Race Track Design

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Ted68
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Joined: 20 Mar 2006, 05:19
Location: Osceola, PA, USA

Race Track Design

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A couple of years ago at a NASCAR race (Lowe's) where alot of tires were blowing out, everyone was complaining about the surface. Alot of complaints were lodged at Goodyear also. I believe it was Leo Mehl who said that they could make the track tire friendly, but nobody ever asks them.

So my question is twofold; What can be done in design and materials to make an existing track easier on tires without changing the course? And with a new track, what would be design themes and materials that could be incorporated but have not been to make a better track?

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tomislavp4
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Joined: 16 Jun 2006, 17:07
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I don´t know much but the termac is the main thing i guess :roll:

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Tom
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Joined: 13 Jan 2006, 00:24
Location: Bicester

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The colour of the tarmac can have effect, Magny Cours and Paul Ricard have very dark tarmac which gets very hot because the heat isn't being reflected. Hot tyes wear quicker.

The more grip you have the more tyre wear too, and tracks with fast corners are obviously going to have high wear on the outside tyres.
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pRo
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Joined: 29 May 2006, 09:08

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I only have experience from local tracks, none of which are world famous. One of them wears the tyres a lot more than the rest, almost double. The surface of the tarmac is pretty rough in that one. You can't really notice it from the car, except maybe from louder tyre noise. It looks the same and it more or less feels the same, at least when it has been a week or two since you drove on another track.

So I suppose that the smoother the surface is, the more tyre friendly it is. I'm sure there are other factors too.
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DaveKillens
DaveKillens
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Joined: 20 Jan 2005, 04:02

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I'm surprised Ciro hasn't jumped into this, a field of his expertise.
The road surface on tracks can consist os various materials, making the surface of each track inuque in it's properties. For example, asphalt contains crushed rock and sand. if the crushed rock has durable, sharp edges, they could be very harsh on tires, giving accelerated wear.
Then the tire construction itself has a large influence. The engineers can mix up a recipe that has durable rubber, or stuff that wears very easily.
Then other factors, such as how hard the car suspension and drivetrain treats the tires, and driver technique can also shorten tire life.

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ketanpaul
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Joined: 08 Mar 2005, 18:50
Location: New Delhi, India

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I dont know much abt this but wont the surrounding terrain and inclination etc play a part in this?

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Tom
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Joined: 13 Jan 2006, 00:24
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You have a point there ketanpaul, going up a hill means more tyre wear on the rear due to all the weight going back. But it would be so marginal it wouldn't make much difference.
Murphy's 9th Law of Technology:
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m3_lover
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Joined: 26 Jan 2006, 07:29
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Ciro.... We need you lol
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DaveKillens
DaveKillens
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Joined: 20 Jan 2005, 04:02

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Driving technique and how the tires attack the road surface are relevant, the effects can be cumulative. We've all seen scenarios where the tires or equipment stop working with just a lap or two to go.
There are scenarios that do place additional wear on a tire, where it is more prone to slipping. Such as at Interlagos, where there are a few off-camber corners. It's just too easy to make the tires slide, and sliding produces unwanted heating.

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Ciro Pabón
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Thanks, DaveKillens and m3_lover. It is an honor to be invoked, masters! And a shame, because the sad truth is that until recently, the only preoccupation of civil engineers was for the traffic not to erode the road, not the inverse.

Who we need here is mickey, a true chemist. I guess he won’t agree this is another "dark" subject of the racing world, poorly developed, mainly because he knows much more than me about it. Anyway, here I start to divagate on one of my "terse" two-pages-posts... :)

In short, asphalt is made of a highly controlled material (bitumen) and a poorly controlled one (rock). Few people know asphalt is made with only 5% of bitumen (the dark gooey thing) and 95% is crushed rock. That is the simple reason for the variability of the wearing of tires on different tracks. You can skip the rest of my post.

Rocks are, well, temperamental materials to work with. I tend to say that the painters and the highway builders are the last professionals in the world that have to fabricate their own raw materials. Every painter makes his painting oils and every highway engineer has his quarry (it is the first thing you look for when you go into a work) and produces its own asphalt. It is like McLaren having to operate a carbon mine to produce a carbon fiber chassis

Bitumen is more controlled than rocks, but mickey can explain to us that it is just another thing we find "thrown around" and that we can try to tame but not to control like, for example, steel. Like rock, bitumen it is another complex material, made of many substances. And asphalt is made of both.

The tests developed to understand the abrasion, were not made for controlling tire wear but for avoiding 1) "loss of aggregate" (loss of rock), which means that the rocks are pulled out of asphalt (low adhesion, lack of bitumen) or 2) that the traffic wears the rock (low resistance to abrassion).

