rec.autos.simulators

Car physics; simple anti-lift/dive/rise/squat additions

Ruud van Ga

Car physics; simple anti-lift/dive/rise/squat additions

by Ruud van Ga » Thu, 30 May 2002 02:20:49


>> >Not sure what you mean with the yaw center, is this what I would call
>> >"bump steer"??

>> No; suppose you point the front suspension backwards towards the CG a
>> lot (when viewed from above). Wouldn't that give an instant center
>> that, when close to the CG (longitudinally), would give smaller yaw
>> moments, making the car harder to turn?

>> Just like if you point the suspension side view instant center close
>> to the CG (height-wise), the pitching becomes less.

>I still don't get it, the wheel moves basically up and down, so in top view
>there isn't much motion.  In other words, this is a rigid connection, there
>isn't any appreciable suspension in top view.

Consider:
http://www.racesimcentral.net/

You'd say when trying to generate lateral forces (turning), the yaw
moment of the car body is influenced in the above picture by the
suspension pointing too much towards the CG.
In the picture, you'd think the car would have trouble turning (lots
of jacking).

Could I assume that almost all cars will have the suspension point
these lateral/yaw forces to the line going through both wheel centers?

Hope the picture clarifies things a bit. :)

Ruud van Gaal
Free car sim: http://www.racesimcentral.net/
Pencil art  : http://www.racesimcentral.net/

Ruud van Ga

Car physics; simple anti-lift/dive/rise/squat additions

by Ruud van Ga » Thu, 30 May 2002 02:21:51


...
...

Thanks Todd. I've printed your post and reading it carefully with a
pencil nearby may give me a nice clue. ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Doug Millike

Car physics; simple anti-lift/dive/rise/squat additions

by Doug Millike » Thu, 30 May 2002 11:16:42

...

Snap out of it!  You've missed something important about resolution of
forces and moments...re-read my previous post.

With a suspension like shown, there will probably be some lateral force
compliance oversteer (toe out on the outside rear wheel), because the
frames will bend and let the wheel steer a little (unless the designer is
very clever).  So the wheel will move a little relative to the chassis when
the car is turning.  That's all.

J. Todd Wass

Car physics; simple anti-lift/dive/rise/squat additions

by J. Todd Wass » Thu, 30 May 2002 13:02:07

 Yes, there's one hidden in there somewhere :-P

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm

Ruud van Ga

Car physics; simple anti-lift/dive/rise/squat additions

by Ruud van Ga » Thu, 30 May 2002 23:15:24



>...
>> >I still don't get it, the wheel moves basically up and down, so in top view
>> >there isn't much motion.  In other words, this is a rigid connection, there
>> >isn't any appreciable suspension in top view.

>> Consider:
>> http://www.racer.nl/temp/yaw_center_example.jpg

>> You'd say when trying to generate lateral forces (turning), the yaw
>> moment of the car body is influenced in the above picture by the
>> suspension pointing too much towards the CG.
...
>Snap out of it!  You've missed something important about resolution of
>forces and moments...re-read my previous post.

Ok, *snapping*. :)
I'll reread your post and more about suspensions. One day I'll wake up
and say 'actually it's very simple' like all the things in my sim that
actually work. ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Doug Millike

Car physics; simple anti-lift/dive/rise/squat additions

by Doug Millike » Fri, 31 May 2002 05:47:26

Next time you are in the library, ask them to get you the book
by inter-library loan (ILL).  I know that there are copies in lots of
different libraries around the country, so the librarian should
be able to find a copy for you to look at.  ISBN is 1-56091-526-9

-- Doug


> Thanks for the reply Doug - I did try to convince our local library that
> RCVD would be a popular and entertaining book for all the family, but they
> were unimpressed with the asking price....... :0)



> > With my slow newsfeed, this might be old news already...

> > Inboard vs outboard brakes do make a difference in the pitch angle of the
> > chassis.  With outboard brakes, the caliper force is passed through the
> > suspension link(s) to the chassis.  With inboard brakes, the caliper is
> > tied directly to the chassis.  If you think about a simple trailing arm
> > (or leading arm) suspension with a short side-view swing-arm length, this
> > might be more obvious.   Look at the caliper reaction with outboard
> > and then with inboard brakes.

> > The caliper reaction forces are different from the forces coming from the
> > tire contact patches.

> > There is quite a bit on this in RCVD, and the way sims are going (more
> > detailed chassis models) I can see a bright future for sales of our books
> > <grin> to players that really want to understand the subtle effects of
> > car setup.

> > -- Doug Milliken
> >    www.millikenresearch.com




> > > > Another thing; when calculating anti-dive/squat, the pitch moment arm
> > > > changes depending on whether you use inboard or outboard brakes.
> > > > However, this doesn't count for rolling resistant forces, right? And
> > > > also not for engine braking torque, right?

> > > Ruud has now implemented this anti-* system in Racer and I've been
> trying to
> > > understand why it works like it does. There's a summary of how the
> anti-*
> > > systems affect pitch at
> > > http://www.racer.nl/reference/carphys.htm#suspanti_pitch but no real
> > > explanation...

> > > Why should inboard brakes (as opposed to outboard) alter the way a car
> > > pitches?

> > > Why should the wheel centres ever be used as one end of the "pitch
> moment
> > > arm", when it appears that the only forces entering the chassis are
> coming
> > > from the contact patches? (and as such can't be passing through the
> wheel
> > > centre if you assume non-zero lateral or longitudinal forces)

> > > What exactly does braking and driving mean in the "Direction" column of
> > > Ruud's table, and how would you treat braking whilst travelling in
> reverse?

> > > How come a car with no anti-* at all will pitch forward more under
> brakes
> > > than it will pitch backward under acceleration of the same magnitude?

> > > I hope I'm still on topic here, I'm trying to understand how real cars
> work
> > > so that I can tweak car suspension settings in a sim, but if anyone can
> > > throw me an URL or two where I can read up on this stuff a little then
> I'd
> > > be most grateful :0)

> > > Cheers
> > > Jim


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