rec.autos.simulators

Car Physics: When You Can't Help But Wander (Wonder?)

Asgeir Nesoe

Car Physics: When You Can't Help But Wander (Wonder?)

by Asgeir Nesoe » Thu, 30 Aug 2001 21:01:18

Gregor, the toe-in effect has an effect at the very initial part of turn-in.
It doesn't change the grip level, and certainly not what goes on when the
turn is being taken, only the feel of the very initial turning in. The
toe-in controls the aligning force, the force trying to force the front
wheels to go straight forward. Toe-out has little aligning force, so there
is less force trying to keep the car going straight, meaning that the car
feels lighter or eadier to turn.

The self alignment forces determine how the front wheels are perceived
through the wheel more than the actual grip available. So when you have a
race car with toe-out, the turning the wheel will feel light and weird, and
it feels like the car turns more easily. More easily in terms of how much
force you need to apply to the wheel, NOT how fast you can go through the
turn.

How to explain it from a contact patch point of view is quite difficult I
think. I have to give that some though. :-)

And it needs to be seen in relation to the toe-in of the rear tires. A car
with toe-in at the front and toe-out at the back will be very unstable, and
will turn easily... In fact it will be quite unstable.

I have been experimenting with my own car, and the difference between
toe-out and toe-in is striking. The wheel feels all different going from one
to the other.

---Asgeir---


> Hi all,

> in a time I should be doing completely different things, my mind can't
> help but wander back to car physics. Here's two questions that have been
> bugging me for a while.

> The first is the question of toe out/in at the front. It has often been
> said that a bit of toe-out at the front will destabilize the car,
> helping on turn in. I can't help but think that this should be exactly
> the opposite; when you turn in, the outside wheel begins to weigh up,
> meaning that you are making the tyre that points relatively more to the
> outside of the turn more ***, making the car turn in less. The way
> I see it, it is actually toe-in that should create better turn-in, as
> weighing the outside tyre which points more in the direction of the turn
> would in this case push the nose even further into it. Any ideas?

> The second question concerns oval stock car racing. There's always talk
> of inside and outside lines, and even real drivers don't take the
> outside-apex-outside line even when there is no cars on the inside. I'm
> not talking about restrictor plate races, as the cars don't even run at
> the limit there, but super speedways. In, say, Nascar 4, trying anything
> else than the geometrically ideal line will make you much slower. Is
> there generally more *** on the other lines that may make you almost
> equally fast in other lines as well, or am I missing something here?

> Enlighten me! :)

> -Gregor

Gunnar Horrigm

Car Physics: When You Can't Help But Wander (Wonder?)

by Gunnar Horrigm » Thu, 30 Aug 2001 23:23:27


> Hi!

> Indeed, but on the other hand it makes the outside wheel do less work
> than is necessary. If there is no weight transfer present (c.g. at the
> ground,

uh.  if you have cg at ground level, you'll still have
weight-transfer, no?

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                 "Det er nok ingen ovn, men fartsm?leren v?r."

Petri Blomqvis

Car Physics: When You Can't Help But Wander (Wonder?)

by Petri Blomqvis » Fri, 31 Aug 2001 01:01:35


Nope. Weight transfer is caused by the torque exerted on the car by the
wheels - or specifically, the components of the torque that attempt to make
the car dive or roll. If the CG is on the ground, those components are not
present - hence, no weight transfer. Of course, like Gregor said, it's
impossible for a car to have a CG on the ground or below it anyway.

Think about a car that, for the sake of argument, has its body (and
therefore its CG) below ground (no collision detection :-) In this case, the
car would actually behave more like a boat: it would lean into the curve,
and weight would be transferred to the inside wheels.

Petri Blomqvist

Olav K. Malm

Car Physics: When You Can't Help But Wander (Wonder?)

by Olav K. Malm » Fri, 31 Aug 2001 01:05:47




> > uh.  if you have cg at ground level, you'll still have
> > weight-transfer, no?