Loss of aggregate by low adhesion (asphalt layer too thin or lack of bitumen)
Image

Mickey can also explain how the art of mixturing asphalt and rock with mininimum expense and maximum density can go wrong and produce too much asphalt on the surface, detrimental to wheels (it has a high coefficient of friction on soft tires).

We can also control how hard the rock is: if you don't, the track can develop what is called (in Spanish, can't think of the English term for it) "hard heads", which means that the bitumen wears, but the little pieces of rock are so hard that they don't wear accordingly. The little rocks protrude (hence the term "hard heads") and make the track slippery because they get polished. While they get polished, they wear enormously the tires.

We use a primitive test, used by generations of "asphalt alchemists", which is a big drum full of steel balls that rotates (a Los Angeles machine). You put your rock in it and you turn it for a while: then you measure how much the rock was crushed. There are limits to avoid "soft" and "hard" aggregates. That's the "deep reason" why the tracks wear so differently the tires: they are really made of a material (rock) that varies from region to region or quarry to quarry and the tests developed to control its hardness have wide margins.

Los Angeles machine
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We control carefully what we call "the gradation”, or the relative sizes of the rocks (from the tiniest ones to the bigger chips). Mixing sands and gravels of different "gradation" you can get any density or porosity you wish, the same way you mix basic colours to get any colour of the spectrum. The little rocks go between the larger pebbles and the tiniest occupy the space between the little ones. There are relationships that govern the mixture of different sizes of aggregates. If you put too much tiny rocks you got a smooth asphalt, with low friction and viceversa.

Nowadays I suppose any decent track uses porous asphalt for safety reasons, to allow the water to drain through it when it rains, and minimize the mist during races. In this case you have conflicting goals: the more porous the asphalt, the more it wears the tires. There are mixtures with double layers that don't degrade tires so much while mantaining porosity.

The studies on the influence of the kind of rock on tire wear are few but they exist. There are rules of thumb. It is clear that alluvial crushed rock (river pebbles) are harder than quarry rock: the river dissolves or erodes the softer rocks. Volcanic rocks (granite) tend to be harder than metamorfic (slate). However, first of all, you have to learn to identify a rock, which is also an art, like learning the different kind of trees or spotting birds, if you allow the comparison. The situation is worsened because there is really no technology of rock construction like the ancients had: we have been focusing in metals for the last 3.000 years... :)

The main reason for so many "recipes" in road surfacing comes also, I think, from the ignorance about the mechanisms for friction engineers have: less than five years ago we did not have a theory about how the coefficient of friction works, as I mentioned elsewhere.

This new theory calculates the interaction of tire and asphalt at different "size levels". Now that we have a theory that can predict numerically the friction between tire and road, I expect further developments in the field of pavement materials. But we are not there yet: we are not able to measure the microtexture, even if we have a way to calculate its influence.

Image

You can judge the relative friction of a track using a variety of machines, from the simplest (you spread sand on the asphalt and measure how much is absorbed by the irregularities) to the complex (different apparatus for measuring friction mechanically).

If you really are into it, you can measure the "riding roughness" of the asphalt at your track (millimiter irregularities) with the International Roughness Index (IRI). This measures how much your "derriere" moves up and down in your car when you move along the road at a certain speed. Roughly speaking, if the IRI is over 3 meters per kilometer, the road is not flat enough and you must repave or resurface.

Irregularities in the braking zone are hard on tires. At a racetrack, this is caused by soil humidity changes, as the cars weighs practically nothing. The damage to pavement is proportional to the fourth power of the load, which means that a single truck that weighs 50 times what an F-1 car, can do as much damage to your track as 500.000 race cars. A single truck can do more damage than all the race cars during the life of the circuit.

To measure the friction abilities of your track, you use the International Friction Index (IFI) or its european version the EFI (sort of dollar vs. euro :)). The measurement devices are relatively simple and there are correlations between the IFI and the friction factors of tires on asphalt at different speeds, which allows you to design your asphalt to your "frictional" liking.

If your track has no spiral transitions but only straights and circular curves of various radius, then you have sections of the straights with superelevation. This can increase the load on the tires up to 10-20%, as you have to counter-correct before the curve if you want to go straight. Most people is not aware of this counter-correction (few pilots I know can distinguish both types of road) but they do it unconsciously anyway (check next time you go riding shotgun on an old road with only circular curves).

