rec.autos.simulators

Car Physics: getting controlled oversteer

mjessick-Motorsim

Car Physics: getting controlled oversteer

by mjessick-Motorsim » Wed, 05 Sep 2001 03:24:28

An err, ah, hmm, a, I mean a friend of mine says ;)
to be very respectful of the wheel hop mode.
The masses and stiffnesses, etc., in race cars are such
that if you let it get numerically unstable it can
actually bounce the car completely off the ground.

This err, a, friend of mine, had a wheel hop
instability last week due to high frequency being fed
in from the engine rev limiting that had some very
annoying results.

These spring - mass - damper suspension systems are
basically second order low pass filters. They have a
resonance frequency and an amplification ratio
that depends on the undamped natural frequency
(spring stiffnesses) and the damping ratio.

The higher the input frequency is above
the filters cut off frequency, the more attenuation
there is. (The disturbing input signal is filtered out.)
The higher frequency inputs are attenuated in the
high frequency modes as well as the low frequency
modes because the cutoff frequency is much closer to
the input frequency.

If you allow a significant amount of power to enter them
in the frequency range where they resonate,
Bad Things Can Happen.

If you put in a wheel hop mode, also be very careful
about differentiating positions to get velocities.
For example:

     suspensionRate =
        (suspensionPos - previousSuspensionPos)/deltaTime;

is very dangerous.

This differentiator is also a digital filter and it
has the frequency response of _amplifying_
high frequency inputs rather than attenuating them.

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Ruud van Ga

Car Physics: getting controlled oversteer

by Ruud van Ga » Wed, 05 Sep 2001 05:10:46

On Sun, 02 Sep 2001 19:16:26 +0200, Gregor Veble



>>> then I'd use more than 30 to 100 times the *** frequency.

>> Geez, a lot. But thanks.

>Matthew just might be on the safe side with the above estimate :). From
>what I've seen, in oscillatory systems the stability is reached much
>sooner (say, 15-20 times the frequency), but if you want more accuracy,
>the above is probably to be used. Also, whether you are using a leapfrog
>or any other scheme for Euler might alter this stability number as well.
>But, in our sims, I don't think large accuracy is strictly necessary as
>we are dealing with mostly well damped modes here that just need to be
>surpressed and we are not looking at their actual effects as much.

Right, if it doesn't explode the function, it's ok enough for me. ;-)

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

Ruud van Ga

Car Physics: getting controlled oversteer

by Ruud van Ga » Wed, 05 Sep 2001 05:13:59

On Mon, 03 Sep 2001 18:24:28 GMT, mjessick-Motorsims


>An err, ah, hmm, a, I mean a friend of mine says ;)
>to be very respectful of the wheel hop mode.
>The masses and stiffnesses, etc., in race cars are such
>that if you let it get numerically unstable it can
>actually bounce the car completely off the ground.

Hey, what a recognizable thing. :)
The karts and F1 cars had/have this when the frequency is too low.
Even the normal cars when I give the suspension not enough room.

I think I use that for the dampers. Should I try to use the math (I
mean a derivative) more directly instead of this empirical way of
determining suspension velocity?

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

Ruud van Ga

Car Physics: getting controlled oversteer

by Ruud van Ga » Wed, 05 Sep 2001 05:22:09



Yes, after the peak steering angle, the steering gets worse and you
get understeer.
I think without my wheel AND force feedback I can tell quite little
about the real behavior that I see. However, as for analogue input; I
use the mouse a lot. Takes some getting used to but it gives you
analog throttle/brake (vertical) and steering. Not too bad.

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

jonas echterhof

Car Physics: getting controlled oversteer

by jonas echterhof » Wed, 05 Sep 2001 06:52:35



> You might try programming an automatic countersteer,
> just to see whether you could recover if you were
> impossibly fast.
> I doubt that it really is "impossible" to recover,
> but you may well need to be overly fast in reacting.

ok, as i meantioned in another post, i get better results by using a
steering wheel, and i just tried adjusting the pacejka curve to a
"flat" one (no loose of grip beyound optimal slip) to make things
easier.
it is possible to counter in oversteer situations (easier now with the
modified pacekja curves), but not to recover to stability. even in a
situation where a turn leads to a small drift of the rear, which
normaly should be corrected by a small quick countersteer, the
countersteering will lead to more oversteer into the other direction,
requiring more countersteer, and after three turns of teh steering
wheel, the car is completely out of control.

