rec.autos.simulators

Car Physics: camber thrust in sims and real life

Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Fri, 13 Sep 2002 03:08:48

I've been playing with the camber (and Pacejka coefficients) in Ruud's Racer
in an attempt to identify the bugs that are currently making the handling
"interesting"..... but I've kind of run out of real-life knowledge. Help!
:0)

How does camber thrust work? If I have a real life car with negative camber
on all 4 wheels ....... /----x----\ ....... and it's parked on a flat
surface, then it appears to me that the tyres shouldn't generate any lateral
force at all.

I've seen some posts where people talk about the "camber thrust on the left
tyres generating inward-pointing lateral forces that exactly counter the
lateral forces generated by the right hand tyres" but that doesn't make
sense.... if that *was* correct then a car with super grippy tyres on the
right and with super-slippy tyres on the left (eg. if the left tyres were
resting on a patch of ice on the road) would crab sideways when parked.....

So assuming there's no camber thrust when parked, is there also no camber
thrust when driving steadily in a straight line?

And as for cornering..... if I think about a car cornering steadily, then
the car is "leaning" on the outside tyres, which are generating a lateral
force to turn the car (yes, the inside wheels are too, but I'm just
considering the outsides at the moment). In this case I figure that camber
thrust will be generating centripetal lateral force, which "helps the car
turn". It's as if the camber thrust only appears when needed...... if you
lean on the outside tyres then they will push back at you, but if you don't
lean on them, they won't push (kinda like brakes..... max brake pedal when
parked on the flat gives zero braking torque, but max brake pedal at 100 mph
generates lots of brake torque...... so the brakes only generate as much
torque as is "needed").

Racer has a quirk whereby stationary cars with high negative camber can
scoot sideways across the tarmac..... it's as if the camber thrust is being
generated all the time, and not only when needed. (this would be like your
brakes *always* generating a braking torque so your car would reverse when
you brake when parked).

Can someone help? I'm not sure how much I'm getting right and how much is
complete rubbish :0)

Cheers
Jim

Jonny Hodgso

Car Physics: camber thrust in sims and real life

by Jonny Hodgso » Fri, 13 Sep 2002 05:43:35


> How does camber thrust work? If I have a real life car with negative camber
> on all 4 wheels ....... /----x----\ ....... and it's parked on a flat
> surface, then it appears to me that the tyres shouldn't generate any lateral
> force at all.

> I've seen some posts where people talk about the "camber thrust on the left
> tyres generating inward-pointing lateral forces that exactly counter the
> lateral forces generated by the right hand tyres" but that doesn't make
> sense.... if that *was* correct then a car with super grippy tyres on the
> right and with super-slippy tyres on the left (eg. if the left tyres were
> resting on a patch of ice on the road) would crab sideways when parked.....

> So assuming there's no camber thrust when parked, is there also no camber
> thrust when driving steadily in a straight line?

As I understand it, it would cause the tyres to behave as if slightly
conical - that would steer the contact patch into the direction of
camber, which if the tyre is rolling will then generate an effective
slip angle.  Yeah, that sounds plausible... ;-)

Hmm... I'd guess it's possibly load sensitive (a lightly-loaded tyre
will have a smaller contact patch, so less room for conicity and
slip angle to develop?) which again would seem to fit the real-world
evidence.

Must admit it's not something I've modelled, though, and my camber
adjustment on my model racers is limited to keeping the tyres
wearing flat :-)

Jonny

Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Fri, 13 Sep 2002 07:59:25


Sounds good to me. If that's the case then, we'd not get any camber thrust
when the car is parked (because the cone isn't rolling), so I can only
assume the magnitude of the thrust will increase as speed rises. Pacejka's
formulae don't accept speed as an input, so I guess this would have to be
something that Ruud would need to add in alongside the Pacejka....?

I also assume that the magnitude of the camber thrust force will increase
with tyre load, and hence when cornering the outside tyres will generate
more thrust than the inside tyres and so there'll be a net increase in grip
due to camber thrust? I wonder how camber thrust varies with camber angle.

Haqsa

Car Physics: camber thrust in sims and real life

by Haqsa » Fri, 13 Sep 2002 09:19:34

Camber thrust is a non-existant force, kind of like centrifugal force
and coriolis force.  It's the appearance of a force and it's a
measurement that you can make under a certain test setup, nothing more.
Basically camber thrust is derived by putting a tire on a rolls (tire
test dyno) and adding camber to it.  Of course, when you bend the tire
carcass sideways it puts a stress on it that results in a lateral force
acting on the wheel.  Since the tire is fixed on a test stand that force
also reacts on the contact patch.  But the important thing to understand
is that the force has been developed between the tire carcass and the
wheel, not at the contact patch.  The contact patch force is just a
reaction force.  Camber thrust does not magically add to the lateral
force that can be sustained at the contact patch.

