Ruud,
Thanks so much for your response. your Racer is a great inspiration!
While I have no problem with programming or vector/3d math, I'm a bit of
a newbie to *** physics. Unfortunately, your reply went right over
my head. :-(
I've had no problem with getting my physics working up to this point
(lots of good tutorials), but the tire model and how to apply Pacejka's
algorithims has baffled me.
I have no idea how to apply the three algorithims found at the bottom of
part 25 (http://www.racesimcentral.net/) to a programmatical tire
model.
For example, in the equation
rho = + sqrt( squ(s) + squ(a) ), what is the rho that is being
calculated? I'm assuming s is the output from the longitudinal Pacejka
algorithim and a = the lateral, but I have no idea what the output means
or how to use the second twoalgorithims.
Using these queries, how do I figure out (given the information I have
about a tire..dimensions, load, torque, etc...) if a given tire is
locked, skidding, or what rate it is rotating at?
If these questions are too dumb, is there somewhere simpler to start for
a tire model, or a good example of how Pacejka's algorithims can be used
in a real program? I'm just not able to connect the material I've found
on it to what I need to be doing. :-( While there are lots of other
good physics tutorials for toher parts of car related motion, I'm lost
on the Pacejka stuff.
Any help you can lend is deeply appreciated!
Aaron
: It looks like a friction circle cutoff. You take the original Pacejka
: results, but as (when combined) they can exceed the maximum friction
: force (mu*F_load) they are 'contained'.
: Didn't read the complete article, but s and a are probably normalized
: (otherwise the sqrt() wouldn't work as you'd have an ellipse). Then
: you look at the contribution of s versus total slip and a versus total
: slip. Say, if s=0.5, a=0.25, then 's' contributes more to the force
: than 'a' does.
: This is expressed in the formulae of the new Fx and Fy, where the
: contributions of s and a are done mathematically.
: Note the vector (s,a) that moves within a circle with radius 1 and
: note that s/rho and a/rho look like cosines/sines.
: It may be a bit more deep, as the way I put it above looks like you
: could do something like:
: v2d = (Fx,Fy) // Fx, Fy original Pacejka outcome
: maxForce=mu*F_load;
: if(v2d.length()>maxForce)
: {
: v2d=maxForce*Normalize(v2d);
: }
: Fx'=v2d.x;
: Fy'=v2d.y;
: (capping the force vector at the friction circle with radius
: mu*F_load).
: Ruud van Gaal
: Free car sim: http://www.racesimcentral.net/
: Pencil art : http://www.racesimcentral.net/
--
"You're the worst thing to happen to musicals since Andrew Lloyd Webber!"
- Stewie from The Family Guy