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ACC Blog Aero. I believe I can fly…

Discussion in 'ACC General Discussions' started by Aristotelis, Sep 8, 2018.

  1. Luis Branco

    Luis Branco Simracer

    I’m very, very far from my comfort area with regard to aerodynamics but after reading University of Hertfordshire‘s “Aerodynamic Evaluation of Racing Wings of a Formula Car” https://www.researchgate.net/public...LUATION_OF_RACING_WINGS_OF_A_FORMULA_CAR#pf1d it seems that the aid of CFD in ACC is a very big step forward from the “simplicity” (not in derogatory sense) of unlimited wings model used in AC.
     
    Fremen_78 likes this.
  2. Znam Neznam

    Znam Neznam Hardcore Simmer

    So couldn't you do that effect with AC?

    Something like. 3 wings for every wing.

    For body have body_base, body_height, body_angle of attack.......as separate wings.

    All having their own lut file.
     
  3. No, besides the controllers, the math boils down to it effectively being one “wing” at each axle (discounting wing adjusmtents), so you have height and angle control, but that’s it. It can still get very close though, as I’ve mentioned.
     
  4. Berniyh

    Berniyh Alien

    okok Aris, I get it …

    So "Early Access" isn't really about the devs getting feedback, it's about the simracers slowly getting used to the complexity of reality. o_O:D
    Maybe I should request early access to reality. Question is … where? :p
     
    sissydriver and Minolin like this.
  5. Winston

    Winston Racer

    Cough, The Whitehouse?. Cough :D
     
    mms and MABlosfeld like this.
  6. Dufloth

    Dufloth Rookie

    I have to apologize for the misunderstanding on rd topic. I misread the initial line and understood you were doing real time calculations based on car geometry. I’m sorry if I felt someone bad with it.

    Great to see you guys are improving the model. And yes, I saw what you did in the suspension post @Aristotelis :)

    Either way, thanks for all the effort put into the new game. Lunch time here and still 4 hours to get home and play it...

    For those asking how changing wing angles could affect the final result, you just need to input in the LUT the local angle of attack. By changing the wing angle you are doing the same as maintaining the “old” wing position and rotating the flow.

    @mclarenf1papa local aoa could be modeled as aoalocal = aoa + wingangle + upwash(other effects that could change the flow before the upstream of the local flow, including dynamics and other aero devices, etc...). By the way, thanks for your second post where you clarified the situation where others couldn’t.

    Put that into your LUT and you’ll be fine
     
    Last edited: Sep 13, 2018
  7. mantasisg

    mantasisg Racer

    It is so amazing, how sensitive aero is, one click for rear wing and almost whole second faster lap almost imediately !
     
  8. Neilski

    Neilski Hardcore Simmer

    Just curious: did you raise or lower the wing?
     
    mms likes this.
  9. mms

    mms Alien

    The answer is YES :D:D:D
     
  10. Redoxs

    Redoxs Rookie

    I feel like without really good telemetry in game making your own good setup will be just impossible (ignoring all the placebo effect). But still i like it, actually if i get good enough tools to makes some setups i may spend more time on setup changing than actuall driving ;D
     
  11. AC_RAF

    AC_RAF Hardcore Simmer

    Personally, I think I set the rear height up to "70" with "20" or rear wing...
     
  12. GRFOCO

    GRFOCO Hardcore Simmer

    - Aero: Non circulatory lift implemented

    @Aristotelis
    Please 2 words on this?
     
    liakjim likes this.
  13. Dufloth

    Dufloth Rookie

    Unsteady aerodynamics.

    My blind (and most probably wrong) guess would be the trailing wake effect on another car. It could also be hysteresis effect after the boundary layer detach/attach
     
    GRFOCO likes this.
  14. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Non circulatory lift (also known as "added mass") is an aerodynamic effect that happens when the car (or any other body traveling in air) tries to jump, fall or generally create a very sudden vertical move, while travelling at speed. It is used by insects for their flight and there is quite a bit of scientific documentation if you google it.

    Simply put, when the car jumps (or even simply move fast vertically) over a kerb or an important bump, the top view area of the car will create quite a pressure that can translate of an instant force in excess of a ton, against the "jump". This makes the car sticking more to the ground. But it also works in the opposite. When the car goes airborne and starts travelling downwards, it will also create pressure against the downwards movement.
    It makes the cars a bit more stable over the kerbs and for the ones that love looking cars from the outside in replays (like myself), it gives this "airborne and flying for a fraction of a time, before starting going down again" effect.

    Thank Fernando for the research and modesty apart... yes ACC is that advanced. I could talk for days about how many small little things are happening in every single aspect of the car/track.
     
  15. GRFOCO

    GRFOCO Hardcore Simmer

    do not provoke us :D:D:D
     
    Fremen_78 and Kopiller like this.
  16. it's amazing the amount of things added in this game and it's not (and I believe you) just marketing bs though it's a "game" afterall.
     
  17. Neilski

    Neilski Hardcore Simmer

    Excellent, thanks!
    I mean, it's not like you've got anything better to do, right? :D
     
  18. Pirhana-A

    Pirhana-A Gamer

    We should definitively rename you Aerostotelis ! :D
     
    LeDude83, Aristotelis and Neilski like this.
  19. Dean Ogurek

    Dean Ogurek Alien

    Ah yes, the bold new world and how it's evolved into an alternate reality, where fact has become fiction and science is the new fake news! :p:D
     
    LeDude83 and Winston like this.
  20. Epistolarius

    Epistolarius Alien

    I did a little bit of testing a while ago in AC and with 25°C ambient on the endless floor test track, base setup + aero at max. settings all the GT3 cars were - per wings dev app - in the range of 690-860kg of downforce at 250 km/h. Not insubstantial.
     
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