> Nope. Weight transfer is caused by the torque exerted on the car by the
> wheels - or specifically, the components of the torque that attempt to make
> the car dive or roll. If the CG is on the ground, those components are not
> present - hence, no weight transfer. Of course, like Gregor said, it's
> impossible for a car to have a CG on the ground or below it anyway.

> Think about a car that, for the sake of argument, has its body (and
> therefore its CG) below ground (no collision detection :-) In this case, the
> car would actually behave more like a boat: it would lean into the curve,
> and weight would be transferred to the inside wheels.

At least for small outboard boats. Taller boats will have the CG above
sea level and lean outwards when turning :)

--
Olav K. Malmin
remove .spam when replying

Petri Blomqvis

Car Physics: When You Can't Help But Wander (Wonder?)

by Petri Blomqvis » Fri, 31 Aug 2001 01:17:12



I just knew I shoulda been more specific. :-)

Petri Blomqvist

Gunnar Horrigm

Car Physics: When You Can't Help But Wander (Wonder?)

by Gunnar Horrigm » Fri, 31 Aug 2001 02:31:23




> > uh.  if you have cg at ground level, you'll still have
> > weight-transfer, no?

> Nope. Weight transfer is caused by the torque exerted on the car by the
> wheels - or specifically, the components of the torque that attempt to make
> the car dive or roll. If the CG is on the ground, those components are not
> present - hence, no weight transfer.

I was tricked by my own head.  I was thinking that if you introduce a
sentripetal force to turn the car, you also have a sentrifugal force,
which wouls cause weight transfer.  that whole "this is of course
impossible"-thing went flying over my head. :)

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                          DE RECTIS NON TOLERANDUM EST

Petri Blomqvis

Car Physics: When You Can't Help But Wander (Wonder?)

by Petri Blomqvis » Fri, 31 Aug 2001 03:12:13


Now what was that saying again..?

"Trick me once, shame on you, trick me twice, shame on me, trick myself
once, DOUBLE shame on me." :-)

Petri Blomqvist

Catisfi

Car Physics: When You Can't Help But Wander (Wonder?)

by Catisfi » Fri, 31 Aug 2001 03:28:47

I always thought the track curved upwards to the wall, like a horizontal
section of a cereal bowl. In this way, the roll angle of the car increases
as it moves higher (towards the wall). Thus, using the same tyres, a larger
horizontal force can be generated the higher up the track you go, meaning
the speed is higher. So you get the effect of a clock face: the tip of the
second hand goes further than the middle of it, but they both take the same
time to do a complete circle. So the tip must go at a faster speed.

This is what I always thought, which would explain why two lines are used
much more at a place like Bristol than a flatter oval like Michigan. Maybe I
just assumed this, coz I also thought that curving the surface upwards
towards the wall would slow the cars down a little bit more if they are out
of shape and heading to the wall.

Thom j

Car Physics: When You Can't Help But Wander (Wonder?)

by Thom j » Fri, 31 Aug 2001 03:37:07

Gee I thought it was "F" me once.. Ooops wrong newsgroup :)

| Now what was that saying again..?
|
| "Trick me once, shame on you, trick me twice, shame on me, trick myself
| once, DOUBLE shame on me." :-)
|
| Petri Blomqvist

| > I was tricked by my own head.

---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
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Ben Colema

Car Physics: When You Can't Help But Wander (Wonder?)

by Ben Colema » Fri, 31 Aug 2001 08:11:43


>Hi Ben,

>Ah, there's an interesting aspect I haven't thought about! Basically,
>the torque produced by the turned outside wheel is much different than
>for the inside. It's the same reason why sometimes turning into further
>the spin will save your car instead of opposite locking.

>If the track width is wide enough, and the c.g. low enough, this effect
>just might be more than the weight shifting one, and probably there
>exists a geometry setting where the ammount of toe-in and out  is
>actually irrelevant under some assumptions. I'll need a pen and paper
>from this point on, but thanks for the clue!