Now take this and put it on a stationary car with assymetrical tires as
you described.  The tire carcasses will flex as necessary until they
reach an equilibrium, and then nothing further happens.

So why do racers use negative camber?  Imagine a tire with zero camber
going through a corner.  You put a lateral force on it, and the carcass
bends inward.  The outside sidewall gets pulled further under the wheel,
and the inside sidewall gets pulled inward so that it is no longer under
the wheel.  As a result the outside of the contact patch ends up with a
lot of pressure on it, and the inside ends up with very little.  This
results in less effective use of the contact patch and a drop in lateral
force capability.  Adding negative camber to the tire pulls the contact
patch back under the wheel and evens out the pressure, potentially
regaining the full use of the contact patch.

It just so happens that the force difference experienced by doing this
is close enough, within the large range of experimental error inherent
in tire testing, that it appears similar to the camber thrust
measurements made on a test stand.  Therefore people assume that they
are getting camber thrust and don't bother to look any deeper.  But
that's not really what it is.  And that's probably why the camber thrust
models used in most sims aren't very convincing.  I think you would
pretty much need an FEA model of the tire to get it right.


Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Fri, 13 Sep 2002 11:37:09

I have always believed that racing motorbikes corner almost totally due to
camber thrust. OK so they have tyres with rounded cross sections that make
camber thrust much more significant than you'd find with a car's tyres....
but the camber thrust still exists.... otherwise how are motorbikes
generating the centripetal force?


> Camber thrust is a non-existant force, kind of like centrifugal force
> and coriolis force.  It's the appearance of a force and it's a
> measurement that you can make under a certain test setup, nothing more.
> Basically camber thrust is derived by putting a tire on a rolls (tire
> test dyno) and adding camber to it.  Of course, when you bend the tire
> carcass sideways it puts a stress on it that results in a lateral force
> acting on the wheel.  Since the tire is fixed on a test stand that force
> also reacts on the contact patch.  But the important thing to understand
> is that the force has been developed between the tire carcass and the
> wheel, not at the contact patch.  The contact patch force is just a
> reaction force.  Camber thrust does not magically add to the lateral
> force that can be sustained at the contact patch.

> Now take this and put it on a stationary car with assymetrical tires as
> you described.  The tire carcasses will flex as necessary until they
> reach an equilibrium, and then nothing further happens.

> So why do racers use negative camber?  Imagine a tire with zero camber
> going through a corner.  You put a lateral force on it, and the carcass
> bends inward.  The outside sidewall gets pulled further under the wheel,
> and the inside sidewall gets pulled inward so that it is no longer under
> the wheel.  As a result the outside of the contact patch ends up with a
> lot of pressure on it, and the inside ends up with very little.  This
> results in less effective use of the contact patch and a drop in lateral
> force capability.  Adding negative camber to the tire pulls the contact
> patch back under the wheel and evens out the pressure, potentially
> regaining the full use of the contact patch.

> It just so happens that the force difference experienced by doing this
> is close enough, within the large range of experimental error inherent
> in tire testing, that it appears similar to the camber thrust
> measurements made on a test stand.  Therefore people assume that they
> are getting camber thrust and don't bother to look any deeper.  But
> that's not really what it is.  And that's probably why the camber thrust
> models used in most sims aren't very convincing.  I think you would
> pretty much need an FEA model of the tire to get it right.



> > How does camber thrust work?

Uwe Schuerkam

Car Physics: camber thrust in sims and real life

by Uwe Schuerkam » Fri, 13 Sep 2002 16:01:21


> I have always believed that racing motorbikes corner almost totally due to
> camber thrust. OK so they have tyres with rounded cross sections that make
> camber thrust much more significant than you'd find with a car's tyres....
> but the camber thrust still exists.... otherwise how are motorbikes
> generating the centripetal force?

In the light of losing my hard earned degree in physics here,
just call me "Rehoov" for now. ;-)

I thought motorcycles corner because when you try to "tip" the
cycle onto its side while going straight, you exert a torque /
angular momentum force (damn, what's the english term for that?
"Drehmoment" in German) on the rotating wheels.

