The amount of initial fuel for the setup. Perhaps you want to compute that setting at startup instead of putting it into a setup file. Feel free to improve it. For qualifying and short races you want just the minimal amount of fuel you need, for longer races it will depend on your strategy (but we need to implement pit stops first).
SpoilersThis section defines the angle of attack of the rear spoiler relative to the floor. When you increase the angle of attack you get more downforce and drag. If the race track has very long straights and just a few narrow turns you want a small angle of attack to reduce the drag. If there are many turns you want a big angle of attack to increase the downforce, so you can drive faster through the turns. For some cars there is also a front wing section available. The front spoiler helps to avoid understeering if you set up the rear spoiler with a high angle of attack.
Gearbox
The gearbox section defines the properties of the gears. The "r" subsection specifies the ratio of the reverse gear. The reverse gear ratio needs to be negative. The wheel velocity is proportional to the engine rpm divided by the ratios, so for the highest gear you need the least value. For quick starts you need a very high value for the first gear.
DifferentialHere the differential type is defined. The "Free" type distributes the power without any control, so it is the classic differential you can find in most of the normal cars. The "Free" differential is a good choice for tracks with high friction and not many bumps for the qualifying. When you leave the track with the "Free" differential you perhaps get stuck in the grass, sand or dirt.
The "Limited Slip" differential allows just a certain amount of speed difference between the left and right wheel. This allows you to come back to the track from grass and dirt. This is most often the best setting for races.
The "Spool" setting links together the right and the left wheel, so it's usually a bad setting for all turns. It could make sense on a very bumpy road or for offroad races.
BrakesThe front-rear brake repartition defines how to distribute the pressure in the brake system. If the value is 0.0 all pressure goes to the rear brakes, if it is 1.0 all pressure hits the front brakes. The max pressure setting defines the pressure for applying full brakes.
WheelsThe ride height setting defines the initial distance of the cars floor to the track. When you decrease the ride height the downforce increases because of the ground effect, but you cars floor may hit the track. With toe (on the left on the sketch) you can define the initial angle of the wheel to the car. You can improve the stability or the response to steer commands with these settings. Camber (on the right on the sketch) defines the angle of the wheel to the track. At the moment it increases simply the adherence on the track in the simulation when you decrease the angle (toward negative values).
Anti Roll BarThe anti-roll bars prevents the car body from rolling (e. g. in fast turns). When the car body rolls (on the bottom of the sketch) the tire contact patch becomes smaller and the grip drops down. The spring setting defines how strong the anti-roll bar is linked. With a high bellcrank value you can increase the strength of the link further.
SuspensionThe spring setting defines how stiff the spring is. The suspension course defines the distance which the suspension can move. With the bellcrank you can make the whole suspension system more stiff (higher values) or soft (lower values). The packers limit the suspension movement. You need this if you want a soft setup and avoiding the car floor hitting the track on fast track sections. Slow bump and rebound allow you to set up the damping of low frequency oscillations, e. g. caused by braking and steering. Fast bump and rebound are for damping high frequency oscillations, e. g. caused by bumps on the track or if you hit the curbs.
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The passenger car is an excellent example of an object with physical properties. The color of car is physical, as are its weight and dimensions. Even the characteristic "new car" smell is a physical property.
It depends on the objects. the properties that help compare an eyeball to a marble for example, are much different then the properties that are going to be most helpful to compare a car to a truck.
Gases are compressible (;
Brass aluminium alloy is using to make the car-key, because it's material and mechanical properties are possible for the car-key.
yes car battery acid has similar corrosive properties
They crash because of less pressure
steel gas
IT has properties of a solvent and it can weaken the finish and discolor the paint.
A car is a variable expense having the following properties: Car payment ( fixed Expense) Maintenance and usage costs (variable) So in total it is a variable expense. A car payment is considered a liability.
The are different huesIf they are the same hue, they have different specular properties (shinyness - the car is shiny the shirt is matte)
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