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Automation Airfield Power Lap Times

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USDMFTW

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Post Sun Apr 20, 2014 12:36 pm

Re: Automation Airfield Lap Times

strop wrote:Haha pleb I think USDMTFW meant whether these cars would even meet any of the real life race classifications. I know mine might meet emissions requirements :P but other than that I strongly doubt it. Plus we take out all the safety to save weight so i suspect they're not even legal on the track. Strictly for the moonlighting and suicidal!

Thats what i meant, im sure most of these cars have 50 wings covering the whole car, because thats the only way to get these times.
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strop

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Post Sun Apr 20, 2014 3:03 pm

Re: Automation Airfield Lap Times

Actually not quite! See ocadam's post from earlier. my models do produce ridiculous amounts of down force but the number of fixtures has been heavily disguised...
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OCAdam

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Post Sun Apr 20, 2014 6:47 pm

Re: Automation Airfield Lap Times

It's mostly because the fixtures we have right now are... rudimentary and not exactly great for creating downforce. IIRC, the Audi R18 makes something like 1800lbs of downforce at 200 km/h. I'm sure with better splitters and wings, we'd have less ridiculous implements on the cars. Also, yeah, you can just put lips and wings inside of each other and you'll still get the same effect... not to mention the SIZE of said fixtures don't even matter right now. If that's fixed, you'll find we'll actually start to have to lower the downforce used or cover the car. We don't even have active aero yet!
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Der Bayer

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Post Sun Apr 20, 2014 6:57 pm

Re: Automation Airfield Lap Times

Racing cars like the R18 make a huge part of their downforce with the ground effect. That's not possible in Automation because it's about road cars and the ground clearance it a lot bigger than it is for racecars.
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strop

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Post Sun Apr 20, 2014 8:19 pm

Re: Automation Airfield Lap Times

Yes, we do need to remind ourselves that this isn't so much a game for producing out and out race cars as it is a commercial industry game, but one can still dream :P
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OCAdam

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Post Mon Apr 21, 2014 3:28 am

Re: Automation Airfield Lap Times

What about supercars? I would think we do at least get to build those as well, right? And those do have a lot lower ground clearance than the car bodies we end up having to use right now. I'm going to guess the mid-engine choices will have at least a closer ground clearance than what we have right now with hatchbacks (which are what I've been using for these Time Attack models).
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Der Bayer

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Post Mon Apr 21, 2014 3:31 am

Re: Automation Airfield Lap Times

Supercar bodies will be lower than those, yes. But racecars in a totally different league aerodynamically.
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strop

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Post Mon Apr 21, 2014 3:31 am

Re: Automation Airfield Lap Times

That would be nice, yes! I note that we only have FR layouts, but once midship is available, I'm guessing the FR balance will be much improved, meaning better balance and perhaps the times will tumble some more!

Still have not quite figured out how to get into the 1:04 region. I discovered something new today which shaved a few tenths off but perhaps I'm not using the right frames... or there's something else I haven't considered yet.
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OCAdam

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Post Mon Apr 21, 2014 3:50 am

Re: Automation Airfield Lap Times

Well of course race cars will still be lower... it's kinda hard to get any lower than just mere millimeters! But it'll help exponentially to be far closer than say... 6 inches? I think it was 6 with the last car I made... as for the 1:04 mark... I have absolutely no idea how to get there using the information I've gathered so far.
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ronnie4444

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Post Tue Apr 22, 2014 9:17 am

Re: Automation Airfield Lap Times

For my KS64 Chaser, I used pretty generic stuff in fact ;)
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Post Thu Apr 24, 2014 2:00 am

Re: Automation Airfield Lap Times

It seems some conversation between companies has been taking place, tips have been shared, and the results are astonishing! A simply MONSTEROUS 1:03.3 time around the track has moved the limits of what is humanly possible, and has defied the laws of physics!
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Post Thu May 08, 2014 7:58 am

Re: Automation Airfield Lap Times

NOTE: Due to the recent aerodynamics bug that people have utilised to produce such quick times, I will be adding a wing and lip limit on the production cars. As for the race cars, you can still go wild!

Also, when an update comes out to fix this aero bug, the current times will be unbeatable without the ridiculous downforce figures. Therefore I will completely wipe the leaderboard clean, to make way for new times without the bug. Feel free to submit revised versions of your cars when this happens though. :)
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Post Thu May 08, 2014 3:44 pm

Re: Automation Airfield Lap Times

Sounds good to me, pleb. I'm looking forward to when that time comes!

p.s. what IS the aero limit for production cars? You probably should remove the Nightfury TDS from the board then because, er, I didn't reduce the aero any from the pure racecar version :P
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Post Thu May 08, 2014 4:51 pm

Re: Automation Airfield Lap Times

I don't think you could make a "aero limit" for a production car. Aero is a tradeoff between speed and handling. From what I have seen, production cars typically produce between 50kg of lift and 20kg of downforce at the front and/or rear of the car. That isn't to say more or less than that is not a production car, but I would say it is a good range for most vehicles. If a street car is producing 100kg of downforce, then something has been modified, or it is extremely engineered for high speeds. The average "street car" for consumers produces lift only or extremely light downforce at best. Since the bug was revealed, I've been trying to understand this topic much more.

According to this page, really good modern production cars produce a Cd of about .38, while F1 cars produce around .75. Also of note, these would be found on supercars such as the Porsche 911 and Ferrari 430's of the world. The C6 Z06 is actually only .29.
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USDMFTW

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Post Thu May 08, 2014 4:52 pm

Re: Automation Airfield Lap Times

07CobaltGirl wrote:I don't think you could make a "aero limit" for a production car. Aero is a tradeoff between speed and handling. From what I have seen, production cars typically produce between 50kg of lift and 20kg of downforce at the front and/or rear of the car. That isn't to say more or less than that is not a production car, but I would say it is a good range for most vehicles. If a street car is producing 100kg of downforce, then something has been modified, or it is extremely engineered for high speeds. The average "street car" for consumers produces lift only or extremely light downforce at best. Since the bug was revealed, I've been trying to understand this topic much more.

According to this page, really good modern production cars produce a Cd of about .38, while F1 cars produce around .75. Also of note, these would be found on supercars such as the Porsche 911 and Ferrari 430's of the world. The C6 Z06 is actually only .29.

Using 30 wings on a production car is not valid in life or in game.
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