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The Physics of a Race Car: Ground Effects

    https://www.nas.nasa.gov/About/Education/Racecar/physics_groundeffect.html#:~:text=The%20Physics%20of%20a%20Race%20Car%3A%20Ground%20Effects,downforce%20which%20forces%20the%20car%20to%20the%20track.
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The Physics of Racing - NAS Home

    https://www.nas.nasa.gov/About/Education/Racecar/physics.html
    An Indy ground effect race car can reach speeds in excess of 230 mph using downforce. In addition the shape of the underbody (an inverted wing) creates an area of low pressure between the bottom of the car and the racing surface. This sucks the car to road which results in higher cornering speeds.

The Physics Of Racing Part 1: Weight Transfer | ABRS

    https://www.allenbergracingschools.com/expert-advice/physics-racing-part-1-weight-transfer/
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The Physics of Racing Cars | MIT BLOSSOMS

    https://blossoms.mit.edu/videos/lessons/physics_racing_cars
    Introduction. This video lesson discusses how a few simple physics concepts can help in understanding various factors that influence the performance of racing cars. Students will also learn how these same concepts influence the design …

Car racing in the physics classroom – Science in School

    https://www.scienceinschool.org/article/2010/carraces/
    Car racing in the physics classroom. Author (s): Nicolas Poynter. Physical science teacher Nicolas Poynter wanted his students not only to learn but also to think for themselves. His solution: a competition to build the fastest car! The car prototype. Image courtesy of Nicolas.

Physics of racing

    https://physicsofracing.com/
    Whether you're an amateur race car driver, developer, mechanic, or simply looking to upgrade your daily driver, we'll help you make sense of all the online advice on car modification and driving instruction so you can apply what you need to your specific situation. ... Physics of Racing public lecture. This was the original lecture. The course ...

The Physics of Racing - Theory in Practice Engineering

    http://www.theoryinpracticeengineering.com/tech/racing.pdf
    r= 3200 lbs (this is always true) With the help of a little algebra, we can nd out that. The Physics of Racing 5 L. f= 1600 + 3200=5 = 2240 lbs L. r= 1600 3200=5 = 960 lbs Thus, by braking at one g in our example car, we add 640 pounds of load to the front tires and take 640 pounds o the rears!

The Physics of Racing Series

    http://www.ceb.ac.in/knowledge-center/E-BOOKS/Physics%20Of%20Racing%20Series%20-%20Brian%20Beckman.pdf
    The second law: When a force is applied to a car, the change in motion is proportional to the force divided by the mass of the car.This law is expressed by the famous equation F = ma, where F is a force, m is the mass of the car, and a is the acceleration, or change in motion, of the car.

Physics, Technology and Engineering in Automobile …

    https://www.thehenryford.org/docs/default-source/default-document-library/default-document-library/physics-auto-racing-digikit.pdf?sfvrsn=0
    6 Physics, Technology and Engineering in Automobile Racing | Teacher Guide thehenryford.org/education Acceleration The rate at which an object’s velocity changes; a = Δ v/ Δ t. Acceleration due to gravity The downward acceleration of an object due to the gravitational attraction between the object and the earth or other large body. Aerodynamics

NASCAR: the science of racing safely – Physics World

    https://physicsworld.com/a/nascar-the-science-of-racing-safely/
    Racecar crashes are more dangerous than street-car accidents because racecars have so much more kinetic energy. A typical passenger car going 110 m/s (~70 mph) has 0.5 MJ of kinetic energy. A NASCAR racecar at top speed carries 12 times that – about the energy stored in 1.4 kg of TNT.

Soft Body Physics | GT Racing Wiki | Fandom

    https://gt-racing.fandom.com/wiki/Soft_Body_Physics
    When a car Crash es, soft body physics occur. A fully destroyed car would have: All windows completely shattered. Both front and back bumpers half hanging off. Scratches all over the car. Bonnet/Hood slightly lifted up. Categories. Categories. Add category.

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