Camber, it is such an interesting term, thrown about in conversation
willy nilly but what EXACTLY is it a product of?
For example, if you have an SLA setup with the upper and lower arms
actually the same length and the vertical distance between the inner
and outer ball-joints the same. This will give a KPI of 0 degrees and
assuming that the inner ball-joints are fixed at the same X offset
from the CG (assuming that +Z points to the front of the car) this
will give you 0 degrees camber.
If we then wanted to add some camber we would either have to change
the length of one of the arms or change the vertical distance between
either the inner or outer ball-joints. Right?
Take another example, if you had a more traditional SLA setup, long
lower arm, short upper arm, upper arm has a larger X offset from CG,
and about 5 degrees of KPI. Surely the camber for this system could
possibly be different for when the tires are touching the ground as
when the car is up on jacks? Also, wouldn't changing the spring rates
or dampers change the camber?
And now for the question, is camber merely a variable used to
represent the angle between the wheel and the contact surface for a
stationary vehicle? Stating that the front wheels on a vehicle have
say 5 degrees of camber is only a valid statement when the vehicle is
not in motion?
I really need to get this straight in my head before I code it all up.
TIA, Colin Reed
-----------------------------------------------------
My homepage : http://www.cersoft.com
-----------------------------------------------------
Modelling camber change and suspension geometry for sims
Colin Reed asked what determines camber in a short-long-arm suspension, starting a technical discussion among sim developers. Ruud van Gaal, Jonny Hodgson and Todd Wasson discussed modelling camber and toe gradients, combining chassis roll and tyre angle relative to the track, and contact patch modelling. Doug Milliken clarified the axis conventions used by tyre test machines, and Todd Wasson mentioned he was writing the physics for a free radio-controlled car sim.
physics/realism debate
Automated summary.
On 9 Jan 2002 16:08:18 -0800, [email hidden] (Colin Reed) wrote:
...
>If we then wanted to add some camber we would either have to change
>the length of one of the arms or change the vertical distance between
>either the inner or outer ball-joints. Right?
Camber is quite dependent on I think most everything you change in the
suspension links.
Just like I read about bump steer for example, which is the change in
toe-in as a function of suspension deflection. It's how you attach
your wheel to the chassis. (too many parameters for me at times)
>Take another example, if you had a more traditional SLA setup, long
>lower arm, short upper arm, upper arm has a larger X offset from CG,
>and about 5 degrees of KPI. Surely the camber for this system could
>possibly be different for when the tires are touching the ground as
>when the car is up on jacks?
Right. There is something like 'camber change per cm deflection', so
if you're in bump, the camber will/can change, depending on how the
links are done.
What I intend to do is define things like 'camber change per m
deflection' instead of really going through all the links and
constraint force stuff (which Gregor for example is doing). Although
ODE (www.q12.org for those interested) might make things more
possible, I don't think it will do much good for performance, and I
still doubt that the links will do more than the resulting parameters
(camber change/m) can simulate.
It depends on your input data; do you know the rod lengths, the angles
and such? Then just entering the links directly might be more
suitable. But I generally have no knowledge about these things, so
I'll use the other, resulting parameters.
> Also, wouldn't changing the spring rates
>or dampers change the camber?
Dampers only change timing, so they only change the camber change per
time (which is implicitly calculated anyway in most sims).
But a spring rate that would cause a different range of deflection,
that would case a different range of camber (notice I leave out
steering effects here, which are also there ofcourse, just like camber
changes, as if camber & steering weren't related, lol).
>And now for the question, is camber merely a variable used to
>represent the angle between the wheel and the contact surface for a
>stationary vehicle?
Right. So it changes according to the track, the wheel and suspension
deflection.
> Stating that the front wheels on a vehicle have
>say 5 degrees of camber is only a valid statement when the vehicle is
>not in motion?
Right (or at least I'd think that's the only workable definition when
you're standing in a pits). And that's also on a flat surface.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]...
> Right. There is something like 'camber change per cm deflection', so
> if you're in bump, the camber will/can change, depending on how the
> links are done.
> What I intend to do is define things like 'camber change per m
> deflection' instead of really going through all the links and
> constraint force stuff (which Gregor for example is doing). Although
That's the way I've seen it done. The handling model I played with
for my FYP had 'static camber' and 'camber gradient', as well as
'static toe' and 'toe gradient' - units as you're suggesting.
