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Car Physics: Anti Roll bars

7 posts by 4 people · 20 Apr 2002 00:43 UTC - 25 Apr 2002 02:24 UTC

Colin Reed 20 Apr 2002 00:43 UTC#124547
Having just implemented ARBs I have now noticed that the lateral springyness (for want of a better word) has increased, I don't mean stiffness but the wobblyness that is observed when increasing the spring rate but not the damping rate. Is this correct? I am assuming that it is and therefore if ARBs are used and a loaded corner hits a bump, the reaction is greater than if not using ARBs, correct?. Regards, Colin
If you increase roll stiffness without increasing damping, then the wobblyness (if I understand your technical term correctly ;) should increase. And since ARB's increase roll stiffness without affecting vertical or pitch motions, the damping that feels correct over bumps, or during acceleration and braking, will no longer be adequate in roll. Also with regards to a loaded corner hitting a bump, yes the reaction is definitely greater when using ARB's, that is one of their drawbacks. So what you are observing sounds correct to me. "Colin Reed" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (13 lines)> Having just implemented ARBs I have now noticed that the lateral > springyness (for want of a better word) has increased, I don't mean > stiffness but the wobblyness that is observed when increasing the > spring rate but not the damping rate. > > Is this correct? > > I am assuming that it is and therefore if ARBs are used and a loaded > corner hits a bump, the reaction is greater than if not using ARBs, > correct?. > > Regards, > Colin
> And since ARB's increase roll stiffness without affecting > vertical or pitch motions, the damping that feels correct over bumps, or > during acceleration and braking, will no longer be adequate in roll. So what you're saying is that cars with ARBs will have their damping tweaked to account for this differing behaviour, yes? > Also with regards to a loaded corner hitting a bump, yes the reaction is > definitely greater when using ARB's, that is one of their drawbacks. So > what you are observing sounds correct to me. ;-) Good, it is working then .... On a completely different topic, does anyone have example figures for (Doug?) :- 1) Ball joint locations relative to hub centre. 2) Unequal double wishbone lengths (upper and lower). 3) Approx wishbone locations in relation to CG. 4) Suspension locations with relation to either upper or lower arms and the body. I have all the above coded but am not sure how to setup the wishbones properly, ie how much should the camber change with suspension deflection, how much KPI and caster is good/bad. Oh, and for anyone that is interested, I have switched over to MASSed wheels with tire spring modelled, it was a natural progression of the wishbone code that I was developing and I really wanted to be able to (fairly) accurately model open wheel cars (when they are upside down!), ie after flipping the car, I wanted the wheels to behave properly when hit from above (or below because the car is now upside down ;-)). Anyways, thanks in advance for any help with those suspension offsets ... Regards, Colin
"Colin Reed" <[email hidden]> wrote in message news:[email hidden]... > > And since ARB's increase roll stiffness without affecting > > vertical or pitch motions, the damping that feels correct overbumps, or > > during acceleration and braking, will no longer be adequate in roll. > > So what you're saying is that cars with ARBs will have their damping > tweaked to account for this differing behaviour, yes? From a practical standpoint I am not sure how this is done (i.e. specifically what percentage of critical damping is normal, and do you calculate it only in bump or also in roll), but I do believe that damping has to be a compromise between what is correct for bumps, what is correct for pitch motions, and what is correct for roll motions. I have noticed in sims that as I increase the size of the ARB's that the car definitely gets more lively in roll. I usually try to trim this out with rebound damping, and leave the bump damping alone. I believe that is what was recommended in RCVD. In GPL for example I typically set the bump damping according to the pitch behavior in braking and acceleration, and then set the rebound damping as necessary to control the rolling motions and the steer characteristics in transient conditions. While this feels very comfortable to me, I am not a particularly fast driver so I don't actually know if this is the best way to do it or not.
Quoted text (9 lines)> > Oh, and for anyone that is interested, I have switched over to MASSed > wheels with tire spring modelled, it was a natural progression of the > wishbone code that I was developing and I really wanted to be able to > (fairly) accurately model open wheel cars (when they are upside > down!), ie after flipping the car, I wanted the wheels to behave > properly when hit from above (or below because the car is now upside > down ;-)). >
Sounds really interesting. To me that is one of the coolest aspects of this newsgroup - seeing all these "do-it-yourself" projects taking shape. I haven't really gotten around to trying very many of them yet, but I still find it fascinating. Keep up the good work.
>On a completely different topic, does anyone have example figures for Try this analysis program, it has some geometries included: http://www.bevenyoung.com.au/suswin.htm It might be interesting to other sim writers too. The help file has some information on tire spring rates and so forth. >Oh, and for anyone that is interested, I have switched over to MASSed >wheels with tire spring modelled, Doh!! How'd ya do that? Grr...! lol Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com My little car sim screenshots: http://performancesimulations.com/scnshot4.htm
> Try this analysis program, it has some geometries included: > http://www.bevenyoung.com.au/suswin.htm > > It might be interesting to other sim writers too. The help file has some > information on tire spring rates and so forth. Thanks for the link, what an interesting program, I would really like to see the roll and bump settings as slider bars, that way you could see more of the dynamic effect, if you know what I mean. > Doh!! How'd ya do that? Grr...! lol ;-) Strings and mirrors, actually it is not 100% physically accurate and there are some extreme cases that are not handled properly (eg. spring rest lengths is longer that possible suspension extension), but it feels really right and having bump stops now is really cool ... Colin
Slow newsfeed, this just in today <grrr>. There are quite a few examples and simplified suspension calculation methods in our new book, description here: http://www.millikenresearch.com/olley.html Our initial intent was to present Olley's material as a text book and for use in checking detailed simulations. But I can see that many of the simplified methods (originally calculated with slide rule!) will also be good enough for most entertaiment simulators. Just think, you get a summary of Olley's life-work and four years of our work, for a mere US$ 79 <shameless plug!>. He ought to know how to calculate an independent suspension -- he was the one that brought it to mass production in the early 1930's. -- Doug Milliken On 19 Apr 2002, Colin Reed wrote: ......
Quoted text (12 lines)> On a completely different topic, does anyone have example figures for > (Doug?) :- > > 1) Ball joint locations relative to hub centre. > 2) Unequal double wishbone lengths (upper and lower). > 3) Approx wishbone locations in relation to CG. > 4) Suspension locations with relation to either upper or lower arms > and the body. > > I have all the above coded but am not sure how to setup the wishbones > properly, ie how much should the camber change with suspension > deflection, how much KPI and caster is good/bad.

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