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5dollarpromo_160x600 Simcraft

February 2012

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M T W T F S S
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iRacing TV

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The Team

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  • David Phillips
    Editor and Chief
    David Phillips is a long-time contributor to print and electronic publications in the U.S. and abroad, including Racer, Autosport, AutoWeek, Motor Sport and SPEEDtv.com, oversees the daily updating of news stories and assigns, edits and contributes feature material for inRacingNews.com.
  • Chris Hall
    iRacing.com Series Writer
    Chris Hall has been writing since the nineties and moved into motorsports reporting in 2005, covering series such as ALMS, British GT, FIA GT, Le Mans and 2CV racing for Full Throttle magazine, Motorsport.com, The-Paddock.net, GTGateway.com, L' Endurance and, of course, inRacingNews. During 2008 and 2009, he worked with the RSS Performance Porsche Carrera Cup Team (and former British GT(C) champions) as a data engineer for a variety of drivers and models of 997s.
  • Jameson Spies
    Contributing Writer
    19 years old, Jameson Spies lives in Quartz Hill, California. He grew-up surrounded by racing. His mother raced late models throughout Southern California while his father built and setup the car. Not surprisingly, Jameson began racing go-karts at the age of 13, and is now racing Spec Trucks at Toyota Speedway at Irwindale. He has a passion about all forms of racing and hopes to make a career out of it.
  • Jason Lofing
    iRacing.com Series Writer
    Jason is 21 years old and was born and raised in Elk Grove. California. A big time NASCAR fan, he hasn’t missed a race on Sunday in years. Lofing is also a huge San Fransisco Giants fan and tries to take in at least a couple games a year. Other than sim racing, his biggest (and far more expensive!) hobby is photography. Although he is rather new to sim racing, Lofing has already accomplished some pretty impressive results, qualifying for the 2011 iRacing Oval Pro Series in Season 1, 2011, winning the inaugural Landon Cassill Qualifying Challenge and finishing runner-up in the second one.
  • Ray Bryden
    Technical contributor
    Ray grew up in Nova Scotia, which means he’s a hockey nut, but in Nova Scotia’s two non-winter months he had to find other diversions, which meant watching F1 racing on weekends with his dad and brothers. Without the resources to get started in racing, he gravitated to computer versions of racing – first Atari games like Pole Position, followed by PC racing games like Indianapolis 500: The Simulation. Dozens of others came and went, until Grand Prix Legends came along and he decided sim-racing was his official hobby. Years were spent enjoying this both offline and online until a few years of fatherhood took priority. When free-time reappeared he heard about iRacing and signed up in 2008 and became so involved in the service that he wrote one of the first books on the subject of sim-racing, iRacing Paddock. When not writing for inRacingNews.com, his main occupation is as a research associate with Saint-Gobain working on advanced ceramic materials.
  • Patrick Atherton
    Contributing Writer
    Patrick Atherton, originally from Adelaide in the state of South Australia, currently resides just outside of Melbourne, Victoria with wife of 17 years and 3 kids. A business manager by profession, but also dabbles with blogging, cartooning and fine art, having been published both as a writer in a short-lived South Australian motorsport yearbook and later as a cartoonist in a niche trade magazine. At the age of 19 he competed in club circuit events in an Austin Healey Sprite, later indulging in sprint karts between 1994 and 2000. Following the move to the State of Victoria he raced Road Race Karts (“Superkarts” as they are known in Australia) in the popular Rotax class, competing at Phillip Island, Oran Park, Mallala, Wakefield Park, Eastern Creek, Calder Park, Sandown and Winton. It was during this time he met former Australian F2 champion and inventor of Australia’s first, and most prolific race simulator rig, Jon Crooke. This culminated in an introduction to Papyrus’ legendary NR2003 simulation, and the subsequent sim racing addiction which brought him to iRacing.
  • Tim Terry
    Contributing Writer
    Tim Terry, aka the voice of Maritime stock car racing, fell in love with sim racing in 2004 after he joined the Sim Racing Network crew as a pit reporter. From October 2004 to SRNtv’s closure in June 2007, he’s covered prestigious races and leagues such as the Online 500, FLM Fall 400, Real Racing Online and the DMP Racing League – each as the lead broadcaster for the company. At the same time the wheels started to turn in another direction as he began announcing stock car racing locally. Terry became the assistant announcer at Scotia Speedworld in May 2007 and took over full duties in May 2009 when long-time voice Mike Kaplan retired from the track. Terry also became the series voice of the Parts For Trucks Pro Stock Tour in ’09 and continues to hold down both posts in 2011. He has also announced races for the Pro All Stars Series, Atlantic Open Wheel and Maritime League of Legends tours and has called races at six different Atlantic Canadian tracks. Terry can be heard online at WebRacingNetwork.com, RLMtv.com and OLRtv.com covering sim races. He also makes occasional appearances on PSRtv.com. In addition to inRacingNews, his articles and columns can be read on ScotiaSpeedworld.ca, MaritimeProStockTour.com and his own website at timterryonline.com.
  • David Allen
    Contributing Writer
    North Carolina born and raised with over 15 years of computer/IT experience, I combine two of my biggest hobbies -- racing and technology -- here at inRacingNews. In my spare time I run a Nascar fan site and cure my own need for speed riding atvs. If it involves technology or racing I'll be there, but combine the two and I'll be looking a front row seat. Stop by and say hello anytime!
  • Allen Krier
    Contributing Writer
    Allen was born in West Palm Beach, Florida but grew up in Atlanta and attended Georgia College and State University where he received a BS in Information Systems. Currently a resident of Albany, GA, he started sim racing in 2008 while in college when iRacing was first released to the public. Since then, Krier has been a two time iRacing Pro Series driver (2009 and 2010), picking up one Pro Series win at Daytona in ‘09. Besides sim racing, Allen’s other hobbies include RC Car racing as well as “attending and watching any sporting event that I can including going to the local dirt track.

