car--->>> -------------------------loop up/
the above sketch is font sensitive, but you should get the idea??
The track would have to be a bit wider than normal because you
couldn't do kerbs and grass banking, etc, but I was wondering if any
of the existing editors would allow this.
It would preferably not be an arcade title, to state the obvious. I
was wondering specifically if the open source sims could accomodate
this (Scirocco, Racer, etc).
any takers??
Finally, I posted this a while ago (22 September 2003) and was
surprised to see no responses. I've since checked my outbox on Agent
and have seen that I accidently posted it to ASSM. I'm sure none of
you guys would have seen it though. Suppose it was off topic there :)
Regards all,
istoff
Could high-downforce cars race upside down in a sim
Istoff proposed a sim track where cars run inverted, testing the claim that downforce would hold them to a ceiling. Replies noted a near-vertical banked track in development for NR2003 and that Racer handles loops. Others debated whether engines would work inverted and recalled active-suspension failures in 1993 Formula One.
With Ruud van Gaal (Racer)
physics/realism debatehumour
Automated summary.
On Sat, 22 Nov 2003 18:56:45 +0200, istoff <[email hidden]>
wrote:
Someone has a track in beta that has banking approaching 90
degrees (it's a short track), and cars apparently can stay up
there (AI has some problems tho). Check out Project Wildfire
forums for more info.
A loop the loop or corkscrew where the centerline "crosses
over" itself as seen from the top view is apparently undoable:
your idea might work tho if I'm visualizing it correctly.
John DiFool
Quoted text (15 lines)
>Hi all. > >After watching an IRL race, I was reminded of a common thing that >commentator's regularly mention. > >"The downforce on these cars is so great that if the cars were running >upside down on the ceiling, the downforce would keep them in the air, >defying gravity..." yadda yadda yadda, you've probably heard this >before. > >Are there any current games where the track editors available could be >used to demonstrate this extreme grip??? > >For example, could you get the banking angle so high that if you >dropped below a certain speed, the car would fall right off??John DiFool wrote:
Surely an 'upside down' tack would be unraceable. The downforce theory that
the original poster quoted is suitable for one car, but what about the
disturbance when cars race close together or collide - isn't that going to
compromise grip?
++
Fillyourboots
Quoted text (29 lines)
> On Sat, 22 Nov 2003 18:56:45 +0200, istoff <[email hidden]> > wrote: > >> Hi all. >> >> After watching an IRL race, I was reminded of a common thing that >> commentator's regularly mention. >> >> "The downforce on these cars is so great that if the cars were >> running upside down on the ceiling, the downforce would keep them in >> the air, defying gravity..." yadda yadda yadda, you've probably >> heard this before. >> >> Are there any current games where the track editors available could >> be used to demonstrate this extreme grip??? >> >> For example, could you get the banking angle so high that if you >> dropped below a certain speed, the car would fall right off?? > > Someone has a track in beta that has banking approaching 90 > degrees (it's a short track), and cars apparently can stay up > there (AI has some problems tho). Check out Project Wildfire > forums for more info. > > A loop the loop or corkscrew where the centerline "crosses > over" itself as seen from the top view is apparently undoable: > your idea might work tho if I'm visualizing it correctly. > > John DiFool"Fillyourboots" wrote...
> >> <snip>
> Surely an 'upside down' tack would be unraceable.
> The downforce theory that the original poster
> quoted is suitable for one car, but what about the
> disturbance when cars race close together or collide
> - isn't that going to compromise grip?
It would make it fairly hard for a spinner to come back "up" into the racing
line. <vbg>
Seriously, it wouldn't be very practical, but it's an interesting thought
experiment.
Jan.
=---
Crashday and Trackmania are both games that will let you make your own
tracks, including vertical loops. Not sure if any of the cars modelled in
either game would offer enough downforce to keep them in contact with long
upside down sections of track...not to mention if either game can model
longer upsidedown sections.
