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Downforce

 
Games: Downforce
 

Game Description

This Formula 1 racer from Titus features over two dozen vehicles for races on eight different tracks set in real-life cities. Deformable car models and real-time weather effects enhance the authenticity and a replay mode lets virtual drivers relive their victories and defeats in precise detail.
~ All Game Guide

Review: Overall

Downforce will immediately strike most racing fans as a game made by a developer that couldn't cough up the cash for an actual license. Usually, this means only bad things for the whole of the game; if you can't bother with realism in a license, why would you stick to it when developing the rest of the title? Indeed, Downforce's list of off-the-wall additions to the F-1 racing genre doesn't bode well: games with thrust-blasters and super-engines tend to use these crazy tools to mask deep gameplay flaws. But while Downforce does not run very deep, it does run fast, furious, and most importantly, fun.

Those who've assumed that you won't find much of an F-1 simulation here can rest easy: you're correct and then some. If you're a lover of Formula-1 in its pure form, then stay away from Downforce and keep with EA's excellent titles. Gameplay here is pared down to the basics: hitting the gas makes you go; hitting the brakes makes you stop. While many games employ this tactic, not all of them succeed in being entertaining.

Downforce, however, makes this simplicity work for itself, thanks to its over-the-top mentality coupled with smart course designs that yield to the gameplay rather than trying to box it in or soup it up. The tracks are twisty, and the controls make it just challenging enough to get through without adding a dose of Gran Turismo realism that would cause you to throw your controller in frustration. There are also some nice shortcuts tossed into the tracks that give them a sense of discovery and help you get the edge on the fierce competition.

The supposed futuristic extras the cars come with aren't exactly complicated to figure out; they're just eye-candy to explain the speed of everything going on down on the track. Downforce moves incredibly fast. We're talking Wipeout, F-Zero fast. There are no boosts during the race, no power-ups to employ, just a lot of speed and, thankfully, a frame rate that barely ever stutters. The tracks are well equipped to let you really lay on the gas, with the twists and turns mingling with straight-aways that beg for the throttle to be opened.

The competition in Downforce is fairly standard AI, which will always seem to keep you in line no matter how well you're doing, but it comes with a sadistic twist. It seems the programmers have added a helping of violence to your opponents, as they'll gun for you as much as possible, doing everything in their power to cause you to enter one of the game's terrific crash sequences. You know, just like your friends would if they were playing against you.

The modes that Downforce offer are fairly standard in the racing genre, with no surprises or extras to be seen. You can challenge the Trophy Mode, which takes you to the tracks with progressive difficulty and qualifying conditions, Championship mode, which lays out a circuit-type atmosphere for you to conquer, and the requisite time trials and two-player racing modes that one would expect from a game such as this. All the standbys are there, but beyond a two-player time tag mode that bases the contest on points based on time, there's nothing here that hasn't been done a million, billion, trillion times over by other games.

With it's simple graphics, insane, consistent speeds, and easy play, Downforce is a game easy to recommend to those who have a hankering for some racing action, but aren't looking for a deep commitment with other superior racing titles. It's luster wears off fairly quickly, but can be restored after giving it a break. There's nothing overly impressive about Downforce, but it is a competent, easy-to-pick-up racing game that almost anyone can enjoy.
~ Jon Thompson, All Game Guide

Review: Enjoyment

It's simplistic, yes, but not in an annoying way. There isn't a lot of depth to the game, but there is plenty of all-out, frenzied fun to be had if you're not looking for technical details.
~ Jon Thompson, All Game Guide

Review: Graphics

While the models are simple and the textures bland, you'll be hard-pressed to notice with the speed of Downforce's racing. It's got a frame rate that will only fail you once in a while. But on the whole, it lives up to the heartiest speed addict's expectations.
~ Jon Thompson, All Game Guide

Review: Sound

There's nothing special in the sound of Downforce, just generic music and the bland roar of an insanely powerful engine.
~ Jon Thompson, All Game Guide

