KERS: Braking Energy Recovery on a Race Circuit
Interactive 3D kinetic-energy-recovery-system simulator: a race car harvests braking energy into a store limited by power and capacity, then deploys it for extra acceleration on the straights, with live power flow, state of charge, and lap-time readouts.
Every corner on a race track forces a car to shed kinetic energy under braking, and a kinetic energy recovery system exists to capture some of it instead of burning it away as brake-disc heat. This simulator drives a car around a closed circuit, applying the same physics that govern real KERS/ERS systems: cornering speed is capped by tyre grip (v = √(μgR)), braking deceleration is fixed by that same grip regardless of how much energy is recovered, and the harvested energy sits in a finite store limited by both power and capacity before being deployed as extra thrust on the following straight. Tune the harvest power limit, deploy power limit, and store capacity to see how each one trades off against stored energy, power flow, and lap time — and toggle KERS off entirely to feel the car without it.
A race car laps a closed circuit, harvesting braking energy into a power- and capacity-limited store, then deploying it as extra thrust on the straights — tune harvest power, deploy power and store capacity and watch stored energy, power flow and lap time respond live.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install