You can probably assume linearity for road/race cars; if you're
going off-road, you might want to consider at least a quadratic
approximation or even something more accurate. Depends how camber-
-sensitive your tyres are, I suppose ;-)
Jonny
A Q from a non-physics guy; I understand how camber changes with suspension deflection, but that's relative to the tub/frame, right?
If you're modeling in this detail, do you not then have to also look at roll to determine the actual angle of the tire to the track
surface at a given moment? Or is there not enough camber variation from roll vs. suspension deflection to warrant doing this?
TIA,
SB
"Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (62 lines)
> On 9 Jan 2002 16:08:18 -0800, [email hidden] (Colin Reed) wrote: > > ... > >If we then wanted to add some camber we would either have to change > >the length of one of the arms or change the vertical distance between > >either the inner or outer ball-joints. Right? > > Camber is quite dependent on I think most everything you change in the > suspension links. > Just like I read about bump steer for example, which is the change in > toe-in as a function of suspension deflection. It's how you attach > your wheel to the chassis. (too many parameters for me at times) > > >Take another example, if you had a more traditional SLA setup, long > >lower arm, short upper arm, upper arm has a larger X offset from CG, > >and about 5 degrees of KPI. Surely the camber for this system could > >possibly be different for when the tires are touching the ground as > >when the car is up on jacks? > > Right. There is something like 'camber change per cm deflection', so > if you're in bump, the camber will/can change, depending on how the > links are done. > What I intend to do is define things like 'camber change per m > deflection' instead of really going through all the links and > constraint force stuff (which Gregor for example is doing). Although > ODE (www.q12.org for those interested) might make things more > possible, I don't think it will do much good for performance, and I > still doubt that the links will do more than the resulting parameters > (camber change/m) can simulate. > It depends on your input data; do you know the rod lengths, the angles > and such? Then just entering the links directly might be more > suitable. But I generally have no knowledge about these things, so > I'll use the other, resulting parameters. > > > Also, wouldn't changing the spring rates > >or dampers change the camber? > > Dampers only change timing, so they only change the camber change per > time (which is implicitly calculated anyway in most sims). > But a spring rate that would cause a different range of deflection, > that would case a different range of camber (notice I leave out > steering effects here, which are also there ofcourse, just like camber > changes, as if camber & steering weren't related, lol). > > >And now for the question, is camber merely a variable used to > >represent the angle between the wheel and the contact surface for a > >stationary vehicle? > > Right. So it changes according to the track, the wheel and suspension > deflection. > > > Stating that the front wheels on a vehicle have > >say 5 degrees of camber is only a valid statement when the vehicle is > >not in motion? > > Right (or at least I'd think that's the only workable definition when > you're standing in a pits). And that's also on a flat surface. > > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/On Fri, 11 Jan 2002 14:57:24 GMT, "Steve Blankenship"
<[email hidden]> wrote:
>A Q from a non-physics guy; I understand how camber changes with suspension deflection, but that's relative to the tub/frame, right?
>If you're modeling in this detail, do you not then have to also look at roll to determine the actual angle of the tire to the track
>surface at a given moment?
Roll and suspension deflection are often the same thing.
It all boils down to getting the roll angle of the tire (which you can
see as camber) relative to the *track surface*. So that means
including:
- rest camber angle
- orientation of the car chassis
- orientation of the track surface.
And then do some angle stuff (haven't investigated this in detail yet,
so no formulae).
> Or is there not enough camber variation from roll vs. suspension deflection to warrant doing this?
As a body in a 10 degree angle roll has 10 degree 'camber' with
respect to the track, it certainly does make a difference. If you're
with 2 wheels of the ground, the wheels touching the ground will have
an added 10 degrees of camber, which is a lot ofcourse.
At that point though, you also start to wonder, 'hmm, shouldn't I have
3 points at which I look at the tire-track collisions?', since one end
of the tire is probably in the air, the middle is so-so, and the outer
part firmly touches the ground.
Nice for those temperature calculations.
</rambling>
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
"Ruud van Gaal" <[email hidden]> wrote...
> Roll and suspension deflection are often the same thing.
DUH! ;-) Guess that makes sense, even to ME; hard to get roll without deflection, assuming all your wheels are on the track.
