Driving Simulator
3.01 for Windows 95/98, 2000, NT and XP
Driving Simulator
As a mathematician3 and
data analyst, I have spent over twenty years developing the Racing
by the Numbers™ computer programs to assist teams in extracting maximum
performance from their race car.
Although many race
drivers are well acclimated to the engineering approach to setting up racecars
and are active, willing, participants in the process, what the driver does
behind the wheel is most often between him and the seat of his pants.
I felt it was time to
offer the driver a program that analyzes driving techniques with the same
mathematical tools he and his engineer use to set up the racecar.
I’ve designed the Driving
Simulator as an equal-opportunity package serving both veteran and novice -
the latter learning, the former tweaking.
The user can specify a
car (horsepower, weight, cornering capability, braking ability, and traction)
and a turn (degrees, direction, radius, width and banking). The user then
selects a line (maximum speed, late-apex, early-apex, trail-braking, passing
line or repassing line) and the Driving
Simulator calculates split times and generates data as an on-board data
acquisition system. The competitor learns how to choose a racing line based on
the traction circle and how to apply variations to solve tactical problems.
Learn when to apex
early or late and when to use a diamond line. Learn the trade off between
mid-turn speed and getting to the throttle. When do you sacrifice speed to get
to the throttle sooner? When do you maximize speed at the expense of early
throttle?
Learn how the car’s
capabilities - power, cornering, braking - relate to racing line choice. Learn
how to alter your line to pass an equal car. Learn how to set up a repass.
The Driving Simulator may surprise you and debunk a few myths. Learn why
exit speed is sometimes over-rated with the Track Exchange Method - a whole new way of thinking about a race
track.
The process begins with
a traction circle:
The Sector Definition
A Sector is that
portion of a track including entry, corner and exit. The Driving Simulator
program runs a racecar through the sector and computes times and speeds for each
portion of the sector.

The racecar
always goes from the bottom of the screen (or page) to the top. The user may
specify the dimensions of the sector. Here are the dimensions for this example:
Angle of Turn
180 degrees
Banking
0 degrees
Entry Length
500 feet
Exit Length 500
feet
Entry Radius
200 feet
Exit Radius 200
feet
Entry Width
50 feet
Exit Width
50 feet
Extend 1
2,500 feet - extend the exit 2,000 feet to 2,500 feet
Extend 2
5,000 feet - extend the exit 4,500 feet to 5,000 feet
Sector times run from Start
to Finish. Exit speed is the speed at
the Finish point. The extensions
allow you to answer the question “would this line be better if it led onto a
longer straight.”
The Driving
Simulator can handle 180-degree turns (oval tracks). 90-degree, 60-degree or
and angle up to 360 degrees. It can handle increasing radius or decreasing
radius as well as increasing width and decreasing width. It can not (currently)
handle double-apex turns or chicanes. It does not handle elevation changes.
If the Driving
Simulator is successful in the marketplace future versions will incorporate
more complex turns and, perhaps, complete road racing tracks.
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