There are a large-quatity of inputs requred for proper simulation, so large in fact that it chokes up the CGI interface, so I had to make a few assumptions on user-inputs. The biggest is the implementation of two different models; one for automatic transmissions, and another for manual (this is the automatic transmission version). The simulation uses a hard-wired horsepower curve, meaning that the shape of the curve is fixed. However, the peak horsepower value, and the RPM where peak horsepower occurs are user-inputs, which allows the user to "shift" the curve up/down and left/right. The actual HP numbers came from a dyno pull of a 350 Chevy, normalized to 1 HP. I wish that the user could enter her/his own curve, but CGI limits me. The peak HP entered should be standard corrected HP, which will be "un-corrected" to the current environment.
The program also uses aerodynamic and rolling "drag factors", which can be obtained from the output of the Aerodynamic and Rolling HP Computator program. To further save on inputs, combined inertial factors for rotational engine components, driveline/rear wheel, and front wheels are entered, instead of listing the numerous component weights and rotational displacements (a program will appear here soon to help determine the coefficients).
The automatic transmission model requires torque multiplication values at two different RPMs, the value of torque multiplication will be linearly-interpolated between these two values, so extreme ranges of RPM should be used (will not extrapolate, so RPMs above and below are kept at set points). Converter stall speed assumes the car is not in motion (i.e. the output of the transmission is not rotating, so the transmission RPM loss is the stall speed). The no-slip RPM is the RPM at which the output shaft will turn the same as the input shaft divided by the gear ratio of the particular gear the transmission is in. The shift RPMs tell the simulation at which RPM to shift into the NEXT gear.
Remember, the input values are not checked, so inputs will cause crazy things to happen (like run backwards, or hang your WWW process). Like any numeric model, the more accurate the inputs, the closer the system will simulate the real world. However, this is a very simplistic model, and may be off as much as a few seconds from a real-life car (but this model is much more complex than some of the commercially-available "dragstrip simulators" selling for hundreds of dollars). It is interesting to visualize the torques as they propagate through the car, the wheel-slip phenomenon, weight transfer, and the effect of shift RPM on final ET and MPH.
The original "grandfather" code was the program DR.FOR, which was developed by Al Grippo some years back. Several changes had lead to the current program, which is still not anywhere finished, especially in the case of tire traction. Any info/help/changes appreciated and credited if implemented.
For those who must see the code, here is part of the source (which may be an older version than what is here, but you get the idea....).