jonas

jonas echterhof

Car Physics: getting controlled oversteer

by jonas echterhof » Wed, 05 Sep 2001 06:54:44

uugh. i never got used to that setup. but i got my pedals to work now.
i'm using a borrowed PSX wheel via PSX<->USB adapter, and i didn't know
it had to be set up to use the pedals. should get a real USB wheel some
day.

jonas

J. Todd Wass

Car Physics: getting controlled oversteer

by J. Todd Wass » Wed, 05 Sep 2001 11:59:16

  Hmm...  A friend of mine and I did exactly that for real at about 120 mph in
his '71 Firebird....  Maybe you've got it right after all?  It should be
difficult to recover, probably?
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

J. Todd Wass

Car Physics: getting controlled oversteer

by J. Todd Wass » Wed, 05 Sep 2001 12:01:38

  Ruud, why not use vectors to calculate the relative velocity between the
suspension mount and the appropriate ground triangle along the "suspension
axis" instead?
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

jonas echterhof

Car Physics: getting controlled oversteer

by jonas echterhof » Wed, 05 Sep 2001 17:47:43

sure this can happen in real life - i remeber once almost loosing
control over an old VW Polo at about 40 mph this way - but it shouldn't
be impossible to recover. at the moment, in my sim unless i drive real
slow i never get past the first curve.

jonas

mjessick-Motorsim

Car Physics: getting controlled oversteer

by mjessick-Motorsim » Thu, 06 Sep 2001 01:33:35


>>If you put in a wheel hop mode, also be very careful
>>about differentiating positions to get velocities.
>>For example:

>>    suspensionRate =
>>        (suspensionPos - previousSuspensionPos)/deltaTime;

>>is very dangerous.

> I think I use that for the dampers. Should I try to use the math (I
> mean a derivative) more directly instead of this empirical way of
> determining suspension velocity?

It could allow a major frame rate improvement, because
getting rid of the high frequencies could make the overall
integration much more stable.

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Jonny Hodgso

Car Physics: getting controlled oversteer

by Jonny Hodgso » Thu, 06 Sep 2001 02:12:10


Once again, what's your weight distribution and how do the front and
rear tyres compare?  Ultimately, handling is *all* about the tyres.

Jonny

jonas echterhof

Car Physics: getting controlled oversteer

by jonas echterhof » Thu, 06 Sep 2001 03:16:48

weight distribution is about 55/45 to the front (i got that from actual
car specs). front and rear tyres are equal.

jonas

mjessick-Motorsim

Car Physics: getting controlled oversteer

by mjessick-Motorsim » Thu, 06 Sep 2001 03:57:30

I left out a word ;)


> The higher the input frequency is above
> the filters cut off frequency, the more attenuation
> there is. (The disturbing input signal is filtered out.)
> The higher frequency inputs are

NOT

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Jonny Hodgso

Car Physics: getting controlled oversteer

by Jonny Hodgso » Thu, 06 Sep 2001 04:59:18


In that case, the car's going to be an understeerer (certainly in the
linear region) if you ignore tractive forces... which is not the
problem!

Probably is fairly representative, then, although I'd guess that major
unknowns are things like roll centres and camber gradients; damping
(it's often not really linear); and diff; though I'm not sure how much
difference these would make.

Jonny

Sebastien Tixie

Car Physics: getting controlled oversteer

by Sebastien Tixie » Thu, 06 Sep 2001 15:37:46

hi,

1) we know that even if there is no spring/dampers and tires made of steel,
there is always weight transfert and a load on the tires. So using
spring/tire rate to compute load is not so good.

I didn't know if my model is scientificly true but IMHO it's quite real.

  load = spring_damper_force + vertical_acelleration_at_the_wheel *
weight_purcentage_at_this_wheel. * car_weight;
 load *= ( tire_touch_the_ground == TRUE );

the touchy things is to compute the acceleration at the wheel from body
linera and angular speed and acceleration, but it's easly found on any
physics/mecanics science web site.

1)when the tire don't touch the ground, load is null.
2)in normal condition, the load is spring/dampers force.
3)when the spring/dampers are compressed at the maxium, whe have
spring_force at its maximum, damper_force at zero, and the acceleration of
the car_body is directly transmit to the tire.

Maybe it's not true but it's work well when the car have fast diving/rolling
.

I didn't really understand if when you talk about tire rate you talk about
the spring effect of the tire or the spring's rate of the car or the all
suspension forces : spring + dampers ?

king regards,
--
Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
GPLRank Normal:-42.98 Monster:-117.44


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