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Preview: Behind the Scenes: The GPL 1969
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Page 2 Why Change the Physics? Simulating different seasons would
not be quite the same fun if the physics stayed the same.
The different mods need to attempt to simulate the properties
of the real cars. Another reason to mod the physics
was that some concern had been raised in the GPL community,
regarding the otherwise fantastic tire model in the default
1967 physics. The concern was directed at the fact
that the cars seemed to suffer from having too low grip at
low speeds. This meant that drivers had to slide their cars
around slow corners at low speeds in order to achieve good
laptimes.
It was also considered that the cars
were sliding a bit too much, at all speeds.
I cannot give you the definitive explanation
in this matter, as I'm not that deep into the technical argumentation.
Let me just say that IMO this small
bug in the original GPL physics is one that it took the GPL
community several years to discover, and that many drivers,
including myself felt that the default tire model as supplied
out-of-the-box was just as close to perfect as could be had.
Still, the GPL community is renowned
for its quest for absolute historical accuracy, so the tire-model
deficiency has been dealt with in the 65 and 69 mods.
Note please that I refer to the "tire-model
deficiency". I admit to not knowing how exactly it was
corrected. So I'll be deliberately vague about this issue,
and I'll probably be speaking of a corrected tire-model, not
really knowing if it was the tire-model itself that was corrected,
or something else. The physics for the carsets will be
the same for the high-wing and low-wing cars. 
Piers Courage leads Chris Amon
Enter the
Downforce When wings are fitted to cars, they
generate downforce that press the car and the tires onto the
road. It works the opposite of an aeroplane's wings, because
the shape of the wing on a car is more or less an aeroplane
wing turned upside down.
However, any body moving sufficiently
fast over ground or water, will also be subject to forces
attempting to lift that body off the ground, especially when
that said body is aerodynamically sleek, but not producing
a lot of downforce.
And that is aerolift, the short version.
The wings on Formula 1 cars in the
early seventies were fairly crude devices designed perhaps
with pen and a piece of paper and by a lot of trial and error.
Wind tunnels were not yet available to the teams in a sport
which was only beginning to explore the possibilities of commercialism
and ever increasing budgets. Wing adjustments in the early
years was very crude, typically the front wings cold be adjusted
to 3 or 4 different positions.
With the introduction of the powerful
Ford Cosworth DFV engine, car-designers faced a very big problem
in terms of lacking grip. The 3 liter cars were too fast for
their tires, and adding wings to the cars was found to help
considerably in persuading the tires with their relatively
unsophisticated rubber compounds to stick to the road.
Four-wheel drive cars were built and
tested as the principle of 4WD was explored for its potential,
as in theory it should offer more grip. But the advent of
wings and general trouble in terms of adding weight and complexity
to the car by using 4WD, led to this idea being abandoned
rather quickly.
A short video demonstrating downforce
in GPL was presented at RaceSimCentral in October 2004, illustrating
a working example of a car in-game being pressed to the road
as a function of the car's speed., The jaws of every GPL fan
around the globe dropped and hit the floor., You can still
hear the echo, because we all thought, and had even told each
other time and again, that aero would never become a feature
in any GPL mod, simply because GPL doesn't model it.
Thank goodness for people who do not
know of the word impossible!
The dreadful December 2004 when RaceSimCentral
was down for most of the month was used to refine the aero-experiments
and to attempt to build them into a working solution, because
with such an opportunity being presented to you, who could
resist attempting to incorporate this breakthrough into the
1969 mod? And here we are, several months later, testing the
ingenious implementation of downforce in GPL, getting ever
closer to the scheduled release date some time this December,
barring last minute and unexpected bugs.
I've just about lost count of the
numbers of experiments we've been through, and the laps that
have been driven by the beta-testers, but I can assure you
that they have been many. Doubtless they are to be counted
in thousands, rather than hundreds. A lot of testing has gone
into determining whether speeds, laptimes, slip angles and
g-forces were as correct as possible, so the testers had to
get back into the cars on many occasions and drive them for
yet more laps.
Loving attention to detail from modders
and testers alike plus an intensive online test program should
guarantee a very fine mod with hopefully no or only a few
bugs, although it is tempting fate, to state so in advance.
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