Play · Wind tunnel
Aero Lab
Design a car like a legendary designer. Set the wings, the active-aero flaps and the ride height, watch the air bend, then run a lap and try to beat the target time.
Teaching model, not CFD. Numbers are indicative.Streak colour = local air speed, blue slow to red fast. The wings push air up; the air pushes the car down.
Downforce0kg
Drag0N
L/D ratio0downforce / drag
Balance0% frontsweet spot 40–48%
Top speed0km/h750 kW, corner mode
Est. lap0:00.000
Setup
Lower = more floor suction. Too low and it porpoises.
Changes the live numbers and the airflow, not the lap.
2026 cars have no DRS: both wing flaps open on the straights. On a lap run they open only on straights of 700 m or more.
Track & lap
Tune the car, then hit Run lap.
How the model works
- Each wing uses thin-airfoil theory: lift coefficient = 2π × angle (in radians), trimmed by an efficiency factor. Past about 16–17° the flow separates: grip falls away and drag jumps.
- Every bit of downforce costs drag. Induced drag grows with the square of the lift coefficient, so steep wings get expensive fast.
- The floor makes downforce through ground effect: the lower the car, the faster the air under it and the stronger the suction. Below about 22 mm the car starts porpoising and loses grip.
- The lap is a simple point-mass sim: corner speed comes from tyre grip plus downforce, straights from 750 kW against drag. A badly balanced car (outside 40–48% front) under- or oversteers and gives time away.