Calculating Drag Racing Vehicle Launch Force

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Discussion Overview

The discussion revolves around calculating the launch force of a drag racing vehicle for a game, focusing on the physical accuracy of vehicle dynamics during a launch. Participants explore various factors that influence the force acting on the vehicle while the wheels are spinning, including tire characteristics and vehicle weight.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant suggests considering the coefficient of friction of the tires, tire size, wheel speed, vehicle weight, and possibly the current speed of the vehicle to calculate the forward force.
  • Another participant emphasizes the complexity of the situation, mentioning factors such as tire width, inflation pressure, weight distribution, and suspension characteristics that affect drag racing performance.
  • A different viewpoint discusses the mechanics of clutch operation in various types of vehicles, explaining how different clutches behave under drag racing conditions and the implications for modeling in a game.
  • One participant clarifies their focus on tuned street cars rather than professional dragsters, highlighting their intention to create a detailed tuning system for the game that includes various performance parameters.

Areas of Agreement / Disagreement

Participants express differing views on the complexity of modeling drag racing dynamics, with no consensus on a specific formula or approach. The discussion remains unresolved regarding the best way to accurately simulate the launch force in the game.

Contextual Notes

Limitations include the potential variability in drag racing conditions, such as track surface and temperature, which may affect the calculations. Additionally, the discussion does not reach a definitive conclusion on the necessary parameters for an accurate model.

Karottop
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hi,
I am currently building a drag racing game and I am wanting it to be as physically accurate as possible. my question is, when a driver drops the clutch in a vehicle what needs to be taken into account to calculate the force acting on the vehicle while the wheels are spinning? is it possible to come up with a general formula?

so far I've got
the c/f of the tyres
size of tyres
speed wheels are spinning
weight of vehicle
maybe current speed of vehicle will need to be taken into account?
I want to get the forward force acting on the vehicle
 
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It's a LOT more complex than you expect. Width of the slicks, inflation pressure of the slicks (which controls the size of the tire-contact patch), front-to-rear weight distribution, extension/compression ratio of the front shocks... Good drag-racers have to be fanatical about the details and be willing to change stuff on the fly to compensate for local temperatures, track traction compounds, etc, etc.
 
"Dropping the clutch" is done by on many street cars where the clutches have limited dynamic friction, usually by design to reduce shock to the drive train. The car ends up launching better, or at least more consistently, by spinning the tires, rather than slipping the clutch. Then the trick is to find what initial rpm produces the best launch.

Cars modified for drag racing have clutches with high dynamic friction, and in this case it's bettter to slip the clutch than the tires. At the high end of drag racing cars, alcohol and nitro-methane buring drag cars, the clutches are mechanically programmed via weight and springs to optimized clutch slippage for maximum acceleration without spinnning the tires, so although the driver just drops the clutch, the clutch self regulates it's slippage.

For a drag racing game, it would be difficult to model a drag racing clutch where the driver modulates clutch pressure to control acceleration.

The other situation where dropping the clutch is done is high end road racing cars. These have clutches with high amounts of static friction, that they are amost all or nothing clutches. In addition there's little angular inertia in the engines (Formula 1 cars have 4 lb "flywheels" to allow fast shifting), so the clutched is dropped at high rpms to prevent engine stalling when exiting the pits.
 
I'm not trying to model top fuel type dragsters more like tuned street cars. the main focus of the game is a much more complicated tuning 'engine' where instead of clicking "turbo upgrade" the player can choose exhaust sizes, turbo sizes, a/f ratio, timing advance, boost control method, etc. I am currently training to become a software engineer and once I get better I want to turn it into a 3d game so both tyre and clutch slippage will eventually be modeled. I'm not looking for formulas with NASA type accuracy but I want something that will be competitive in the market
 

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