As the resulting force is actually the cross product of the two
force vectors the resulting force acting on the cycle makes it
turn and not just fall over.

All of this might be massively wrong, but that's the process
generating the "original" force.

Cheers,

rehoov.

--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Doug Millike

Car Physics: camber thrust in sims and real life

by Doug Millike » Fri, 13 Sep 2002 20:53:46

If a "perfect" tire is forced to roll straight along a road with no steer
angle (and thus no slip angle), then there is no side force.  If the wheel
is then leaned to one side (inclination in tire axis system) a lateral
force is produced.  Or, if the path is not constrained to be straight, then
the tire will roll off at an angle.  If the tire is then halted, the
lateral force will remain unless the tire if free to move sideways
a small amount (relax the stress in sidewalls).

See tire chapter in RCVD for lots more detail.  Also, I think there is
more in Tony Foale's new book on motorcycle dynamics (recommended!)

-- Doug Milliken (on holiday with poor email connections)
   www.millikenresearch.com


> Camber thrust is a non-existant force, kind of like centrifugal force
> and coriolis force.  It's the appearance of a force and it's a
> measurement that you can make under a certain test setup, nothing more.
> Basically camber thrust is derived by putting a tire on a rolls (tire
> test dyno) and adding camber to it.  Of course, when you bend the tire
> carcass sideways it puts a stress on it that results in a lateral force
> acting on the wheel.  Since the tire is fixed on a test stand that force
> also reacts on the contact patch.  But the important thing to understand
> is that the force has been developed between the tire carcass and the
> wheel, not at the contact patch.  The contact patch force is just a
> reaction force.  Camber thrust does not magically add to the lateral
> force that can be sustained at the contact patch.

> Now take this and put it on a stationary car with assymetrical tires as
> you described.  The tire carcasses will flex as necessary until they
> reach an equilibrium, and then nothing further happens.

> So why do racers use negative camber?  Imagine a tire with zero camber
> going through a corner.  You put a lateral force on it, and the carcass
> bends inward.  The outside sidewall gets pulled further under the wheel,
> and the inside sidewall gets pulled inward so that it is no longer under
> the wheel.  As a result the outside of the contact patch ends up with a
> lot of pressure on it, and the inside ends up with very little.  This
> results in less effective use of the contact patch and a drop in lateral
> force capability.  Adding negative camber to the tire pulls the contact
> patch back under the wheel and evens out the pressure, potentially
> regaining the full use of the contact patch.

> It just so happens that the force difference experienced by doing this
> is close enough, within the large range of experimental error inherent
> in tire testing, that it appears similar to the camber thrust
> measurements made on a test stand.  Therefore people assume that they
> are getting camber thrust and don't bother to look any deeper.  But
> that's not really what it is.  And that's probably why the camber thrust
> models used in most sims aren't very convincing.  I think you would
> pretty much need an FEA model of the tire to get it right.



> > How does camber thrust work?

Ruud van Ga

Car Physics: camber thrust in sims and real life

by Ruud van Ga » Fri, 13 Sep 2002 21:53:08

On Thu, 12 Sep 2002 03:37:09 +0100, "Jim Seamus"


>I have always believed that racing motorbikes corner almost totally due to
>camber thrust. OK so they have tyres with rounded cross sections that make
>camber thrust much more significant than you'd find with a car's tyres....
>but the camber thrust still exists.... otherwise how are motorbikes
>generating the centripetal force?

As Haqsau said, camber thrust doesn't exist in itself. It's a name for
an effect.
In the same way, you have d'Alembert forces; the reverse of the
acceleration of a body (F=m*a, so you could see acceleration as a
force; is useful for free-body diagrams it seems).

I regard camber thrust as follows: say you have a car with cambered
wheels only on the right side. It's driving forward.
Now it tends to turn right (or left, depending on the direction of
camber). Imagine a kart that just doesn't want to turn in. This often
is just a result of one side being so much off-camber. If it doesn't
want to turn left, it probably wants to turn right twice as good.

So you're driving forward, the cambered wheels pull the car to a side
(just like indeed a conically shaped object would).
That force is the camber thrust.

