PROFESSIONAL MOTORSPORT

SIMULATION SOFTWARE

The base for the simulation run

Printscreen of the LapSim GUI showing the driving line of a track with the braking zones highlighted

This menu shows the driving line of the track and specifies the position of identified corners with their minimum radius points.

These corner points are the start of a simulation run, because they define the local minimum speeds to which the model needs to brake.

Furthermore the position the corner points defines where the transition is from 'braking model' to the 'acceleration model'.

Define the local minimum speeds

Printscreen of the LapSim GUI showing the start of a simulation run with calculating speed at corner points

LapSim needs to know at which points of the track there are local minimum radius points, in order to know where the speed is limited.

It will first calculate the speed in these corner points. The results are shown in the LapSim GUI as can be seen in the figure. The top number is the amount of iterations to get to the corner speed. The two subsequent numbers are the saturation limit of the front and rear axle.

Printscreen of the LapSim GUI showing a simulation run with calculating both the accelerating as well as the braking sequence

With the speed at the corner points calculated, LapSim simultaneously calculates with an acceleration model as well as braking model out of the next corner.

When they reach each other, the results are combined and LapSim calculates the next part, till the complete lap is calculated.

Offers to analyse the local minimum speed more in detail

Zoomed area of the driving line where the focus is on one corner

By clicking on a corner point in either figure you can select a corner point. Or just select it in the listbox.

The GUI enables you to zoom into the corner. Hereby you can inspect the driving line more in detail.

Printscreen of the LapSim GUI showing the data traces on which the calculated driving line is based

In the left figure on the GUI you see which original speed and acceleration signals lead to the created line.

The figure also shows the calculated momentary radius. The smoothness of this line gives a good impression if the driving line is appropriate for simulating.

Helpful if the driving line is generated by different vehicle

Printscreen of the LapSim GUI showing the list of corner points with the two buttons to add or delete a corner point

It might be that LapSim identified a corner, which with your car can always be driven full throttle. Than you can delete this corner.

On the other hand, if at a certain part of the track you the model is too fast without a corner point being there, you can add one by pressing the "Add corner point" button.

Shifts the transition point from braking to acceleration

Figure showing part of the driving line zoomed into a corner point which is being moved

If you have a corner point selected, you can move the position of the corner point on the track.

The model will brake till the corner point and start accelerating from the corner point.

As an example we moved the corner point 15 meters forward in corner 3.

Printscreen of the LapSim GUI showing the difference in simulation results by moving a corner point

In the figure on the right you can compare the results.

With the original position (left orange line), the model went to early on throttle and had to lift again (black traces).

Due to the moved position of the corner point (right orange line), the model gained under braking and can subsequently go progressively on throttle (white traces).