raa said:
I don't think this is a good idea, maybe I'm wrong but I will tell you why I think so:
in a "circle" corner, made by two radius, R0 and R1 with R0 < R1, the maximum speed allowed is on the external rim of the corner on the radius R1, that is v_R1 = sqrt( g* k * R1), but the path to be driven is l_R1 = 2*pi*R1! The ratio l_R1 / v_R1 is greater than the ratio l_R0 / v_R0, so the best racing line in a "circle" corner is not the one that allows maximum speed!
You are right in what you are saying for a particle to get round a circle between two radii, but I didn't word what I wanted to say very well.
Lets say this circle 'corner', is a hairpin before a long straight. You can calcualte the best radius to take the corner at to maximise speed per distance traveled in the corner. You'd calcualte a smooth curve, with a constant velocity.
However the best line through that corner would be to slow down more on the way in and go past the optimum radius, cut back and take a late apex, which allows the most amount of time whilst the car is 'straight' through the corner. You get a higher exit speed and consequently carry more speed down the stright.
However if it was just a hairpin followed by a slow section, the fastest line may not be to maximumse exit speed, and maintain a higher average corner speed (ie the optimal radius).
That's what I meant by 'maximumse seed through corners and down straights'.
If you can find a way to mathematically model that, then fair enough, programs can be written to do it, lap time simulators and chasis simulators will find the maximum theoretical laptime. You still aren't going to get something accurate to real life. A good drver can feel lines out anyway and will naturally tend towards the fastest line.
EDIT: I can't wait till you calcualte this, then try to drive it and get stumped when someone on a less 'correct' line just flies past you :P :P :P