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Physics of Racing.



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Edited: Wednesday, November 16, 2005

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Part 9 .

Brian Beckman's
(The articles available for download in Adobe® Acrobat® (PDF) form, suitable for printing.)

The Physics of Racing

The how's, why's and wherefores of punting a car around a track... the entire Physics of Racing Series by Brian Beckman, PhD, reproduced here with permission. 

Introduction to the PhORS articles
By Brian Beckman

"I started this series in 1991 for my local racing club's printed newsletter. The web had just been born, though the Internet was not yet public. Nonetheless, I distributed the articles over the Internet at that time and they become reasonably well known, especially amongst the autocrossing community in the US. The first 13 parts were written in 1991, so they contain some very dated ideas, such as using Scheme for writing simulations. However, the entire series is presented here, as originally written. Perhaps at some later time I will consolidate and update the series, but for now, I am focusing on writing new parts. There are currently a number of 'live threads' in the discussion that I wish to pursue at length.

My overall goal with the series is to present a fresh outlook on racing physics, understandable to the technically inclined non-specialist. The problems I consider come from a variety of sources. Often, they're motivated by computer simulation, and just as often they arise from competition experiences. Some of the later articles get very technical, but I always try to balance conceptual discussion, which everyone should be able to understand, with mathematical analysis, which might of interest only to specialists, and with numerical results, which, again, should be universally accessible.

When I first started the series, I purposely avoided the standard reference sources, preferring to figure things out myself from first principles. In the past ten years, a number of superior source books, papers, and programs have become available, and it is no longer sensible for me to avoid them. I've had my fun, now it is time to 'get real.' So, in the later articles, I refer to the well known books by Milliken, Gillespie, Genta, and Carroll Smith; as well as to free simulation packages such as RARS, TORCS, and Racer.

There is a tremendous amount of activity in racing simulation nowadays that computer hardware is fast enough to permit extremely detailed modeling of racing cars in real time. The realism of Grand-Prix Legends, for instance, was unimaginable in real time in 1991. Despite this growth, I continue to hope that the Physics of Racing series can fulfill its original dual roles of translating racing lore and craft into hardcore physics and of making that physics understandable to real-world working race drivers and teams.

Finally, I wish to point out that these articles are FREE. I retain the copyright ONLY to prevent the kind of theft that would make the articles difficult to copy, meaning that I grant to everyone, everywhere a perpetual, transferable, universal, royalty-free license to copy, host, post, translate, convert, transform, and reproduce the articles in any form whatever, asking only that the content and attribution not be changed and that the rights of anyone, anywhere to further copy the articles not be restricted, say, by charging money for copies."

The Physics of Racing

View Title Download PDF's
Part 1 Weight Transfer phors001.pdf (904k)
Part 2 Keeping Your Tyres Stuck to the Ground phors002.pdf (792k)
Part 3 Basic Calculations phors003.pdf (786k)
Part 4 There Is No Such Thing as Centrifugal Force phors004.pdf (898k)
Part 5 Introduction to the Racing Line phors005.pdf (953k)
Part 6 Speed and Horsepower phors006.pdf (903k)
Part 7 The Traction Budget phors007.pdf (1019k)
Part 8 Simulating Car Dynamics with a Computer Program phors008.pdf (815k)
Part 9 Straights phors009.pdf (996k)
Part 10 Grip Angle phors010.pdf (904k)
Part 11 Braking phors011.pdf (427k)
Part 12 CyberCar, Every Racer's DWIM Car? phors012.pdf (832k)
Part 13 Transients (The missing episode) phors013.pdf (943k)
Part 14 Why Smoothness? phors014.pdf (1099k)
Part 15 Bumps In The Road phors015.pdf (1229k)
Part 16 RARS, A Simple Racing Simulator phors016.pdf (1104k)
Part 17 "Slow-in, Fast-out!" or, Advanced Analysis of the Racing Line phors017.pdf (955k)
Part 18 "Slow-in, Fast-out!" or, Advanced Analysis of the Racing Line, Continued phors018.pdf (1031k)
Part 19 Space, Time, and Rubber phors019.pdf (635k)
Part 20 Four-Point Stratics phors020.pdf (981k)
Part 21 The Magic Formula: Longitudinal Version phors021.pdf (1093k)
Part 22 The Magic Formula: Lateral Version phors022.pdf (1026k)
Part 23 Trail Braking phors023.pdf (856k)
Part 24 Combination Slip phors024.pdf (781k)
Part 25 Combination Grip phors025.pdf (1021k)
Part 26 The Driving Wheel, Chapter I phors026.pdf (1108k)
Part 27 Four-Wheel Weight Transfer phors027.pdf (973k)
Part 28 Hazards of Integration phors028.pdf (1152k)
Part 29 A Magical Trick phors029.pdf (1501k)

 

 

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