I ran across a
web page that got me thinking about this again. It had some equations useful to extract drag coefficients from data we can get from telemetry. I took a Lotus 135 and the VW Golf to the Nissan speedway for testing.
From that website:

You can solve the equations for CdA using terminal velocity HP and speed. Then you can calculate drag at any speed or the horsepower required for a given speed. To get CdA you just need the HP required to hold any single speed. This needs to be a constant speed, so terminal velocity is probably easiest. You also need to use a flat track. Hills will throw this off, so the straight on the Nurburgring is out. The FM1 test oval would be perfect for this kind of data collection. The front straight on the Nissan speedway seems to work, at least I got the same answers going either direction.
In pseudo excel syntax:
CdA(sq. ft) = HP*550/(Speed*5280/3600)^3/(density/32.174)*2 where
acceleration is zerodrag(lbf) = 0.5*(density/32.174)*(Speed*5280/3600)^2*CdA at any speed
where:
density is in lbm/cu. ft., if you find slugs/cu. ft. drop the /32.174 from the above equations
speed is in mph the 5280/3600 is to get to ft/sec for the units to work out
HP is horsepower multiplying by 550 gets to ft-lb/sec for the units to work out.
I played around with trying to get constant speed points and found it's really tough to hold zero acceleration. When I did get really constant speeds the HP required matched the drag predicted from the CdA obtained at terminal velocity. Just .01g off acceleration can throw off the HP reading by about 5-10%
Since HP and drag matched without being offset that tells me rolling resistance is either non-existent or rolled up in the CdA value. Rolling resistance should be relatively constant. The way the car launches from a dead stop also feels like there is no rolling resistance, just a breakaway force that has to be overcome to unglue the car from it's parking spot and then only enough power to balance drag. One of the steady points I got was 9mph down the front straight. It took .07 HP which works out to only taking 2.88lbs of force to push a car at 9mph where my predicted drag was 2.59lbs. Considering that the telemetry doesn't give very many decimal places I considered this pretty solid evidence that rolling resistance is part of drag or not modeled.
I also determined in game air temperature to be 70F by parking the car for 20 minutes and letting the tires cool. They settled on 70 at the speedway and Laguna Seca. It wouldn't surprise me to find that Turn 10 was lazy and its a constant across all tracks. Tuning could get pretty interesting if they just added atmospheric effects. Temperature and density changes should affect engine performance, tire grip, and aero. I also assumed sea level conditions air pressure. This changes the air density in the equation to 0.074887 lbm/cu ft
For the Lotus Elise 135
CdA Aero Config
9.3 stock
10.3 add splitter@85
10.6 add wing@100
11.0 add splitter@45 & wing@50
12.0 add splitter@85 & wing@100
12.8 add splitter@125 & wing@150
12.8 add splitter@125 & wing@150 motor swap+30HP
For the VW Golf
CdA Aero Config
10.5 stock
10.3 add diffuser
11.8 add diffuser & splitter@85
12.2 add diffuser & wing@100
12.5 add diffuser & splitter@45& wing@50
14.0 add diffuser & splitter@85& wing@100
15.2 add diffuser & splitter@125 & wing@150
14.0 add splitter@85 & wing@100 no diffuser
13.6 add diffuser & splitter@85 & wing@100 & Sideskirts
What is this good for? You got me. I'm just offering this up as more information that can be extracted from the telemetry. Maybe someone can find a way to use it for tuning. It would be interesting to see values for a wide range of cars.