I've recently began writing a vehicle simulator, and I currently trying to
get to grips with engine/wheel stuff. I think I have a model which is
correct, but I just wanted to run it by you guys to see if I'm completely on
the wrong track. Here's the way I think things work, feel free to poke holes
in it :)
I have an engine which for a given RPM produces an amount of Torque Te (for
now I'm ignoring resistive/frictional forces). For a given gear, we can
calculate the torque on the axle Ta by:
Ta = Te*Rg*Rd
where Rg is the gear ratio and Rd is the differential ratio.
Now here's the bit I'm not convinced about. The torque on the axle(s) is
used to accelerate the rotation of the wheels, ie. from the torque, the
angular acceleration of each wheel can be calculated by
Aw = Ta / Iw
where Iw is the MOI for the wheel. This angular acceleration can then be
integrated to give a new angular velocity for the wheel.
Once we have an angular velocity for each wheel, the slip ratios can be
calculated. These can then be used to calculate a traction force using the
longitudinal version of the magic formula. This traction force (ignoring
friction limits) then accelerates the car forwards, as well as again
applying a torque to the wheel in the opposite direction (by Newton's 3rd
law).
OK, so thats what I think happens so far. The thing I'm not very clear on is
rolling resistance. In the litrature I've seen, rolling resistance is always
treated as a force which is applied to the vehicle as a whole. To my mind,
rolling resistance should be applied to the wheels' rotation, which would
indirectly cause the vehicle to slow down using the above. Am I right? and
if so how do I calculate rolling resistance. What I've read seems to be very
vague on this, and just says it's some constant multiplied by the velocity
of the vehicle. This seems like a cheap approximation to me ...
Any help appreciated ...
Cheers,
Mike.