Hi Sebastien,
check the other ongoing thread (Pacejka probs) to
hear about the possible solution. The best solution that I have seen so
far is the relaxation length approach, I believe Ruud put a link to the
proper SAE paper in a post in the other thread.
But to give you a general idea what it is about; as you say, the problem
with slip angle/ratio is that you need to divide by the value of
longitudinal velocity when calculating them. The way around this problem
is that you don't consider slip angle and ratio as direct functions of the
wheel velocities, but as state variables that change with time. Let me
just put the eqs. here:
d(Slip_lat)/dt = 1/L * (V_lat - |V| Slip_lat)
d(Slip_long)/dt= 1/L * (V_long - Omega*R - |V| Slip_long)
where L is the relaxation length (of the order of a fraction of wheel
radius R), V_lat/V_long corresponding velocity components, |V| the
absolute value of the velocity with which you would normally divide when
calculating the slip angle/ratio (depends a bit on your definition), and
Slip_lat and Slip_long the (function of) slip angle and slip ratio,
respectively, again depending on what definition you use.
To see why these equations are good, consider the stationary situation
where the left side is equal to 0. Then you will get
Slip_lat = V_lat/|V|
Slip_long= (V_long - Omega*R)/|V|
which are just the usual definitions for the slip angle/ratio or functions
of those. From these equations you may also see how you need to modify the
original equations should your definitions of slip angle/ratio or the
functions of those that you might use be different.
When the values do change with time you can see that the dynamic equations
do not have any divisions (well, apart from 1/L ;) ) in them and are thus
well behaved at all speeds. It's also possible to show that they allow the
car to stop well on hills as they behave sort of like a spring at small
velocities. It's best to try that and see.
Oh, the forces are calculated from the dynamic slip angle/ratio just as
before.
I hope this helps (and maybe someone else as well :) ).
Greetings,
-Gregor
P.S.: Got a PS2 last weekend. When can I expect to see the final results
:)?
> Hi ,
> I'm currently solving the problem of the car moving when it's stopped
> because the slip angle is not good when the wheel are not rolling.
> My first intuition was to use an usual friction force, F = . Load.
> Because the forces involved in the tires are friction forces.
> Fm = maximal force
> d = dynamic coef
> n = static coef
> L = load
> v = linear wheel speed
> so the equation is
> If v == 0
> Fm = - Sign(v) * s * Load
> else
> Fm = -Sign(v) * d * Load
> The difficulty is that you compute a MAXIMUM force that CAN'T reverse
> motion.
> And because of how i made the dynamic engine and collision detection
> and resolution , i cant compute the real force needed. I would need to
> resolve an equation in realtime for all the contacts ( 4 wheels in the
> easiest case ). However it's for a realtime game on PS2, so CPU is
> not infinite here ;o)
> I try with something proportional to wheel load anc wheel acceleration
> but it didn't seem to be good :o)
> Another solution should be to compute the amout of force to that would
> make the speed null but it's not right with 4 wheel acting on the car
> because each wheel act on the other wheel by the car chassis.
> So i heard about wheel spring to handle a car stoped on a banked
> surface. We resolve the problem for the longitudinal.
> But i still have problem with lateral force.
> So how i'm searching for archive about wheel spring...
> Anyway, this is how i understood it ;o) :
> At low speed, i need to simulate a wheel as spring.
> Spring forces are F = k .dl.
> So
> Can i use lateral wheel speed as delta length or do i need to store a
> wheel information when entering in low speed behaviour to compute
> the delta length ? What information i need ? wheel position doesn't
> seems good ;o)
> any help will ne apreciate for wheel spring or to compute effeciently
> the frictional force
> thanks in advance
> Sebastien TIXIER - Game Developer
> Dynamics and Car Physics
> http://www.eden-studios.fr
> GPLRank Normal:-44.24 Monster:-124.44