Interesting (read: baffling to me). Is anyone modeling tire casing/contact patch deformation currently, or will that not get you
anything useful?
Thks,
SB
Quoted text (9 lines)
> As a body in a 10 degree angle roll has 10 degree 'camber' with > respect to the track, it certainly does make a difference. If you're > with 2 wheels of the ground, the wheels touching the ground will have > an added 10 degrees of camber, which is a lot ofcourse. > At that point though, you also start to wonder, 'hmm, shouldn't I have > 3 points at which I look at the tire-track collisions?', since one end > of the tire is probably in the air, the middle is so-so, and the outer > part firmly touches the ground. > Nice for those temperature calculations.On Fri, 11 Jan 2002 14:40:51 -0000, "Jonny Hodgson"
<[email hidden]> wrote:
It seems a lot faster than going through restrained links.
>You can probably assume linearity for road/race cars; if you're
>going off-road, you might want to consider at least a quadratic
>approximation or even something more accurate.
Good to know, thanks for that piece of info.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (13 lines)
> >Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]... > >> Right. There is something like 'camber change per cm deflection', so >> if you're in bump, the camber will/can change, depending on how the >> links are done. >> What I intend to do is define things like 'camber change per m >> deflection' instead of really going through all the links and >> constraint force stuff (which Gregor for example is doing). Although > >That's the way I've seen it done. The handling model I played with >for my FYP had 'static camber' and 'camber gradient', as well as >'static toe' and 'toe gradient' - units as you're suggesting.
Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]...
Do bear in mind that unless I cite actual evidence / experience,
I'm only talking in approximate terms so don't take everything
I type as gospel ;-)
Someone like a Milliken would be a useful source of confirmation,
for instance!
Jonny
Quoted text (8 lines)
> On Fri, 11 Jan 2002 14:40:51 -0000, "Jonny Hodgson" > <[email hidden]> wrote: > >You can probably assume linearity for road/race cars; if you're > >going off-road, you might want to consider at least a quadratic > >approximation or even something more accurate. > > Good to know, thanks for that piece of info. It seems my reader missed the original post by Collin.. Could someone
re-post it please? I think I've got answers to all this, been at suspension
setup stuff for awhile now..
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
"J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]...
>> It seems my reader missed the original post by Collin.. Could someone re-post it please? I think I've got answers to allthis, been at suspension setup stuff for awhile now.. <<
Here ya go - SB
-------------------------
Camber, it is such an interesting term, thrown about in conversation
willy nilly but what EXACTLY is it a product of?
For example, if you have an SLA setup with the upper and lower arms
actually the same length and the vertical distance between the inner
and outer ball-joints the same. This will give a KPI of 0 degrees and
assuming that the inner ball-joints are fixed at the same X offset
from the CG (assuming that +Z points to the front of the car) this
will give you 0 degrees camber.
If we then wanted to add some camber we would either have to change
the length of one of the arms or change the vertical distance between
either the inner or outer ball-joints. Right?
Take another example, if you had a more traditional SLA setup, long
lower arm, short upper arm, upper arm has a larger X offset from CG,
and about 5 degrees of KPI. Surely the camber for this system could
possibly be different for when the tires are touching the ground as
when the car is up on jacks? Also, wouldn't changing the spring rates
or dampers change the camber?
And now for the question, is camber merely a variable used to
represent the angle between the wheel and the contact surface for a
stationary vehicle? Stating that the front wheels on a vehicle have
say 5 degrees of camber is only a valid statement when the vehicle is
not in motion?
I really need to get this straight in my head before I code it all up.
TIA, Colin Reed
-----------------------------------------------------
My homepage : http://www.cersoft.com
-----------------------------------------------------
>Here ya go - SB
Thanks for reposting this, Steve :0)
>Camber, it is such an interesting term, thrown about in conversation
>willy nilly but what EXACTLY is it a product of?
>
Everything! lol Especially the phase of the moon...
Right. I've got two other adjustments in my suspension system in addition
though that are important IMO. We're doing a little radio controlled car sim.