iRacing’s Corvette: Good Enough is Not Good Enough

by Ian Berwick, Vehicle Dynamic Engineer, iRacing.com on January 8th, 2010

We’ve gotten approval to build the Pratt & Miller Corvette C6.R GT1 car!  SWEEEEET!  OK, what’s first?  Hmmmm. Dyno sheets.  That’s the most important thing, right?  That beautiful sounding motor, deep and rumbling, with earth-moving torque and acceleration.  Now that sounds like fun!

iRacing.com Corvette C6.R: Sound like -- and is -- fun.

iRacing.com's Corvette C6.R: Sounds like (and is) fun.

Getting the power to the ground is next, so what gearbox does it use?  What are the various gear ratios?  How many options of gear ratio, and what’s the layout and the inertia of all the components?  Xtrac builds the box, and my friends at Xtrac USA have been exceptionally helpful with data for component inertias in the past, maybe they’ll provide me with additional values…

And it’s got wings, well, one, and it’s HUGE.  That must make a TON of downforce.  But then there’s none on the front, and they’re not allowed to use an enormous splitter or multiple diveplanes, so how much of that rear wing can they actually use?  I guess get the front end to work, and balance it with whatever wing position works, then.

I’ve also heard this car generates a ton of downforce.  I just read an article in Racecar Engineering that said it made as much as 1800lbs of it, so 0.9 tons actually!  I’d say that’s BARELY an exaggeration, then.

Oh, but it’s supposed to handle amazingly well too, so I guess we need all the suspension motion data.  Camber gain, spring rates, wheel rates . . . all that stuff.  I guess damping rates are needed as well, since we have springs that need to be controlled.

From ? to virtual C6.R, a cmobination of ?, ? and ?

From WinGeo3 to virtual C6.R, a combination of precise data, painstaking calculations and educated assumptions.

But what are the sprung and unsprung masses?  What are these items you ask?  Sprung mass is anything that the springs hold off the ground.  Unsprung is anything that follows the road surface, like the wheels (with tires) and the suspension (well half of it anyway, the ends that are attached to the wheel).  And now that we’re worrying about masses, that leads us to inertias.  How much inertia for the sprung mass vs the inertia for the whole vehicle?  Does that data exist?  How was it determined?  If it doesn’t exist, I get to break the car down into smaller individual components and take my best shot at calculating it all.  Fortunately, most of the bigger teams/manufacturers have a good handle on the inertias so this time it’s pretty easy.  No more than a few hours to get the numbers laid out with a variable fuel load.

What about the masses and inertias in the engine and driveline?  Thanks to Xtrac USA, the gearbox is easy.  The engine?  Not quite so simple.  General Motors  is not going to give me those numbers.  Not a chance.  So now I get to calculate all the inertias for all the moving parts within the engine.