In Pacejka, it's added into the calculations next to pure slip angle.
Problem with Pacejka that it indeed doesn't have speed as an input,
which is just plain wrong at low speed. Therefore, at low speed you
can use relaxation lengths (which are physically very correct, as they
give you a spring effect).
In Pacejka, with camber at speed=0, you STILL get a force, much like
there is a Sv and Sh variable which directly shifts (hence the 'S')
the graph. So at 0 slip angle you'd still get a force (normally used
for conical effects and the other one, which I forgot, lol).
At low speed, what you should probably do is cut out camber effects
and any Sv/Sh movements. Well, what *I* should do. ;-)

Racer's Pacejka graphs seemingly currently all go through the origin
nicely, otherwise (if Sh!=0 or Sv!=0) you'd have seen this a long time
ago (Ashley mentioned this a year or so ago while playing with Pacejka
curves).

Now this doesn't mean the *force* should end up at 0. As a car
standing sideways on a hill must still have lateral force buildup,
otherwise it would slide slowly downwards, since the gravity force
pulls the car down the slope, and the lateral tire forces must fight
that.
But that should be doable with just the relaxation slip angle, which
should reach an equilibrium.

You could see Pacejka's lateral force as:
Fy=f(slipAngle+slipAngleEffective)

where slipAngleEffective=camber*magicFactor to see the effect of
camber as some sort of slip angle (though it isn't).
But slipAngle is relaxed (in beta6) while camber isn't. To avoid
having to do both (and get a mess) it's easier to throw out camber at
low speed, where you'll hardly notice it anyway). And keep the car
sideways on the hill using a tricky slipAngle equilibrium.

You'll quickly be able to test if that works in beta6. :)

Hope this clarifies instead of mystifies. ;-)

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

jonas echterho

Car Physics: camber thrust in sims and real life

by jonas echterho » Sat, 14 Sep 2002 05:53:49

nice - I also just came to this group wanting to post a question on
camber thrust. I have recently added Anti-Roll bars to my simulation.
When playing around with the new car setups, I noticed there wasn't
really any noticable difference in cornering with or without ARBs.
Sure, the cars don't lean into the curves as before, but they seem to
take corners just as good (or bad) as before. So i went to think what
difference less roll would have in real life. The conclusion i came to
was that it would have to do with camber thrust (which i currently
ignore in my engine). if cars lean outward in curves, camber thrust
would generate a lateral force "pulling" the car out of the curve.
Is this correct? or might this rather be the effect that Haqsau
mentioned in this thread (that tires have less grip when tilted, due
to a smaller contact patch). Or is the idea behind Anti-Roll something
entierly different?

Thanks for any suggestions,
jonas


> I've been playing with the camber (and Pacejka coefficients) in Ruud's Racer
> in an attempt to identify the bugs that are currently making the handling
> "interesting"..... but I've kind of run out of real-life knowledge. Help!
> :0)

> How does camber thrust work? If I have a real life car with negative camber
> on all 4 wheels ....... /----x----\ ....... and it's parked on a flat
> surface, then it appears to me that the tyres shouldn't generate any lateral
> force at all.

Haqsa

Car Physics: camber thrust in sims and real life

by Haqsa » Sat, 14 Sep 2002 09:10:00

This might just be semantics, i.e. maybe I am not interpreting you
correctly, but no, they corner due to traction, just like any other
wheeled vehicle.  Leaning the bike causes the front wheel to start to
turn in due to caster, and initially camber thrust, or rather sidewall
distortion, helps the motorcycle change direction and develop a lateral
force, but the lateral force still has to be supported by the contact
patch, which is friction, or as us old fart engineers prefer to call it,
traction.


Haqsa

Car Physics: camber thrust in sims and real life

by Haqsa » Sat, 14 Sep 2002 09:40:45

Just to clarify since I probably didn't explain it very well, what I was
trying to point out was that the phenomenon that is normally referred to
as camber thrust is a force developed by elastic tire carcass distortion
as it is rolled through the contact patch.  This happens because, and
only when, the tire is constrained to roll under the cambered wheel,
rather than assume its natural shape.  You don't get camber thrust out
of a stationary tire unless you constrain it to act that way.  Grab a
bike tire and lean it over - you can stick your hand under the rim and
support it totally with a vertical force, it doesn't push sideways
unless you support it from the side.  And similarly you won't get it
when rolling a cambered tire if the tire is not constrained in some way.
The tire rolling at an angle when not constrained is due to it
distorting into a conical shape in the contact patch, not due to camber
thrust.  I know this sounds nitpicky, but I feel like I hear the term
misused a lot and that's why I am trying to define it a little more
precisely.  But mostly I wanted to point out that camber thrust does not
add to an existing cornering force, because it is a force in the
sidewall, not in the contact patch.  Cambering a tire does affect the
contact patch and consequently cornering force, but for a different
reason, and that is important to know for anyone trying to set up a car
or trying to write a simulation.