So, to answer Ted:

You could resurface the track using softer, less cristalline rocks, use rocks from a quarry instead of rocks from a river beach, design the probable friction factor for a desired speed by testing the IFI of different test mixtures before resurfacing, use a less open asphalt or concrete by controlling its porosity and gradation, use a double layer with increasing porosity with depth, measure the IRI of the track regularly and relevel the parts that go over a number, put drainage under the road to avoid large bumps, use paved areas instead of gravel traps to diminish the amount of water seeping under the road and forbid trucks on the track. Oh, and maintain the track like a "zen garden".

For the second part of your answer, I can only suggest altering the layout of the track to include transition curves to avoid flat, hard to drain sections and "warped" braking zones and researching new materials for track surfacing, like the FHWA did with the SHARP and the Super-Pave initiative.

Imagine a polyurethane track... fluorescent yellow, for example, or deep blue coloured, and matching polyurethane tyres on the cars. I bet we wouldn't need aerodynamics if we pick a material for the surface with a high enough coefficient of friction. :wink:
Ciro

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f1maniac
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Joined: 06 Feb 2006, 11:04
Location: India

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Hi Ciro..I am pursuing civil engg in India...last year we did a project regd F1 track design...we cudnt get a lot of info regd track characteristics at tht time.....ur post has been very helpful....thnx a lot...btw is there any way a civil engg can get into F1???

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f1maniac
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Joined: 06 Feb 2006, 11:04
Location: India

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Though I am deviating frm the topic...I am very much interested in doing MS in Transportation or Road design..can temme which is better??

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Ciro Pabón
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Joined: 11 May 2005, 00:31

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f1 maniac: I'll pm you. For those of you that are interested, the best firms I know for track designers have to be Tilke and Wilson.
Ciro

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f1maniac
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Joined: 06 Feb 2006, 11:04
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Hi ciro...I mailed tilke last year asking for track design but they dint reply..so we had to use primitive techniques to calculate radius of a track and cornering speeds..our project was design of an F1 track...we thought that it should be an innovative track and designed the track in such a way that it would resemble the Indian map....I even posted a thread here..and some of them were helpful...
viewtopic.php?t=2170&highlight=
my mail id is sebastien_vettel@yahoo.com

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Ciro Pabón
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Well, "sebastian_vettel" :), I sent a message to your mailbox in this forum.

About your efforts... have you ever tried the Pacejka method? It is a straightforward, empirical way to simulate the trajectory of a car on a track, given the wheel rotation or slip relative to the ground and the steering angle. The basic curves (Pacejka magic numbers) are something like this:

Image

The graph shows the longitudinal force (Fx), lateral force (Fy) and aligning moment Mz, which you feel at the steering wheel (for force feedback joysticks, for example).

For longitudinal forces, the input for the equations (the variable X, or the horizontal axis in the graph) is the slip ratio, defined as wheelSpinVelocity/groundVelocity-1, or SR.

If the wheel spins at twice the velocity of the ground, you get: SR=wheelVel/groundVel-1 (the -1 is there to make 0 the null situation) => SR=1.

For lateral forces the input is the steering angle. From what I've read (not much, most information is propietary, as the one in the famous Renault simulator) an F-1 car lateral force graphic peaks at about a 6 degree steering angle, for a normal car is around 10-15 degrees.

Then you have to combine both forces, not exceeding the "circle of traction": if you are using too much longitudinal force, you can not steer laterally too much, like Beckman explains.

Anyway, I believe this method is the one used by BATRacer (I'm not into it, you can ask the fanatics in the forum: I heard it has a Pacejka editor to alter the curves). Perhaps you can google around or check RaceSimCentral forum for physics of simulation. The main problem here is that you need the empirical curves to start with.

I'd LOVE to be able to convert this method into something an amateur track designer can use, and I've been tinkering with it for a while. Probably somebody has done it already, but I have not found anything on Internet. Can anybody help here? (hey, BATRacers, where are you?). Anyway, you can check the article by Ruud Van Gal that I've read here.

Of course, this method is only good for micro-simulation, which requires the rest of the physics package, this only gives you the info on lateral and longitudinal forces at each wheel.

I've also tried to develop or solve somehow the Lagrange equations for movement without too much success. I am stuck right now (for a semester now) trying to solve a couple of integrals numerically :oops:. There is the site by FENICS that has software to solve any differential equation, but I don't know what is harder: to solve the equations by hand (!) or use the software. You really need to be into mathematics.

Any help is appreciated, f1maniac. Road designers need a better method to calculate vehicle trajectories than the "primitive" equations you mention and we don't have one that I know. At least, I don't know one that is in the civil engineering books. This is a shame, and, in my biased opinion, the cause of many deaths: we simply have no model to know how a vehicle behaves in a road. All the references I find are for games (!) and professional racing teams, not interested in divulging that.
Ciro