The online racing simulator
Deformation affects aerodynamic??
Hi,
Im very intrested to know if ater a collision the deformations change the aerodynamic of the car. If it isn´t so, it would be very nice to implemented.
thanks and bye!!
Not at the moment at least.
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(thisnameistaken) DELETED by thisnameistaken
#3 - mr_x
Quote from thisnameistaken :But!

If you roll the XF GTi, flattening the front out a bit, I swear it goes faster. It's been a while since I did it (demo) but every time I rolled that thing in the BL1 chicane it was faster afterwards. If only I could've rolled it without ending up at the back of the pack...

yeah i noticed this aswell, i thought it was me imagining it, but seems not if i remember i think it was about a 5mph increase when i got to the end of the straight
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(thisnameistaken) DELETED by thisnameistaken
#4 - Jakg
ive been freqenting demo servers recently, now im gonna have to try that trick!
I think that quicker time is because of lower centre of gravity of flattened car.
The body of the car can drag on the ground if you damage it enough

Keiran
Quote :I think that quicker time is because of lower centre of gravity of flattened car.

This does not change anything about high speed.

AFAIK the aerodinamic friction factor is calculated using the model of the car. I thought it is once per race on the beginning or once at all when devs make a new car, but it would be possible to be calculated when deformation occurs.
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(thisnameistaken) DELETED by thisnameistaken
#8 - richy
does the front wing of the F08 change downforce when its damaged, i guess by what you just said it isnt? it would be nice if it did. but could it be exploited?
With a proper damage model it would be almost impossible to "damage" the wing as in bending it. It would simply fall off.

Back to your question: no, downforce isn't affected by body damage.
Quote from Pablo.CZ :I think that quicker time is because of lower centre of gravity of flattened car.

i agree; its the only logical answer; plus, when you think about it.. that makes sense.. if the car is closer to the ground, that gives it more grip since its not trying to roll over as much as it normally would; therefore, you can take turns faster and land up .. going faster (technically speaking; you wont really be going faster like horsepower faster, but just will be going around turns faster than normal)
i doubt the car deformation has any effect on the cog atm ... for one because it takes of quite a lot of cpu cycles to calcualte a cog and also because it seems to hardly change anything physicswise (iirc in earlier versions the bounding box of the car didnt even change with the deformations)
What about open roof setups? Don't think it has an effect on aero, but at least it could be precalculated (if there is any significant difference at all)...
AFAIK open roof setups make the car lighter (atleast the UF1000) but increase aero drag. Nothing dynamically calculated, though.
thats only for UF1k, the LX's just have a ragtop roof which lays down, so there is no weight difference at all
But does it affect aero? If yes, nobody should be using the open top version...
No it doesn't - Scawen said he didn't want the closed top version to be 'better' because then people wouldn't use the open top version which is much much cooler.
i prefer the LX's without the roof, but i like the UF1000 with the roof on it

in real life those cars have a cover over the seats anyway dont they so it might need that in LFS? would the passengers interfere with that
Quote from Pablo.CZ :I think that quicker time is because of lower centre of gravity of flattened car.

On that note, i offer my theory. The body 'weight' is calculated as a
volume. In other words, the bigger the body the heavier it is. Damage
which reduced the total volume of the body shape should therefore also
reduce it's mass, hence the increased performance. Now how can we
test this...mmm
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(thisnameistaken) DELETED by thisnameistaken
I meant, how can we calculate the weight, therefore confirming a weight difference.
Quote from Fonnybone :Now how can we test this...mmm

a) by trying to work out suspension frequencies from raf files
b) by asking scawen
By making an active suspension program that can write log files about what it did, and then damaging the car x seconds into a run.

Simply have a look at the log to see the spring rate required to support the car on level ground before and after a crash.


When I say 'simply' I mean simple for some people :O
Quote from AndroidXP :With a proper damage model it would be almost impossible to "damage" the wing as in bending it. It would simply fall off.

Wings do bend (obviously composite wings shatter instead) although they bend to stupid angles and when your wing is at 45 degrees it's game up IRL.
Couldn't someone use a replay analyzer to see if the drag effects change before and after rolling the car?
Thats alot of processor time used up if you activly moniter the drag restistance of the car. If they where doing that then ground effect would also work.

FGED GREDG RDFGDR GSFDG