>Cheers,

>-Gregor

I think that the stabilising or destabilising effect of toe in/out is what I
would call an immediate effect - it occurs immediately on turning and is
probably rapidly overshadowed by the effects of weight transfer affecting
geometry etc., although still playing some role.  A similar effect is found
in (at least model) aeroplanes.  If both ailerons are deflected equal
amounts up and down, a yaw _away_ from the desired turn is initiated due to
the increased drag from a lifting surface.

Although the magnitude of the difference in longitudinal force is small, its
effect will be felt most while the car is unstable (changing accelerations?
as opposed to twitchy), such as immediately on turn in and at the limit.

The letter I quoted gave the examples of fiddle brakes, differential
steering and "active stability control systems" as practical examples of the
longitudinal forces exerting a moment on the vehicle.

One other point made by many contributors (it became quite a debate) was the
tuning of the geometry to give the desired toe in/out in a given situation -
ie the tuning of dynamic toe, as each situation (fast, slow, braking,
accelerating yadda yadda) calls for different amounts of toe in/out.  The
static toe in setting as found on most simulators would seem to be a gross
(if necessary) over-simplification once ackerman, bump steer, roll steer and
ride steer (? what's that?) are factored in, each able to alter the toe
in/out more than the static setting.  Perhaps this explains the success of
dramatic toe-out settings in some sims.

BTW this post is my musings only!

Ben

Andrew Hollo

Car Physics: When You Can't Help But Wander (Wonder?)

by Andrew Hollo » Fri, 31 Aug 2001 08:19:47

Not so, boats with a V section, such as most power boats, lean inwards
because of the yaw of the hull as they turn causing a low pressure under the
side of the V to the inside of the turn. This low pressure is caused by the
angle at the bottom of the V. The position of the CG, unless extreme, is a
minor force (whcich causes a moment!) compared to this hydrodynamic force.

Andrew.






> > > uh.  if you have cg at ground level, you'll still have
> > > weight-transfer, no?

> > Nope. Weight transfer is caused by the torque exerted on the car by the
> > wheels - or specifically, the components of the torque that attempt to
make
> > the car dive or roll. If the CG is on the ground, those components are
not
> > present - hence, no weight transfer. Of course, like Gregor said, it's
> > impossible for a car to have a CG on the ground or below it anyway.

> > Think about a car that, for the sake of argument, has its body (and
> > therefore its CG) below ground (no collision detection :-) In this case,
the
> > car would actually behave more like a boat: it would lean into the
curve,
> > and weight would be transferred to the inside wheels.

> At least for small outboard boats. Taller boats will have the CG above
> sea level and lean outwards when turning :)

> --
> Olav K. Malmin
> remove .spam when replying

Olav K. Malm

Car Physics: When You Can't Help But Wander (Wonder?)

by Olav K. Malm » Fri, 31 Aug 2001 17:17:01


> Not so, boats with a V section, such as most power boats, lean inwards
> because of the yaw of the hull as they turn causing a low pressure under the
> side of the V to the inside of the turn. This low pressure is caused by the
> angle at the bottom of the V. The position of the CG, unless extreme, is a
> minor force (whcich causes a moment!) compared to this hydrodynamic force.

LOL! You're right. How stupid of me to forget that :)

> Andrew.






> > > > uh.  if you have cg at ground level, you'll still have
> > > > weight-transfer, no?

> > > Nope. Weight transfer is caused by the torque exerted on the car by the
> > > wheels - or specifically, the components of the torque that attempt to
> make
> > > the car dive or roll. If the CG is on the ground, those components are
> not
> > > present - hence, no weight transfer. Of course, like Gregor said, it's
> > > impossible for a car to have a CG on the ground or below it anyway.

> > > Think about a car that, for the sake of argument, has its body (and
> > > therefore its CG) below ground (no collision detection :-) In this case,
> the
> > > car would actually behave more like a boat: it would lean into the
> curve,
> > > and weight would be transferred to the inside wheels.