Sean
"istoff" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (44 lines)
> Hi all. > > After watching an IRL race, I was reminded of a common thing that > commentator's regularly mention. > > "The downforce on these cars is so great that if the cars were running > upside down on the ceiling, the downforce would keep them in the air, > defying gravity..." yadda yadda yadda, you've probably heard this > before. > > Are there any current games where the track editors available could be > used to demonstrate this extreme grip??? > > For example, could you get the banking angle so high that if you > dropped below a certain speed, the car would fall right off?? > > What about a track that looped into a "loop-de-loop", but continued > backwards in the direction you came?? > > > <<<--inverted car----------------\ > > start-->>> car--->>> -------------------------loop up/ > > the above sketch is font sensitive, but you should get the idea?? > > The track would have to be a bit wider than normal because you > couldn't do kerbs and grass banking, etc, but I was wondering if any > of the existing editors would allow this. > > It would preferably not be an arcade title, to state the obvious. I > was wondering specifically if the open source sims could accomodate > this (Scirocco, Racer, etc). > > any takers?? > > Finally, I posted this a while ago (22 September 2003) and was > surprised to see no responses. I've since checked my outbox on Agent > and have seen that I accidently posted it to ASSM. I'm sure none of > you guys would have seen it though. Suppose it was off topic there :) > > > Regards all, > istoff
"Jan Verschueren" <[email hidden]> wrote in message
Do you all think the car upside down would have a higher top speed than the
one right side up, or vice versa? Or would they both have the same top
speed?
Quoted text (7 lines)
> > Seriously, it wouldn't be very practical, but it's an interesting thought > experiment. > > Jan. > =--- >One could always "fake" it by using those gravity boots that let you hang
from the ceiling.
Actually, having a loop for a track would be very unique.
What would you name it? Rollercoaster Raceway?
"jon" <[email hidden]> wrote in message
news:_ySvb.6826$[email hidden]...
>
> "Jan Verschueren" <[email hidden]> wrote in message
> >
> > Seriously, it wouldn't be very practical, but it's an interestingthought
the
> one right side up, or vice versa? Or would they both have the same top
> speed?
>
>
Quoted text (7 lines)
> > experiment. > > > > Jan. > > =--- > > > > Do you all think the car upside down would have a higher top speed thanIt would obviously be an Arcade racer. Real-World Physics aren't a
consideration :)
-Larry
"Fillyourboots" <[email hidden]> wrote in message
news:bpogh6$10$[email hidden]...
that
Quoted text (32 lines)
> John DiFool wrote: > > On Sat, 22 Nov 2003 18:56:45 +0200, istoff <[email hidden]> > > wrote: > > > >> Hi all. > >> > >> After watching an IRL race, I was reminded of a common thing that > >> commentator's regularly mention. > >> > >> "The downforce on these cars is so great that if the cars were > >> running upside down on the ceiling, the downforce would keep them in > >> the air, defying gravity..." yadda yadda yadda, you've probably > >> heard this before. > >> > >> Are there any current games where the track editors available could > >> be used to demonstrate this extreme grip??? > >> > >> For example, could you get the banking angle so high that if you > >> dropped below a certain speed, the car would fall right off?? > > > > Someone has a track in beta that has banking approaching 90 > > degrees (it's a short track), and cars apparently can stay up > > there (AI has some problems tho). Check out Project Wildfire > > forums for more info. > > > > A loop the loop or corkscrew where the centerline "crosses > > over" itself as seen from the top view is apparently undoable: > > your idea might work tho if I'm visualizing it correctly. > > > > John DiFool > > Surely an 'upside down' tack would be unraceable. The downforce theoryQuoted text (8 lines)
> the original poster quoted is suitable for one car, but what about the > disturbance when cars race close together or collide - isn't that going to > compromise grip? > > ++ > Fillyourboots > >"jon" wrote...
> > <snip>
>
> Do you all think the car upside down would have a higher
> top speed than the one right side up, or vice versa? Or
> would they both have the same top speed?