Regards,
Hal Raymond
DaimlerChrysler Corporation

<still waiting for somebody to try an FEA tire model in a sim>


Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Sat, 14 Sep 2002 11:12:35

As I understand it, when you stiffen the front ARB and corner hard left, the
body rolls to the right and this roll is resisted by the springs and ARBs.
If the front ARB is stiffer than the rear one then there will be more
lateral weight transfer at the front than at the rear of the car (because
the car is rolling, say, 4 degrees, and that 4 degrees then twists the front
and rear ARBs by approximately the same amount, and the front one is stiffer
so the force required to twist it that amount is higher than for the rear
bar).

So stiffen the front ARB and you get the same overall lateral weight
transfer as before but you get more weight on the outside front and less on
the outside rear (and less on the inside front). [1]

Tyre load sensitivity does the rest.... that's the thing whereby doubling
the load on a tyre doesn't double the max force that the tyre can generate -
instead, the max force increases by less than a factor of 2. So to optimise
grip you want equal weights per wheel. So stiffer ARBs mean more weight
transfer at the front and so the load sensitivity reduces relative front
grip. And you get understeer.

Don't take this as gospel because I'm not 100% sure about this.

Jim

[1] According to GPL Foolishness the weight on the inside rear is
unchanged - can anyone tell me why??


> nice - I also just came to this group wanting to post a question on
> camber thrust. I have recently added Anti-Roll bars to my simulation.
> When playing around with the new car setups, I noticed there wasn't
> really any noticable difference in cornering with or without ARBs.
> Sure, the cars don't lean into the curves as before, but they seem to
> take corners just as good (or bad) as before. So i went to think what
> difference less roll would have in real life. The conclusion i came to
> was that it would have to do with camber thrust (which i currently
> ignore in my engine). if cars lean outward in curves, camber thrust
> would generate a lateral force "pulling" the car out of the curve.
> Is this correct? or might this rather be the effect that Haqsau
> mentioned in this thread (that tires have less grip when tilted, due
> to a smaller contact patch). Or is the idea behind Anti-Roll something
> entierly different?

> Thanks for any suggestions,
> jonas




- Show quoted text -

Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Sat, 14 Sep 2002 11:38:49

Um..... yes ok everything tyre-related works due to traction. I think we're
going to need to break it down and get a little more detail in there in
order to simulate things though....?


> This might just be semantics, i.e. maybe I am not interpreting you
> correctly, but no, they corner due to traction, just like any other
> wheeled vehicle.  Leaning the bike causes the front wheel to start to
> turn in due to caster, and initially camber thrust, or rather sidewall
> distortion, helps the motorcycle change direction and develop a lateral
> force, but the lateral force still has to be supported by the contact
> patch, which is friction, or as us old fart engineers prefer to call it,
> traction.



> > I have always believed that racing motorbikes corner almost totally
> due to
> > camber thrust. OK so they have tyres with rounded cross sections that
> make
> > camber thrust much more significant than you'd find with a car's
> tyres....
> > but the camber thrust still exists.... otherwise how are motorbikes
> > generating the centripetal force?

Jim Seamu

Car Physics: camber thrust in sims and real life

by Jim Seamu » Sat, 14 Sep 2002 11:40:12


Ooh yeah the gyroscopic effect..... precession is it?

Haqsa

Car Physics: camber thrust in sims and real life

by Haqsa » Sat, 14 Sep 2002 12:05:09

As I said, this is probably just semantics.  You said "racing motorbikes
corner almost totally due to camber thrust" and I took that to mean that
you thought that they were using camber thrust to generate the entire
cornering force, which is not true.  In a sense though it is camber
thrust which is transmitting the contact patch force (traction) to the
wheel, but that's a little different.  And again, due to the way tires
are constrained when testing camber thrust the measurements would
correspond to some degree.  But it's not quite the same thing - camber
thrust is a measurement of the response to leaning a tire over, whereas
in cornering on a bike you are applying a force to it.  In the latter
case you would get carcass distortion and lateral thrust even if the
tire were vertical (although not for long :>).  I'm just trying to get
people past the point of thinking of camber thrust as a force which acts
on the tire - it is not, it is a force developed within the tire.  And I
had hoped that that would clear up some of the confusion about what
camber thrust does and does not do in a sim.



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