> > At least for small outboard boats. Taller boats will have the CG above
> > sea level and lean outwards when turning :)

> > --
> > Olav K. Malmin
> > remove .spam when replying

--
Olav K. Malmin
remove .spam when replying
Ruud van Ga

Car Physics: When You Can't Help But Wander (Wonder?)

by Ruud van Ga » Fri, 31 Aug 2001 22:09:29

On Wed, 29 Aug 2001 23:19:47 GMT, "Andrew Hollom"


>Not so, boats with a V section, such as most power boats, lean inwards
>because of the yaw of the hull as they turn causing a low pressure under the
>side of the V to the inside of the turn. This low pressure is caused by the
>angle at the bottom of the V. The position of the CG, unless extreme, is a
>minor force (whcich causes a moment!) compared to this hydrodynamic force.

It's time you start on BoatSim 2001, Andrew!
Have often thought about a sail sim, but it would be too damn boring
on a computer (and it is). :) That's where a lot of senses are
neglected on a computer.

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

Doug Millike

Car Physics: When You Can't Help But Wander (Wonder?)

by Doug Millike » Wed, 05 Sep 2001 15:14:37

Ackermann doesn't do much until the wheels have been turned
quite a bit.  Initial toe settings probably swamp any Ackerman
correction until you are on a pretty tight and slow corner...


> Doug,

> In a word: Ackerman.

> --Steve



> > I've also wondered about the origins of this.  Maybe the toe-in thing
> > started back when most cars had flexible steering systems and lots of
> > steering compliance?  This makes a good brain twister-- which way will the
> > front wheels point, with compliant steering and with the influence of
> > trail, tire aligning torque, etc?  I have not worked through this
> myself...
> > and depending on the front end geometry the answer(s) might differ??

> > There is one car that I did a lot of development testing on.  It was
> > a pretty strange car (sorry, no details today...), but it responded
> > very well to toe-out for straight-running stability.

> > On oval lines, here are two things that make it different from typical
> road
> > race cornering.  Just food for thought, not meant to be a complete
> > list<grin>:

> >  - When does the banking start getting steep, relative to the turn?
> >    Little point in turning in until you get help (download) from the
> banking.

> >  - Since ovals are usually run in one gear, sometimes keeping a
> >    peaky motor up on the torque curve (by going around the outside
> >    on the high line) may be quicker for the whole lap.


> > > Hi all,

> > > in a time I should be doing completely different things, my mind can't
> > > help but wander back to car physics. Here's two questions that have been
> > > bugging me for a while.

> > > The first is the question of toe out/in at the front. It has often been
> > > said that a bit of toe-out at the front will destabilize the car,
> > > helping on turn in. I can't help but think that this should be exactly
> > > the opposite; when you turn in, the outside wheel begins to weigh up,
> > > meaning that you are making the tyre that points relatively more to the
> > > outside of the turn more ***, making the car turn in less. The way
> > > I see it, it is actually toe-in that should create better turn-in, as
> > > weighing the outside tyre which points more in the direction of the turn
> > > would in this case push the nose even further into it. Any ideas?

> > > The second question concerns oval stock car racing. There's always talk
> > > of inside and outside lines, and even real drivers don't take the
> > > outside-apex-outside line even when there is no cars on the inside. I'm
> > > not talking about restrictor plate races, as the cars don't even run at
> > > the limit there, but super speedways. In, say, Nascar 4, trying anything
> > > else than the geometrically ideal line will make you much slower. Is
> > > there generally more *** on the other lines that may make you almost
> > > equally fast in other lines as well, or am I missing something here?

> > > Enlighten me! :)

> > > -Gregor

Colin Re

Car Physics: When You Can't Help But Wander (Wonder?)

by Colin Re » Wed, 05 Sep 2001 19:43:16


> Ackermann doesn't do much until the wheels have been turned
> quite a bit.  Initial toe settings probably swamp any Ackerman
> correction until you are on a pretty tight and slow corner...

Awwww, I was going to be all flash and implement full steering
geometry adjustment but if it won't actually improve anything (unless
I'm going really slow, which I never do !?!?!) I don't think I'll
bother, apart from the fact that it is another cool feature to put in
the engine.

When I say 'fully implement', I'm talking about allowing adjustment of
the tie-rod / hub connection points in relation to the hub and the
position of the steering rack.

Would there be any other benefits from implementing all of this?

Colin


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