A sim car would be faster, I think, seeing as there's less rolling drag.
A real car, if the engine survived being upside down (which it wouldn't),
would be slower as the reduced rolling drag would be more than offset by the
engine losing power due to not all of the fuel mixture making it into the
engine and the the detonations not only having to overcome the torque
transmitted by the crankshaft but also the weight of the pistons and the
connecting rods.
Jan.
=---
> Are there any current games where the track editors available could be
> used to demonstrate this extreme grip???
Would only work in sprint races. Pitstops might be tricky otherwise :-)
MS
"Jan Verschueren" <[email hidden]> wrote in message
news:oJ1wb.38179$[email hidden]...
the
> engine losing power due to not all of the fuel mixture making it into the
> engineuse a supercharger?
> and the the detonations not only having to overcome the torque
> transmitted by the crankshaft but also the weight of the pistons and the
> connecting rods.
I'm not convinced about this one, some piston-engined aircraft had the
engine in an "upside-down" configuration (i.e. crank on top), many other
piston-engined aircraft are capable of flying inverted, and one could always
use a flat engine configuration (boxer) so that it would make no difference.
druidh
Quoted text (11 lines)
> "jon" wrote... > > > <snip> > > > > Do you all think the car upside down would have a higher > > top speed than the one right side up, or vice versa? Or > > would they both have the same top speed? > > A sim car would be faster, I think, seeing as there's less rolling drag. > > A real car, if the engine survived being upside down (which it wouldn't), > would be slower as the reduced rolling drag would be more than offset byRich wrote:
> One could always "fake" it by using those gravity boots that let you
> hang from the ceiling.
>
> Actually, having a loop for a track would be very unique.
> What would you name it? Rollercoaster Raceway?
>
I'd name it 'Monza', purely in deference to Christian Fittipaldi as came
closest to realising the vision of 360 inversion there.
1993?
++
Fillyourboots
"Fillyourboots" <[email hidden]> wrote in message
news:bprqvs$97q$[email hidden]...
Hmmm - I'll have to have a look, as I think Monza '93 is next on tap in
Speed Channel's F1 Decade series. Sunday nights; Spa was last night. Those
full-active cars are interesting, especially when they go on the fritz.
Zanardi had a huge shunt at Eau rouge when his Lotus' active suspension
suddenly collapsed. I'd forgotten how narrow it was back then.
Quoted text (12 lines)
> Rich wrote: > > One could always "fake" it by using those gravity boots that let you > > hang from the ceiling. > > > > Actually, having a loop for a track would be very unique. > > What would you name it? Rollercoaster Raceway? > > > > I'd name it 'Monza', purely in deference to Christian Fittipaldi as came > closest to realising the vision of 360 inversion there. > > 1993?
"Steve Blankenship" <[email hidden]> wrote in message
news:[email hidden]...
Those
> full-active cars are interesting, especially when they go on the fritz.
> Zanardi had a huge shunt at Eau rouge when his Lotus' active suspension
> suddenly collapsed. I'd forgotten how narrow it was back then.
>
And Berger turned 90� and speared straight across the main straight at
Portugal while exiting the pits when his active Ferrari failed and dropped
the back end to the ground. Don't forget, the main straight leads into a
6th gear corner at Estoril, and there was traffic coming.
Quoted text (17 lines)
> "Fillyourboots" <[email hidden]> wrote in message > news:bprqvs$97q$[email hidden]... > > Rich wrote: > > > One could always "fake" it by using those gravity boots that let you > > > hang from the ceiling. > > > > > > Actually, having a loop for a track would be very unique. > > > What would you name it? Rollercoaster Raceway? > > > > > > > I'd name it 'Monza', purely in deference to Christian Fittipaldi as came > > closest to realising the vision of 360 inversion there. > > > > 1993? > > Hmmm - I'll have to have a look, as I think Monza '93 is next on tap in > Speed Channel's F1 Decade series. Sunday nights; Spa was last night.On Sat, 22 Nov 2003 18:56:45 +0200, istoff <[email hidden]>
wrote:
...
