>[snip]
>> So the final wheel acceleration force becomes (Fw-Fr).
>So, how do you calculate Fr ? I've got a force acting at the wheel by
>taking the torque from the engine and using the gearing and then
>dividing by the radius of the wheel. This force can be used to make
>the car accelerate forwards. But, the force in opposition to this
>that gets translated back to the engine... How do you calculate that ?
You don't accelerate the *car*, you accelerate the wheel with the
geared Te (Tw). Suppose you're in the air, you wouldn't want to
accelerate the car with Tw.
Just let the wheel spin, with all the attached inertia values, so
acc_wheel=Tw/total_inertia.
Then, the wheel starts to 'slip'; this will give reaction forces, see
sliptrac.crv from Racer for an example of a curve like that. What you
do is calculate a slip ratio; the ratio of the wheel speed vs. the
wheel speed if it was free rolling (the speed at which the suspension
moves in the world, so to say).
SR=V_wheel/V_free-1 (the -1 is to get it in a nice graph format) (or
V_free/V_wheel, and many other variations exist, but the principle is
the same).
At the start, you get SR going from 0 up to .1 for example. So the
wheel spins faster than the road going backwards underneath. The
*** tightens up, and you get a reaction force. That's from the
curve (sliptrac.crv) for example. Pacejka is another (better) way,
with lots of sin() and tan(), but keep it simple for now.
The reaction force is what DOES push your car forward, and this
automatically brings in wheel spin and such, how nice. :)
The reaction force also fights Tw, hence Fw-Fr.
So you get:
Te=...
Tw=Te*gearing
Fw=Tw/r
Fr=curve_value
acc_wheel=(Fw-Fr)/I (I=total inertia attached to wheel assembly,
going all the way back to the engine)
Right. The engine doesn't accelerate, but the car does (it gets pushed
100N)! Remember the wheel isrotating, so you just get a static speed.
At the very start, there is Te=100N, but Fr=0N still. Only until the
wheel starts rotating it begins to create reaction forces. Remember,
there's *** in those tires, and you can easily push it a little
around without immediately getting 100N back. It's more of a balancing
thing; engine starts pushing, wheel starts rotating and reacting.
Check out my sliptrac.crv if you don't have RCVD. That gives the
reaction force (normalized) in response to a slip ratio.
As for the normalization, this mean the graph maxes at 1.0; you do the
rest yourself by having a friction coefficient, for example 1.7 for an
F1 tire (may be higher even), and using the normal force, the weight
so to say. => Fr=frictionCoeff*normalForce*curveValue
Hope this make things clearer,
Ruud van Gaal, GPL Rank +53.25
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