Exhibit A: C6.R by Pratt & Miller or iRacing.com? (See below)

Exhibit A: C6.R by Pratt & Miller or iRacing.com? (See below)

So how much does a 7.0 liter engine crankshaft weigh?  Thanks to Google (a wonderful source of arcane information), it appears that a Chevy 427 crankshaft weighs approximately 53-57 lbs.  How much lighter than that is the factory race version?   I figure it doesn’t rev very high, and with all that torque it needs to be tractable, so super light isn’t really necessary, so let’s go on the high side of the range at 56 lbs.  And that crankshaft is tough to calculate.  Draw a crankshaft, break it down into all the individual sections that are symmetrical and try to get a rough estimate to work using the material density and mass, and you’ve got a decent approximation.  But that’s still just a guess.  An educated one, but still a guess… Con (connecting) rods are fairly well documented (online) at approximately 480 grams.  Pistons?  540 grams there…

What about chassis and suspension component inertias?  Yup, I get to calculate those too, but this time Pratt & Miller have provided the masses of the individual components and a total inertia for several assemblies, as well as the whole vehicle from their own shaker rig testing and CAD data.  That makes it much easier to be within the 2-3% error I’ll accept.  (Much more than that, and I have to dig deeper to try to locate any assumptions that may not be correct or outright miscalculations.  It’s happened before, and it’ll happen again, but that’s the challenge!)

Exhibit B: C6.R by Pratt & Miller or iRacing.com? (See below)

Exhibit B: C6.R by Pratt & Miller or iRacing.com?

What about aerodynamics and downforce now? What’s the “perfect” ride height and rake to maximize downforce and minimize drag?  How about lift to drag ratio?  Is that what we want to optimize?  Or is this thing stout enough that it’ll overcome most any bit of drag with all its torque and just go regardless?  If that’s the case, balancing the downforce front-to-rear is really the key.  With the rear wing trimmed out to the available minimum, there’s less than a 10% drop in drag, so clearly most of the drag is in the body, and the body lines are quite clean, with a very smooth underbody helping to keep it nice and slick.  That means a relatively small difference in top speed from min to max rear wing with this car.  But min rear wing also means the aero balance shifts forwards making the car quite loose.  Sounds exciting in a video game…not a good scenario at 190 mph in real life!  As long as that front-rear aero imbalance gets adjusted, then it’s fine and it’ll gain you about 5mph at top speed.  Like I said, it’s small at roughly a 2.6% increase in top speed, but you trade-out 6% of your downforce.  Is that a worthwhile trade?  How long is the straight at this track you’re racing on?  Are you going to get anywhere near absolute top speed?

(Seeing as I have the benefit of seeing the aero equations, and a few setups straight from the manufacturer, I can clue you in to the rough setups.  2.5 to 3 inch front ride height, and 0.5 to 0.75 inch rake with fairly stiff springs to control ride height and pitch are what seem to work well.)

Exhibit C: C6.R by Pratt & Miller or iRacing.com? (See below)

Exhibit C: C6.R by Pratt & Miller or iRacing.com?

This is all well and good, but what is the MOST important element of any car?  The tires!  Let me just pick up my phone and call Michelin.  They don’t recognize my name?  And they won’t give me all their tire data?  Why not!?!  It’s only years of data they’ve developed and paid for with their research budgets.  Now what?  All that’s left is trial and error testing of the tires that no one has much information on.  Sure, I might be able to get some vertical spring rates, and maybe some cornering stiffness numbers, but longitudinal and lateral stiffness are critical to the way a tire responds, let alone absolute grip.  And is it a Pacejka-based tire model, or a Magic Formula Tyre model, or one of the many other derivations out there?  There are so many nuances that those models don’t effectively quantify, but they at least offer a starting point.  Ultimately it comes down to getting as much feedback as possible from real-world racers, and applying what we know about tires to what knowledge they can share with us.

So how long does this process take?  How much do I get to start with?  The more data I get, the faster some stuff gets done, but that can also delay the process.  If the wind tunnel data has one data point that’s not coincident with the equation, if the car has rubber bushings in the suspension, if the track performance isn’t in line with what the data is saying . . .  Or say there’s NO DATA.  Where do you start then?  Contract to have CFD data done?  Maybe you can find some dyno numbers and an established top speed, so you can get a drag number figured out.

Exhibit D: C6.R by Pratt & Miller or iRacing.com?  (See below)

Exhibit D: C6.R by Pratt & Miller or iRacing.com?

How long?  For a car like the Solstice, the Spec Racer Ford or the Legends car — you know something with limited aero –  it’s a fast three weeks or maybe a little more to establish performance limits before a public rollout.  For a car with limited aero, likely five-six weeks, just to make sure the downforce numbers are reasonable outside the “normal” ranges.  Aero dependent cars like the Dallara?  Eight-twelve weeks might be necessary, just to verify that all the individual pieces are working as intended, and the handling is correct.

The big thing is, no matter how good the product is, it can always be made better.  So keep your ears open, listen to what everyone says, and never settle for “good enough.”

