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Hypercars - Insights from RaceRoom’s Physics Designer
ADAC GT Masters Experience
Heute 09:36 Community Announcements

Introduction

[p]We're on the eve of the biggest RaceRoom update of the year... and it's packed! Tomorrow's release brings major advancements on several fronts: a significant upgrade to our graphics engine, a new interface dedicated to Ranked Multiplayer and the long-anticipated arrival of Hypercars to RaceRoom.[/p][p]With so much going into this build, we wanted to take a moment and highlight some of the details that might puzzle some of you. This short article gives our physics lead Alex Hodgkinson a chance to walk you through some of the main intricacies of the Hypercar class.[/p][p]We hope it gives you a deeper understanding of our implementation, and as always, we can’t wait to hear your feedback once you get your hands on it.[/p][p]See you on track,[/p][p]J-F[/p][p]Head of Studio, KW Studios[/p][p][/p][p][/p][p]

[/p]

A Word from Alex Hodgkinson

[p]Hi everyone — Alex here.[/p][p]With Hypercars joining the RaceRoom garage, it felt like the right time to step back and explain what makes them special, and how they differ from the race cars you might already be familiar with in the sim. These machines are unique in how they manage energy, balance performance, and deliver lap time, and our goal has been to recreate that with as much accuracy as possible. The technology in those cars can be intimidating at first, but from a driver point of view, there's actually not that much to pay attention to while driving.[/p]


Virtual Energy

[p]The Virtual Energy system quantifies how much total power is delivered to the rear wheels by the combined ICE and electric motor. By setting a Virtual Energy limit per stint, cars with different powertrains can be balanced in terms of total energy use.[/p][p]For example, with a 900 MJ stint limit, one car might use 800 MJ from the ICE and 100 MJ from the hybrid system, while another car without hybrid assistance would deploy all 900 MJ via its ICE.[/p][p]From the driver’s perspective, this system can be treated like a virtual fuel tank — it should never be fully depleted. Running out of Virtual Energy triggers mandatory pit stops and time penalties, as per series regulations.[/p][p][/p]

The Hybrid System

[p]LMDh cars share a spec hybrid system featuring a Bosch MGU (motor-generator unit) and Cosworth electronic control hardware. The system is largely passive, requiring no manual management from the driver during a race.[/p][p]Its primary purpose is fuel efficiency, delivering an average fuel saving of 3–6% per lap compared to ICE-only cars — roughly 150 litres over a 24-hour race.[/p][p]Regulations define the combined power output curve of the ICE and electric motor. The motor does not act as an extra power boost: when it's active, the ICE throttle is reduced so the total output remains within allowed limits.[/p][p]
[img src="https://clan.akamai.steamstatic.com/images/4043123/f8418f23aebc761767b7b264f6ff2b7e41c157fd.png"][/img][/p][p]Battery recharge occurs during braking, typically recovering 3–4% per braking zone. Since time spent at full throttle far exceeds time spent braking, the battery will naturally cycle between partial charges once the initial full charge is used. The system maintains charge between 30% and 100% to avoid overheating. If the ICE runs out of fuel, a “limp home” mode allows use of the final 30% of battery.[/p][p]In addition to the rear-mounted MGU, LMDh cars use an electronic brake-by-wire (BBW) system rather than a purely mechanical rear brake linkage. This allows the MGU and BBW to work together seamlessly to maintain consistent braking. For example, if the battery becomes fully charged mid-braking, the MGU stops regenerating and the hydraulic brakes instantly compensate with equivalent torque, ensuring no change in braking feel for the driver.

[/p][p][/p]

About Alex Hodgkinson

[p][img src="https://clan.akamai.steamstatic.com/images/4043123/93cf19ddbca6e4946e0918d656b6fabe2c70153b.png"][/img][/p][p]Hi, I’m Alex – the physics / handling / A.I. guy here at KW Studios. I’ve been deep into real motorsport since I was 10, long circuit kart champion in England and eventually moving up to single-seaters and GT cars. I have a degree in motorsport engineering and before joining RaceRoom, I was teaching at track days. I’m really passionate about bringing the feeling of real racing cars into sim racing. And that’s exactly what this latest update is about.[/p][p][/p]
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