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[CAR PHYSICS] Aplying suspensions forces.

3 posts by 2 people · 10 Sep 2001 07:34 UTC - 10 Sep 2001 12:33 UTC

Sebastien Tixier 10 Sep 2001 07:34 UTC#162850
hi ! It seems that i have a litlle problem how i aply suspensions forces on the car body. First i explain how i compute the forces. 1) Calculating spring and dampers forces in suspension coordinate. 2) Creating suspension force vector in car coordinate. 3) Now it's more complicated here's is a little graph to explain: http://magicfr.multimania.com/images/apllysusp.jpg a) In red, the suspension, in this exemple rear suspension are longer and stiffer than front. In green the suspension force vector. If i apply the force directly to the body like this ,the car will move without any engine..waow.. i'm going to be rich ;o) ...well .. maybe not ;o) b) I decompose the suspensions forces in 2 component, normal to ground and tangeant to ground. c) In fact suspensions force are applied in the same amount ( is this correct ? ) to body and tires. So in the tangeant to the ground ( pink vectors ), the force apply to the body and to the tires are canceled ( is this correct ? ). So i applied only the blue vectors to the body.( is this correct ? ) The problem is that it seems to be incorect when there is high angle between body and ground :o( Where am i wrong ? I think i forget a force on ground contact impulse because of the wheel ( in my model ) can only move verticaly to the car , so there must be a constraint force perpendicular to the wheel motion in car coordinate ( vertical in my model ). I'm using a rigid body physics with inverse inertia tensors. Any help would be very appreciate, and especialy if you have some solution for a wheel that is constraint with not a particular vector in the car coordinate. so i could implemente variable geometric suspension. king regards, -- Sebastien TIXIER - Game Developer Dynamics and Car Physics http://www.eden-studios.fr GPLRank Normal:-42.98 Monster:-117.44
Hi Sebastien, the thing you are missing (and you correctly identified it) is that you aren't taking the wheel contact with the ground properly into account. Basically, how you should handle things is, when you calculate the forces acting on the wheels, you have to find the component that acts along the wheel travel axis (vertical with respect to the car in your case), and the remainder of the force that is acting perpendicular to this axis. The force perpendicular to this axis gets transfered directly to the car body, while the force which points along the wheel travel axis is used, along with the suspension forces, to accelerate the wheel along this axis, and only the suspension force is added to the total force acting on the car body. The wheel is then accelerated according to the suspension forces and the component of the road force along the wheel movement axis. On the other hand, if you are neglecting the wheel mass (and I think you do, Brutus ;) ), then the suspension force needs not be used for anything else than to determine the wheel travel (I believe you use the damper force to determine the relative wheel velocity in this approximation), and all the external (which excludes the suspension ones) forces that are acting onto the wheel are directly added to the total force on the car body. The suspension forces are considered as internal ones, as the parts (wheels) of the rigid body are effectively considered as not gaining any momentum in this approximation, and they do not have anything to do with the body motion directly. I know the above may sound obscure, so just ask about the details that aren't clear so I may say more about them. Greetings, -Gregor Sebastien Tixier wrote:
Quoted text (52 lines)> > hi ! > > It seems that i have a litlle problem how i aply suspensions forces on > the car body. > > First i explain how i compute the forces. > > 1) Calculating spring and dampers forces in suspension coordinate. > 2) Creating suspension force vector in car coordinate. > 3) Now it's more complicated > here's is a little graph to explain: > > http://magicfr.multimania.com/images/apllysusp.jpg > > a) In red, the suspension, in this exemple rear suspension are longer > and stiffer than front. > In green the suspension force vector. > > If i apply the force directly to the body like this ,the car will move > without any engine..waow.. i'm going to be rich ;o) ...well .. maybe not > ;o) > > b) I decompose the suspensions forces in 2 component, normal to ground > and tangeant to ground. > > c) In fact suspensions force are applied in the same amount ( is this > correct ? ) to body and tires. So in the tangeant to the ground ( pink > vectors ), the force apply to the body and to the tires are canceled ( > is this correct ? ). So i applied only the blue vectors to the body.( is > this correct ? ) > > The problem is that it seems to be incorect when there is high angle > between body and ground :o( > > Where am i wrong ? I think i forget a force on ground contact impulse > because of the wheel ( in my model ) can only move verticaly to the car > , so there must be a constraint force perpendicular to the wheel motion > in car coordinate ( vertical in my model ). > > I'm using a rigid body physics with inverse inertia tensors. > > Any help would be very appreciate, and especialy if you have some > solution for a wheel that is constraint with not a particular vector in > the car coordinate. so i could implemente variable geometric suspension. > > king regards, > -- > Sebastien TIXIER - Game Developer > Dynamics and Car Physics > http://www.eden-studios.fr > GPLRank Normal:-42.98 Monster:-117.44
hi, well, it's perfectly clear ;o) while waiting for an answer i came to the same reasoning. In fact to simplify the model ( PS2 is not very powerufl in cpu ) , my car don't really have wheels ;o) I use a ray/triangle intersection to get the contact patch wheel/ground position. The ray start frrom the suspension mounting point on the chassis to the ground. So wheel don't have a weight ... so if the car is not too far away from the ground the wheels always touch the ground ... no wheel bouncing effect... BUT actually, i don't have any force acting on the wheel. I tell how i'll handle this, maybe you'll have a better idea. On my rigid body engine i have a function that can calculate impulse forces from a contact point , and a vector that is the normal to the collision. This impulse force only void the velocity regarding to the normal vector. So this force is the minimum constraint force that make the wheel not penetrating the ground . It's quite complicated formula that use the relative position to CG, inverse tensor and angular velocity and give a force or a linear force + a torque So i can consider that at the wheel position the force acting on the wheel is this impule force. Then calculate the component of this force perpendicular to suspension travel , and apply it on the body. What do you think about this ? thanks for your help. -- Sebastien TIXIER - Game Developer Dynamics and Car Physics http://www.eden-studios.fr GPLRank Normal:-42.98 Monster:-117.44 Gregor Veble wrote: > Hi Sebastien, > > the thing you are missing (and you correctly identified it) is that you > aren't taking the wheel contact with the ground properly into account. > > Basically, how you should handle things is, when you calculate the > forces acting on the wheels, you have to find the component that acts > along the wheel travel axis (vertical with respect to the car in your > case), and the remainder of the force that is acting perpendicular to > this axis. The force perpendicular to this axis gets transfered directly > to the car body, while the force which points along the wheel travel > axis is used, along with the suspension forces, to accelerate the wheel > along this axis, and only the suspension force is added to the total > force acting on the car body. The wheel is then accelerated according to > the suspension forces and the component of the road force along the > wheel movement axis. >

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