Hi Ruud!
I see the stuff you are showing is already a part solution to the problem
I gave in the other post for the reader ;). Indeed one car reproduce the
axis A and the direction of travel of the contact patch (P, I believe I
put it) from the instant axis. The only problem I see so far is that
instant axis itself is defined by 5 parameters, while the vectors A and P
share 6 components between them. As far as I can see the instant axis
description cannot produce a component for the direction of travel that
points in the direction of the axis of rotation (you cannot rotate the
wheel around the direction of travel).
What you basically need to do after you get the direction of travel of the
contact patch is to find the componets of the force in the direction of
the travel (just F_p=((F.P)/(P.P))*P even if P isn't normalized and . is a
dot product) and perpendicular to it (F_r=F-F_p). You apply the
perpendicular force directly to the car body (as it goes directly throu
suspension linkage), while the other one you apply to the wheel to make it
travel (but you can usually add it to the body with little ill effect
directly, depends on how you are doing it so far).
You bring a good point there about the point of application of
the force; this is the pitfall I mentioned when talking about
implementations of 'proper' suspensions. You must find the direction of
travel (P only, as A remains the same) for all the points at whcih various
forces operate, and add them together via procedure described
before. If you know P(r) and A(r) at some point, then you get something
like (signs not guaranteed)
P(r')=P(r')+A(r)x(r'-r)
Either that, or you may completely equivalently calculate the
total force vector F and torque vector T acting on the wheel, and then the
effective force which causes the suspension travel becomes something like
(exercise again left to the reader, including discovering all mistakes in
the formula ;) )
F_eff=F.P+M.A,
where F_eff is of course a scalar. What is interesting
to note is that even pure torques may cause suspension travel if the
suspension rotates in the proper direction (the torque M and the axis A
coincide).
-Gregor
> Hey Gregor,
> Thanks for the info on the wheel travel representation; I guess matrix
> A (the rotation of the wheel as a function of wheel travel
> (generalized coordinate s)) can be calculated from the IC.
> When I look at the future, I might have people just enter the rods and
> out would come an IC and 'A'.
> For now though, I was wondering how to apply the forces & moments that
> result from the IC's not being exactly on the lines through the
> contact patches. It seems for acceleration, you have a different point
> of force application as compared to braking (since for braking you
> need to know whether you have inboard or outboard braking; this
> changes the attack point or contact point).
> I had read an old mail by Dave (thanks Dave for the explanation)
> stating indeed something about a plane through both IC's and the
> contact point (which, I believe, changes whether you're talking about
> braking or accelerating forces, or torques rather).
> I'm not simulating the actual rods, since I want to keep things a bit
> more simplistic and less CPU-costly. But I do want anti-* behavior, or
> at least be able to identify all the moments that result from the
> suspension geometry. I believe the IC's are then all I would really
> need (no need for rollcenters).
> I hope I understood Dave correctly, and drew a little picture of an
> anti-dive suspension at:
> http://www.racer.nl/temp/suspforce.jpg
> If I understand things correctly, I could do:
> - Let p=CP-IC (a line vector describe the plane in 2D from the side).
> CP=contact point btw.
> - Normalize p (for a dot product/projection later on)
> - Calculate Fx (longitudinal)
> - Calculate the force that causes/is anti-dive by v=Fx dot p.
> I'm not sure though how to exactly apply 'v' to the body or wheel:
> does it generate a moment around the IC or around the body's CG? In
> other words: I want to apply the anti-dive force (v) to the body. The
> body ofcourse revolves around its CG, but do I then apply v having an
> arm of CP.x-IC.x or CG.x-IC.x (SAE coordinates; x = longitudinal)?
> And yes, I know I should have taken a subclass in physics at
> University. ;-)
> Thanks,
> Ruud van Gaal
> Free car sim: http://www.racer.nl/
> Pencil art : http://www.marketgraph.nl/gallery/