MoistureDaddy wrote: ↑
Sat Aug 19, 2023 12:04 am
I'm interested in learning more about F1 Body Design. I have 2 specific questions that I have been contemplating, however as F1 secrets are kept under lock and key, it is difficult to find answers online. I would greatly appreciate any advice from anyone involved in F1 as a CAD Engineer or Aerodynamic Designer.
Question 1: I know that aerodynamic performance is one of, if not the top factor considered in modern F1 Car design. I was wondering if cars were designed as a water-tight CAD body and then hollowed out for the internals, or if the internals were made first and then wrapped in a body surface (see image 1 below)
Question 2: I have been developing my CAD skills and understand sweeping profiles along splines to make organic shapes (eg. front wing elements). However, I am unsure as to how I would go about designing the sidepods and engine cover. The approaches I've seen online seem insufficient for generating the complex curvatures/interfaces seen on modern F1 bodies (see example image 2 below). All of the Aero Designer job postings I see ask for skills with Surface Modelling / Wireframe design. Does anyone have a high-level example (with images) to show how a modern F1 body is modelled in CAD?
Thanks for any guidance you can provide!
I think my first advice is don't use something I made 7/8 years ago when onshape was a solid body modelling only tool as an example
You will not find much online about modern F1 cars - because teams want to keep that in house. Mark Lane - ex-alpine/renault / mclaren surfacer has been posting some stuff but it's probably too far advanced for what you're asking - i.e. all finished surfaces rather than starting from scratch.
https://www.linkedin.com/in/marklane5/r ... ivity/all/
Also ex-F1 people won't want to give their advice for free. They gotta pay the mortgage. B-sport recently did a video on youtube about adding a shedding edge to a wing, while I'm not a particular fan of the way it was modelled, plus there's some legality concerns in the region he modelled which he completely ignores, it's at least something to show the surface-spline-surface approach.
The best advice (that I'm willing to share) I've ever been given from a surfacer is to break things into "slabs" and "blends", i.e. big overlong surfaces with a nice low degree of curvature, which incrementally gets broken/refined with increasingly higher curvature elements. Slabs can be created from a sketch or a spline on points, and can be 2-d (i.e. single curvature) or 3-d (compound curvature).
You can see on the Caterham example that's how they worked. The sidepod has a side face, a top face, and a radiused corner. Similarly the engine cover has a side face which is then moslty eaten by a blend to the centreline and the fillet to the cooling exit.