The VectorNT chassis, for example, has two little screws in each front wheel
that can be turned in and out to adjust camber and track width. So I've also
got two additional "arms" that stay perpendicular to the mounts at the hub
carrier/wheel assembly that can have their lengths adjusted as well. This is
good to do because you can easily allow a user to add camber plates or other
devices to their sim car if they want, which will change the track width
slightly in addition to changing camber.
Yes, the camber will most likely be different in those two situations. In
our sim, we're allowing the users to setup the cars much like they do with the
real cars. They can set "elevated" camber, which is the camber when the car is
on jacks, as well as setting "driving" or "resting" camber, which is the camber
when it's not up on jacks (which is what all the current driving sims probably
are approximating). "Elevated" camber can be set by changing all the arm
lengths and positions and what-not. "Driving" camber can be set the same way
as well, but changing spring rates, spring preload, and spring rest length
alter the driving camber even further.. Actually, changing tire width or
diameter alters the camber a little too. Changing dampers won't change the
"driving/resting" camber though...
In short, in our little sim, the user doesn't just adjust camber by clicking
a button, they've got about 10 different ways to adjust it (2 for the tires, so
really 8 suspension adjustments effect camber), and they'll all have different
effects on the "dynamic" camber, or camber while driving around... And we all
think GPL is hard to set up!! lol
>And now for the question, is camber merely a variable used to
>represent the angle between the wheel and the contact surface for a
>stationary vehicle? Stating that the front wheels on a vehicle have
>say 5 degrees of camber is only a valid statement when the vehicle is
>not in motion?
"Yes" to both of these..
>I really need to get this straight in my head before I code it all up.
Sounds like you've got the idea just fine.
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
Quoted text (11 lines)
>For example, if you have an SLA setup with the upper and lower arms >actually the same length and the vertical distance between the inner >and outer ball-joints the same. This will give a KPI of 0 degrees and >assuming that the inner ball-joints are fixed at the same X offset >from the CG (assuming that +Z points to the front of the car) this >will give you 0 degrees camber. >If we then wanted to add some camber we would either have to change >the length of one of the arms or change the vertical distance between >either the inner or outer ball-joints. Right? >Quoted text (7 lines)
>Take another example, if you had a more traditional SLA setup, long >lower arm, short upper arm, upper arm has a larger X offset from CG, >and about 5 degrees of KPI. Surely the camber for this system could >possibly be different for when the tires are touching the ground as >when the car is up on jacks? Also, wouldn't changing the spring rates >or dampers change the camber? >"J. Todd Wasson" wrote:
>
> >If we then wanted to add some camber we would either have to change
> >the length of one of the arms or change the vertical distance between
> >either the inner or outer ball-joints. Right?
>
> Right...
Not necessarily. With karts, the front spindles (axles) are made at an
angle to the kingpin. Camber is built in even if the lateral KPI is
zero. Camber is usually adustable on a kart via Heim joints, or a
"pill" that adjusts lateral KPI.
[Can you tell I started racing karts this year? :) ]
I'm not totally familiar with the actual form of a suspended car's front
end, but camber adjustment is surely possible without changing out a
swingarm.
--
Pat Dotson
Quoted text (9 lines)
>Interesting (read: baffling to me). Is anyone modeling tire casing/contact >patch deformation currently, or will that not get you >anything useful? > >Thks, > >SB > >
Camber doesn't mean much if the wheel isn't attached to a car, so tire test
machines use their own axis system (SAE and ISO are different, both are
commonly used). Afaik, definitions aren't standard (yet) but we use the
following to help keep this straight:
Camber angle is measured between wheel and chassis
(positive = top of wheels tilted away from car)
Inclination is measured between wheel and ground - the tire axis system
(SAE positive = lean to the right, looking in the direction of travel)
Confused yet? See Race Car Vehicle Dynamics pp61-63 and Chapter 4.