>"The downforce on these cars is so great that if the cars were running
>upside down on the ceiling, the downforce would keep them in the air,
>defying gravity..." yadda yadda yadda, you've probably heard this
>before....
>It would preferably not be an arcade title, to state the obvious. I
>was wondering specifically if the open source sims could accomodate
>this (Scirocco, Racer, etc).
Yep, Racer seems to support this (I would have thought it had more
trouble with 90 degrees (vertical) polygons).
There is a track called 'Physics' aka 'The Stunt Track' by tahustvedt
which contains a looping (and contains a ramp a la Stunt Car Racer).
It's not exactly driving upside down for a long stretch, but it's nice
and generates excellent replays. ;-)
I even sat in a motion platform and tried the loop, but it really
feels strange then when you fall down, quite intense!
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Aren't piston aircraft engines Radial Engines ?
-Larry
"druidh" <[email hidden]> wrote in message
news:KLbwb.20$[email hidden]...
wouldn't),
> > would be slower as the reduced rolling drag would be more than offset by
> the
> > engine losing power due to not all of the fuel mixture making it intothe
always
> use a flat engine configuration (boxer) so that it would make nodifference.
>
>
> druidh
>
>
Quoted text (14 lines)
> > > "Jan Verschueren" <[email hidden]> wrote in message > news:oJ1wb.38179$[email hidden]... > > "jon" wrote... > > > > <snip> > > > > > > Do you all think the car upside down would have a higher > > > top speed than the one right side up, or vice versa? Or > > > would they both have the same top speed? > > > > A sim car would be faster, I think, seeing as there's less rolling drag. > > > > A real car, if the engine survived being upside down (which itQuoted text (10 lines)
> > engine > use a supercharger? > > > and the the detonations not only having to overcome the torque > > transmitted by the crankshaft but also the weight of the pistons and the > > connecting rods. > > I'm not convinced about this one, some piston-engined aircraft had the > engine in an "upside-down" configuration (i.e. crank on top), many other > piston-engined aircraft are capable of flying inverted, and one couldSome - but how small due you think the cylinders on a P51 would have to be
to fit into that sleek profile?
--
druidh
Not FAR to respond. . . . .
"Larry" <[email hidden]> wrote in message
news:6cswb.14299$yM6.3840@lakeread06...
> Aren't piston aircraft engines Radial Engines ?
>
> -Larry
>
> "druidh" <[email hidden]> wrote in message
> news:KLbwb.20$[email hidden]...
> >
> >
> > "Jan Verschueren" <[email hidden]> wrote in message
> > news:oJ1wb.38179$[email hidden]...
> > > "jon" wrote...
> > > > > <snip>
> > > >
> > > > Do you all think the car upside down would have a higher
> > > > top speed than the one right side up, or vice versa? Or
> > > > would they both have the same top speed?
> > >
> > > A sim car would be faster, I think, seeing as there's less rolling
drag.
> > >
> > > A real car, if the engine survived being upside down (which it
> wouldn't),
> > > would be slower as the reduced rolling drag would be more than offset
by
> > the
> > > engine losing power due to not all of the fuel mixture making it into
> the
> > > engine
> > use a supercharger?
> >
> > > and the the detonations not only having to overcome the torque
> > > transmitted by the crankshaft but also the weight of the pistons and
the
> > > connecting rods.
> >
> > I'm not convinced about this one, some piston-engined aircraft had the
> > engine in an "upside-down" configuration (i.e. crank on top), many other
> > piston-engined aircraft are capable of flying inverted, and one could
> always
> > use a flat engine configuration (boxer) so that it would make no
> difference.