*                                                           *                                                             *

A & C – Pratt & Miller (images by Wikipedia and Corvette Racing); B & D – iRacing.com (screenshots by Matt Orr and Bryan Heitkotter)

23 Comments or Trackbacks

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  1. Name Email

  1. Sean Siff
    January 8th, 2010 at 6:39 pm

    Awesome article Ian! I learned a lot from reading about the process! Keep up the good work.

  2. Sam Hazim
    January 8th, 2010 at 9:06 pm

    Fantastic insight, thanks Ian – this wasn’t prepared in 30 seconds and I appreciate that.

    I think this is just the sort of insight we all could hope for when the notion of a development blog was banded about a while back.

  3. Aaron Devaney
    January 8th, 2010 at 10:50 pm

    Great insight into the making of the cars. Thanks for taking the time to write an article. it makes you really appreciate the attention to detail.

  4. Daniel Buck
    January 9th, 2010 at 12:41 am

    AWESOME ONE, MAN! especially for the pictures!! great stuff right here everyone!!

  5. Marcus Caton
    January 9th, 2010 at 5:05 am

    wow…..
    Great read

    BTW keep up the good work and feel free to post more Optimum info
    maybe the COT next *prepares notpad*

  6. MM
    January 9th, 2010 at 8:08 am

    Thanks Ian, very cool to know a little more how things work to build a car in iRacing! :)

  7. Ray Bryden
    January 9th, 2010 at 3:00 pm

    Wonderful glimpse into the process – Great job, Ian!

  8. George Kuyumji
    January 9th, 2010 at 11:51 pm

    Great article. More of this stuff please

  9. Byron Forbes
    January 10th, 2010 at 2:55 am

    Fantastic – good to see you guys earning your money! :D

  10. Iain Mabbott
    January 10th, 2010 at 8:01 am

    Very interesting article Ian, thanks for sharing that with us.

  11. eddiespag
    January 11th, 2010 at 3:47 am

    Say… in that one screenshot where the Vettes are shown from the back, is that the new future build with all the redone track surface and environmental lighting?

  12. Lincoln Miner
    January 11th, 2010 at 5:17 am

    Thanks Ian! Great article!

  13. Don
    January 11th, 2010 at 8:41 am

    So basically lots of guessing are still involved! Anyway thanks for sharing!

  14. John Prather
    January 11th, 2010 at 12:18 pm

    Fantastic Article.

  15. James Andrew
    January 11th, 2010 at 12:33 pm

    Fascinating read!

  16. Ian Berwick
    January 11th, 2010 at 6:44 pm

    Thanks guys! I’m more accustomed to technical reports than news articles, so it was a little tough to make it not quite so impersonal and… boring.

    Don — I prefer to think they are EDUCATED guesses…

  17. m
    January 11th, 2010 at 11:22 pm

    You cheated with B – it has DOF (depth of field) – iRacing doesn’t (yet). Photoshopping is cheating! ;)

  18. Matt Orr
    January 12th, 2010 at 4:43 am

    Hey hey hey………

    I put in a lot more than just some DOF when I was editing that Screenie. I’m fairly sure that D also has some treatment done to it also. Heck, I could care less what the article said, I’m just amazed that I actually have a little tiny image that I did on this page.

    But I did read the article, and wow…. Out on track you don’t really think about the small little things, but man, the detail they do is outstanding.

  19. Matt Orr
    January 12th, 2010 at 5:35 am

    Sorry, forgot to answer a question directly.

    Eddiespag – Nope, that was taken week one @ VIR in a practice session. Just photoshopped heavily as are most of my other screenies. Think I used a orange-ish Lighting Effect, shifted the Hue and Saturation to give it a more “Fall” look if your interested in knowing. Except for DOF, I could legitimately see iRacing looking like that if that is your thing.

    I don’t think iRacing will let me touch the secretive stuff. lol

  20. Ben Styles
    January 22nd, 2010 at 1:05 am

    Fantastic.

    I love and appreciate your work.

    Please keep a developer blog for the Williams F1 car…would be SO INTERESTING!

  21. Bob
    February 9th, 2010 at 11:50 am

    This isn’t the same Corvette we already have? Same pic at the top of the pages…

    http://members.iracing.com/membersite/member/CarDetail.do?carid=26

  22. Merrill Geant
    November 8th, 2010 at 7:18 pm

    I’d be inclined to clinch the deal with you on this. Which is not something I typically do! I really like reading a post that will make people think. Also, thanks for allowing me to speak my mind!

  23. bidou.ca
    November 11th, 2010 at 5:16 am

    Hi there,

    I have a inquiry for the webmaster/admin here at http://www.inracingnews.com.

    May I use some of the information from this blog post above if I give a link back to your website?

    Thanks,
    Mark