F1 Tunnel-Hull Physics Simulation — Seeking Technical Guidance and Real-World Data

SuperChris

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Hello everyone,

I'm an independent game developer working on a realistic F1 tunnel-hull powerboat racing simulator using Unity.

My goal is to reproduce real-world boat behavior through physics-based calculations rather than scripted movements or animations.

I'm currently developing mesh-based buoyancy, hydrodynamic lift, drag, and propulsion systems, with aerodynamic tunnel lift and advanced handling physics planned.

Before posting, I've spent time reviewing existing discussions here, including Tunnel Boat Design and Optimizing, Wingboat Design, and discussions involving Savitsky's planing-hull methods. They've been very helpful, but I still have several questions that I hope experienced designers, engineers, builders, or drivers might be able to help answer.

1. Modeling Hydrodynamic and Aerodynamic Forces​

For a real-time simulation of an F1 tunnel hull with tapered sponsons, what established mathematical methods would you recommend for calculating hydrodynamic lift, aerodynamic tunnel lift, drag, and their resulting pitching moments?

I'm particularly interested in how these forces should interact as speed and running attitude change, without double-counting lift.

2. Real-World Running Attitude​

How does an F1 tunnel hull's pitch angle and running height typically change from a standing start through acceleration to maximum speed?

Are there any approximate reference values or measurements for pitch angle, running height, or sponson water contact at different speeds?

3. Throttle Release and Deceleration​

When the throttle is reduced or completely released at high speed, how does the boat typically respond?

Specifically, how quickly does it decelerate, how does its pitch attitude change, and how does increasing sponson water contact affect hydrodynamic resistance?

Are there any measured deceleration times or distances available?

4. High-Speed Cornering and Sponson Loading​

During a high-speed turn, how do the hydrodynamic forces and water contact change between the inside and outside sponsons?

How do these changes influence turning performance, yaw response, and overall stability?

Are there established mathematical models or technical references describing these interactions?

5. Engineering References and Validation Data​

Are there any publicly available technical papers, experimental datasets, engineering publications, or non-confidential telemetry recordings that could help validate an F1 tunnel-hull physics simulation?

I'm particularly interested in measurements involving speed, acceleration, pitch, roll, running height, engine trim, and hydrodynamic or aerodynamic forces.

6. Hull Banking and Roll Behavior During Turns​

What are the primary physical forces responsible for an F1 tunnel-hull boat leaning inward during a high-speed turn?

Specifically, how much do the following contribute to the boat's roll behavior?

  • Hydrodynamic forces acting on the inside and outside sponsons.
  • The center-of-gravity position relative to lateral forces.
  • Outboard steering forces and propeller thrust.
  • Aerodynamic lift and pressure distribution across the tunnel.
Does inward banking develop naturally from the hull geometry and force distribution, or is it strongly influenced by driver input, engine trim, and operating conditions?

Are there established equations or technical references that could help reproduce this behavior accurately?


I'm not requesting proprietary designs or confidential racing data. I'm primarily looking for guidance on physically sound modeling methods, realistic boat behavior, and reliable engineering references.

Even answers to one or two questions would be extremely helpful. I understand these are complex subjects, and I genuinely appreciate anyone willing to share their knowledge or point me toward useful resources.

Thank you for your time and assistance!
 
You should probably get in touch with Jim at AeroMarine Research - Contact Us https://www.aeromarineresearch.com/contact.html and/or read his book.

He has a lot of practical experience and has the physics figured out for design, and in ways that don't need much calculation power. I'm pretty sure the methods could be adapted to live physics sim.

(Curious how you'll solve the critical race stuff like chop, wakes & dirty air from competitors from there, hope you'll show us ! Sure sounds like a fun project :) BTW i'm in love with x-plane's live lift vectors visualization .. sometimes such sidesteps can almost make up for not having the butt sensations. There might be lots of opportunities in your sim too)
 
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Trim is most important thing .Maybe sail a bit with the competitors. There are side-by-side models.
 
Measure all your parameters on an actual boat making way, duh.
Then transfer all the data into the program, no?
 
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