> >
> >
> > druidh
> >
> >
>
>
"Larry" <[email hidden]> wrote in news:6cswb.14299$yM6.3840@lakeread06:
Many WWII engines were of Radial design and usually aircooled. THe
inline engines like the Rolls Royce Merlin and Griffons that powered the
Spitfires and Mustangs were water cooled with radiators(the 'stang's
prominent pregant belly) The Germans used both Radial(Focke Wolf) and
inline(Messerschmidt) and the Bombers were also split between using radial
and inline engines. I wouldn't be suprised if availability had as much to
due with engine choice as design.
dave henrie
Quoted text (49 lines)
> Aren't piston aircraft engines Radial Engines ? > > -Larry > > "druidh" <[email hidden]> wrote in message > news:KLbwb.20$[email hidden]... >> >> >> "Jan Verschueren" <[email hidden]> wrote in >> message news:oJ1wb.38179$[email hidden]... >> > "jon" wrote... >> > > > <snip> >> > > >> > > Do you all think the car upside down would have a higher >> > > top speed than the one right side up, or vice versa? Or >> > > would they both have the same top speed? >> > >> > A sim car would be faster, I think, seeing as there's less rolling >> > drag. >> > >> > A real car, if the engine survived being upside down (which it > wouldn't), >> > would be slower as the reduced rolling drag would be more than >> > offset by >> the >> > engine losing power due to not all of the fuel mixture making it >> > into > the >> > engine >> use a supercharger? >> >> > and the the detonations not only having to overcome the torque >> > transmitted by the crankshaft but also the weight of the pistons >> > and the connecting rods. >> >> I'm not convinced about this one, some piston-engined aircraft had >> the engine in an "upside-down" configuration (i.e. crank on top), >> many other piston-engined aircraft are capable of flying inverted, >> and one could > always >> use a flat engine configuration (boxer) so that it would make no > difference. >> >> >> druidh >> >> > >On Sun, 23 Nov 2003 12:28:04 GMT, "Jan Verschueren"
<[email hidden]> wrote:
Err... The force of gravity is neglible in the operation of a piston
engine. The weight of the piston or con-rod or whatever is always
reciprocated by another piston + con-rod(or fly-weight if only 1 cyl).
The combustible gasses is not flowing into the chambers by gravity
either(not saying you said it was) but by underpressure by the moving
piston. To make an example with restrictor plates; you can calculate
quite precisely how much theoretical power you restrict the engine to
by a certain restrictor plate; it's the maximum amount of air you can
get through the hole with the air moving at the speed of sound(!) that
is the restriction. Given this, surely the force of 1g is neglible...
Now I agree that most engines, especially F1 engines, not designed to
do so probably won't survive an upside-down trick, because of the
problem keeping oil in the sump and oilpressure up. The Honda's were
blowing up at the exact same spot last year on the Kemmel straight at
Spa, because over the crest after coming from Eau Rouge they got a dip
in oilpressure, few seconds later ...-boom-.
Quoted text (15 lines)
>"jon" wrote... >> > <snip> >> >> Do you all think the car upside down would have a higher >> top speed than the one right side up, or vice versa? Or >> would they both have the same top speed? > >A sim car would be faster, I think, seeing as there's less rolling drag. > >A real car, if the engine survived being upside down (which it wouldn't), >would be slower as the reduced rolling drag would be more than offset by the >engine losing power due to not all of the fuel mixture making it into the >engine and the the detonations not only having to overcome the torque >transmitted by the crankshaft but also the weight of the pistons and the >connecting rods.Larry wrote:
> It would obviously be an Arcade racer. Real-World Physics aren't a
> consideration :)
>
And on that bombshell, wasn't Geoff Crammond planning a 'Stunt Car Racer'
update?
++
Fillyourboots
On Wed, 26 Nov 2003 00:13:04 +0000 (UTC), "Fillyourboots"
<[email hidden]> wrote:
Yes, but I hope it's not a patch to the original. ;-)
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/


