Review: Replay Value

{*Downforce} doesn't come with a lot in the way of interesting modes, but it does bear the standard fruit that most racing games will give you. You'll find that you can probably enjoy this game in small doses for a long time to come.
~ Jon Thompson, All Game Guide

Review: Documentation

The manual is fine, although it doesn't take much to explain the details of this game.
~ Jon Thompson, All Game Guide

Production Credits

Company 1: Smartdog; Director: Dave Thompson; Technical Director: Dave Saunders; Art Director: Ashley Routledge; Art: Kamaljit Chana, Steve Ions, Siu Jone Lee, Boyd McKenzie, Steven Crow, Michael Woods, Roger Wade, Matt Wright, Neil Roberts, Joel Rowney, Paul Humphreys, Mike Simonds; Programmer: Robert Dutton, Alan Jardine, Trung Vinh, Mathew Twigg, Alex Darby, Neil Coxhead, Fredrik Egeberg, Matt Bishop; Tools Programmer: Andrew Beynon; Music and Sound Effects: Gerard Gourley; Voice Over: Ben Edwards, Gary Martin; Web Design: Marvin Hill, Phil Underhill; Web Artist: Marvin Hill, Phil Underhill; Web Programming: Marvin Hill, Phil Underhill; Lead Tester: Joe Lenton; Tester: Adam Bickerton, Daniel Brock, Earl Douglas; Character Illustration: Joe Sharp, Rob Sharp, Sharp Brothers Studio; Car Dynamics Middleware: MathEngine; Company 2: Titus; Producer: Renaud Yong; Q.A. Manager: Thomas Baillet; Lead Tester: Sandro Hoffmann; Tester: Emmanuel Faria, Frédéric Lasseret, Martin Martinez; Head of Studios: Laurent Vidal; Technical Director: François Maingaud
~ Keith Adams, All Game Guide
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Wikipedia: Downforce
Top
Three different styles of front wings from three different Formula One eras, all designed to produce downforce at the front end of the respective race cars. Top to bottom: Ferrari 312 (1979), Lotus 79 (1978), McLaren MP4-10 (1995)

The term downforce describes the downward pressure created by the aerodynamic characteristics of a car that allows it to travel faster through a corner by increasing the pressure between the contact area of the tire and the road surface, thus creating more grip.

Contents

Fundamental principals

The same principle that allows an airplane to rise off the ground by creating lift under its wings is used in reverse to apply force that presses the race car against the surface of the track. This effect is referred to as "aerodynamic grip" and is distinguished from "mechanical grip," which is a function of the car mass repartition, tires and suspension. The creation of downforce by passive devices can only be achieved at the cost of increased aerodynamic drag (or friction), and the optimum setup is always a compromise between the two. The aerodynamic setup for a car can vary considerably between race tracks, depending on the length of the straights and the types of corners; some drivers also make different choices on setup. Because it is a function of the flow of air over and under the car, and because aerodynamic forces increase with the square of velocity, downforce increases with the square of the car's speed and requires a certain minimum speed in order to produce a significant effect. But some cars have had rather unstable aerodynamics, such that a minor change in angle of attack or height of the vehicle (for example, caused by a bump on the track or slipstreaming over a crest) has caused the car to experience lift, not downforce, sometimes with disastrous consequences. A notorious example of this was Peter Dumbreck's Mercedes-Benz CLR in the 1999 Le Mans 24 hours, which flipped spectacularly after closely following a competitor car over a hump.

Two primary components of a racing car can be used to create downforce when the car is travelling at racing speed:

  • the shape of the body, and
  • the use of airfoils.

Most racing formulae have a ban on aerodynamic devices that can be adjusted during a race, except at pit stops.

The bottom panel of the Panoz DP01 ChampCar exhibiting complex aerodynamic design.
The underside curves of the Panoz DP01 ChampCar.

