After you build your custom vehicle model, the sophisticated optimization engine takes over, using a genetic algorithm and over a million simulated laps to calculate your vehicle's theoretical best run. Then, we produce a simulation video like the ones on this site, showing your ideal racing line taken at the theoretical maximum speed.
Along with the videos, you receive three racing line maps: one with a solid color racing line, and another "heat map" with a color-coded line to show the brake and throttle values. The third map is a bonus feature: an aerial heat map drawn on the actual race track. In compliance with Google's terms of service, this is provided via a link to web page, not as a JPEG like the other maps. For technical reasons, we cannot guarantee that the racing line will line up perfectly with the aerial view.
Included are three video lap simulations, providing examples of a moderate, aggressive, and track record lap.
Also included is a heat map like the one below, showing the brake and throttle values.
Also included is a solid color racing line map like the one below.
Click the image below to visit the interactive map. As a bonus feature you get a link to an aerial racing line map. The aerial map of the racing line may drift with respect to the boundaries, due to inconsistencies in how Google aligns ground locations with GPS coordinates.
You can provide as little as the make and model. Other information we can use includes any performance upgrades, measured horsepower, and tires you are running. If you have information about 0-60 or quarter mile times, and your measured top speed, we will incorporate that also.
The time to accelerate is the amount of time it takes to go from the initial speed to the final speed. Recommended spread between the initial and final speed is at least 30 mph (45 km/h).
For example, you could do a test from 50 mph to 90 mph, measuring how long it takes to accelerate. Alternatively, 0-60 times and quarter mile times and speeds are available online for most cars and motorcycles. In this case, you would put 60 mph as the starting speed, the 1/4 mile trap speed as the final speed, and the difference between the 0-60 time and the quarter mile time as the time to accelerate.
For the example of a Honda S2000, the 0-60 time is 5.2 seconds, and the quarter mile time is 13.84 seconds @ 101 mph. So the initial speed would be 60, the final speed would be 101, and the time to acceleration is 13.84 - 5.2 = 8.64.
If your car produces positive downforce, you can enter an force level and the speed at which that downforce is produced. You will also see the vehicle weight field appear, which must be filled out if your vehicle model includes downforce. Negative downforce (lift) is not permitted.
For example, values used at Race Optimal for the Porsche 911 GT3 RS 4.0 are 426 pounds at 194 mph.
This is the maximum straight-line braking g's expected from your vehicle at 60 mph (100 km/h). A value of 1.0 for cars and 0.9 for motorcycles is good for most vehicles running track tires.
This number doesn't have a strong effect on simulation results, since pure straight line braking rarely occurs.
This is the maximum lateral acceleration you can expect from your vehicle on level ground in g's. If your car produces downforce, provide the maximum cornering g's expected at 60 mph (100 km/h). For vehicles with racing tires this value is usually 1.2 to 1.3. For street tires it is typically 0.8-0.9, with some high performance street tires capable of 1.0 or higher.
This is one of the most influential parameters on your lap time, since it determines your cornering speeds as well as overall level of grip.
If your motorcycle has significant ground clearance limitations, you should select this option. In this case, your Max Lateral Acceleration might only be 0.7g, but you should enter a tire friction coefficient that represents the maximum net g's your bike is capable of. For race tires this is usually 1.2-1.3, and for high quality street tires 0.8-1.1.