-- Doug Milliken
http://www.millikenresearch.com (hint--under Books is purchase info)
On Fri, 11 Jan 2002, Ruud van Gaal wrote:
Quoted text (38 lines)
> On Fri, 11 Jan 2002 14:57:24 GMT, "Steve Blankenship" > <[email hidden]> wrote: > > >A Q from a non-physics guy; I understand how camber changes with suspension deflection, but that's relative to the tub/frame, right? > >If you're modeling in this detail, do you not then have to also look at roll to determine the actual angle of the tire to the track > >surface at a given moment? > > Roll and suspension deflection are often the same thing. > It all boils down to getting the roll angle of the tire (which you can > see as camber) relative to the *track surface*. So that means > including: > - rest camber angle > - orientation of the car chassis > - orientation of the track surface. > > And then do some angle stuff (haven't investigated this in detail yet, > so no formulae). > > > Or is there not enough camber variation from roll vs. suspension deflection to warrant doing this? > > As a body in a 10 degree angle roll has 10 degree 'camber' with > respect to the track, it certainly does make a difference. If you're > with 2 wheels of the ground, the wheels touching the ground will have > an added 10 degrees of camber, which is a lot ofcourse. > At that point though, you also start to wonder, 'hmm, shouldn't I have > 3 points at which I look at the tire-track collisions?', since one end > of the tire is probably in the air, the middle is so-so, and the outer > part firmly touches the ground. > Nice for those temperature calculations. > > </rambling> > > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/ > >Some system's I've seen are shimming the inner attachment point of the lower
wishbone and adjustment at the upper kingpin pivot via offset bushes. I'm
sure there are many other (and more elegant!) methods out there.
Ben
"Pat Dotson" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (21 lines)
> "J. Todd Wasson" wrote: > > > > >If we then wanted to add some camber we would either have to change > > >the length of one of the arms or change the vertical distance between > > >either the inner or outer ball-joints. Right? > > > > Right... > > Not necessarily. With karts, the front spindles (axles) are made at an > angle to the kingpin. Camber is built in even if the lateral KPI is > zero. Camber is usually adustable on a kart via Heim joints, or a > "pill" that adjusts lateral KPI. > > [Can you tell I started racing karts this year? :) ] > > I'm not totally familiar with the actual form of a suspended car's front > end, but camber adjustment is surely possible without changing out a > swingarm. > > -- > Pat DotsonOn Fri, 11 Jan 2002 18:00:12 -0000, "Jonny Hodgson"
<[email hidden]> wrote:
:)
You'd say the camber change is really a sine; probably the wheel makes
a circular motion when going through the suspension. But for small
sine values, sin(x)~x.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (14 lines)
> >Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]... >> On Fri, 11 Jan 2002 14:40:51 -0000, "Jonny Hodgson" >> <[email hidden]> wrote: > >> >You can probably assume linearity for road/race cars; if you're >> >going off-road, you might want to consider at least a quadratic >> >approximation or even something more accurate. >> >> Good to know, thanks for that piece of info. > >Do bear in mind that unless I cite actual evidence / experience, >I'm only talking in approximate terms so don't take everything >I type as gospel ;-)
J. Todd Wasson <[email hidden]> wrote in message news:[email hidden]...
> Right. I've got two other adjustments in my suspension system in addition
> though that are important IMO. We're doing a little radio controlled car sim.
> The VectorNT chassis, for example, has two little screws in each front wheel
Ha! You wouldn't disclose who you were working for last time I
asked... thank you very much! <eg>
Is this for internal/development use, or is said company planning
on releasing this as commercial software then?
</pushing luck>
Jonny
Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]...
Hmmm... you might be able to sell me a Fourier series, although
I doubt a single sine comes anywhere near once you get to large
angles.
Point taken and agreed in practice, however ;-)
Jonny
Quoted text (11 lines)
> >> On Fri, 11 Jan 2002 14:40:51 -0000, "Jonny Hodgson" > >> <[email hidden]> wrote: > > > >> >You can probably assume linearity for road/race cars; if you're > >> >going off-road, you might want to consider at least a quadratic > >> >approximation or even something more accurate. > :) > You'd say the camber change is really a sine; probably the wheel makes > a circular motion when going through the suspension. But for small > sine values, sin(x)~x.Quoted text (9 lines)
>Ha! You wouldn't disclose who you were working for last time I >asked... thank you very much! <eg> > >Is this for internal/development use, or is said company planning >on releasing this as commercial software then? ></pushing luck> > >Jonny >
J. Todd Wasson <[email hidden]> wrote in message news:[email hidden]...
Having seen their 1/10th offering running in the wet with a Can-Am
wedge bodyshell, trailing twin vortices in the spray as second gear
slams in... hell yeah, I'm interested!
Jonny


