The formula for downforce is given by:

D = \frac{1}{2} \times (WS \times \ H \times \ AoA) \times F \times \rho \times V^2

Where:

The body

The rounded and tapered shape of the top of the car is designed to slice through the air and minimize wind resistance. Detailed pieces of bodywork on top of the car can be added to allow a smooth flow of air to reach the downforce-creating elements (i.e., wings or spoilers, and underbody tunnels). The underside of the body is similar in shape to an inverted wing and creates an area of low pressure between the car and the track, pressing the car to the road. This is sometimes called a ground effect and has been the subject of many rule changes over the years in different racing series.

Airfoils

The amount of downforce created by the wings or spoilers on a car is dependent primarily on two things:

A larger surface area creates greater downforce and greater drag (also known as air resistance). The aspect ratio is the width of the airfoil divided by its depth. The aspect ratio formula is written like AR=b squarded/s, where AR=aspect ratio, b=spand squared, and s=wing area. Also, a greater angle of attack (or tilt) of the wing or spoiler, creates more downforce, which puts more pressure on the rear wheels and more drag.

The rear wing of a 1998 Formula One car, with three aerodynamic elements (1, 2, 3). The rows of holes for adjustment of the angle of attack (4) and installation of another element (5) are visible on the wing's endplate.

Front

The function of the airfoils at the front of the car is twofold. They create downforce that enhances the grip of the front tires, while also optimizing (or minimizing disturbance to) the flow of air to the rest of the car. The front wings on an open-wheeled car undergo constant modification as data is gathered from race to race, and are customized for every characteristic of a particular circuit (see top photos). In most series, the wings are even designed for adjustment during the race itself when the car is serviced.

Rear

The flow of air at the rear of the car is affected by the front wings, front wheels, mirrors, driver's helmet, side pods and exhaust. This causes the rear wing to be less aerodynamically efficient than the front wing, Yet, because it must generate more than twice as much downforce as the front wings in order to maintain the handling to balance the car, the rear wing typically has a much larger aspect ratio, and often uses two or more elements to compound the amount of downforce created (see photo at left). Like the front wings, each of these elements can often be adjusted when the car is serviced, before or even during a race, and are the object of constant attention and modification.

Wings in unusual places

Partly as a consequence of rules aimed at reducing downforce from the front and rear wings of F1 cars, several teams have sought to find other places to position wings. Small wings mounted on the rear of the cars' sidepods began to appear in mid-1994, and were virtually standard on all F1 cars in one form or another, until all such devices were outlawed in 2009. Other wings have sprung up in various other places about the car, but these modifications are usually only used at circuits where downforce is most sought, particularly the twisty Hungary and Monaco racetracks.

The 1995 McLaren Mercedes MP4/10 was one of the first cars to feature a "midwing", using a loophole in the regulations to mount a wing on top of the engine cover. This arrangement has since been used by every team on the grid at one time or another, and in the 2007 Monaco Grand Prix all but two teams used them. These midwings are not to be confused either with the roll-hoop mounted cameras which each car carries as standard in all races, or with the bull-horn shaped flow controllers first used by McLaren and since by BMW Sauber, whose primary function is to smooth and redirect the airflow in order to make the rear wing more effective rather than to generate downforce themselves.

A variation on this theme was "X-wings", high wings mounted on the front of the sidepods which used a similar loophole to midwings. These were first used by Tyrrell in 1997, and were last used in the 1998 San Marino Grand Prix, by which time Ferrari, Sauber, Jordan and others had used such an arrangement. However it was decided they would have to be banned in view of the obstruction they caused during refueling and the risk they posed to the driver should a car roll over. (It is rumored that Bernie Ecclestone saw them as being too ugly on television and therefore had them banned.[citation needed])

Various other extra wings have been tried from time to time, but nowadays it is more common for teams to seek to improve the performance of the front and rear wings by the use of various flow controllers such as the afore-mentioned "bull-horns" used by McLaren.

See also

External links

Book

Competition Car Downforce: A Practical Handbook by Simon McBeath (2nd edition), SAE International 2000 ISBN 1-85960-662-8


 
 
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