Hi,
I've recently began writing a vehicle simulator, and I currently trying to
get to grips with engine/wheel stuff. I think I have a model which is
correct, but I just wanted to run it by you guys to see if I'm completely on
the wrong track. Here's the way I think things work, feel free to poke holes
in it :)
I have an engine which for a given RPM produces an amount of Torque Te (for
now I'm ignoring resistive/frictional forces). For a given gear, we can
calculate the torque on the axle Ta by:
Ta = Te*Rg*Rd
where Rg is the gear ratio and Rd is the differential ratio.
Now here's the bit I'm not convinced about. The torque on the axle(s) is
used to accelerate the rotation of the wheels, ie. from the torque, the
angular acceleration of each wheel can be calculated by
Aw = Ta / Iw
where Iw is the MOI for the wheel. This angular acceleration can then be
integrated to give a new angular velocity for the wheel.
Once we have an angular velocity for each wheel, the slip ratios can be
calculated. These can then be used to calculate a traction force using the
longitudinal version of the magic formula. This traction force (ignoring
friction limits) then accelerates the car forwards, as well as again
applying a torque to the wheel in the opposite direction (by Newton's 3rd
law).
OK, so thats what I think happens so far. The thing I'm not very clear on is
rolling resistance. In the litrature I've seen, rolling resistance is always
treated as a force which is applied to the vehicle as a whole. To my mind,
rolling resistance should be applied to the wheels' rotation, which would
indirectly cause the vehicle to slow down using the above. Am I right? and
if so how do I calculate rolling resistance. What I've read seems to be very
vague on this, and just says it's some constant multiplied by the velocity
of the vehicle. This seems like a cheap approximation to me ...
Any help appreciated ...
Cheers,
Mike.
Notable threadModelling drivetrain, rolling resistance and tyre forces
Mike Stanley, writing a vehicle simulator, asked how engine torque reaches the wheels. Todd Wasson, Gregor Veble, Ruud van Gaal and Doug Milliken discussed drivetrain inertia, rolling resistance, tyre load and slip ratio definitions. The thread moved on to how locked wheels should behave within the friction circle, with Matt Jessick arguing a locked tyre's force should oppose the velocity.
With Doug Milliken (Milliken Research Associates); Matt Jessick (Motorsims)
physics/realism debateRacer
Automated summary.
I'm not sure if you're making an open source sim but you might want to talk
to Ruud van Gaal
who is working on Racer, an open source driving sim.
http://www.marketgraph.nl/gallery/racer/
"Mike Stanley" <[email hidden]> wrote in message
news:G9Z47.58470$[email hidden]...
> Hi,
>
> I've recently began writing a vehicle simulator, and I currently trying to
> get to grips with engine/wheel stuff. I think I have a model which is
> correct, but I just wanted to run it by you guys to see if I'm completelyon
> the wrong track. Here's the way I think things work, feel free to pokeholes
> in it :)
I'm afraid you lost me after "Hi," :-)
Would love to help Mike... but this just isnt my field.
ed_
Mike Stanley wrote:
> Hi,
>
> I've recently began writing a vehicle simulator, and I currently trying to
> get to grips with engine/wheel stuff. I think I have a model which is
> correct, but I just wanted to run it by you guys to see if I'm completelyon
> the wrong track. Here's the way I think things work, feel free to pokeholes
> in it :)
> OK, so thats what I think happens so far. The thing I'm not very clear onis
> rolling resistance. In the litrature I've seen, rolling resistance isalways
> treated as a force which is applied to the vehicle as a whole. To my mind,
> rolling resistance should be applied to the wheels' rotation, which would
> indirectly cause the vehicle to slow down using the above. Am I right? and
> if so how do I calculate rolling resistance. What I've read seems to bevery
I am in very much the same situation. What I was taught in A-Level mechanics
is that the friction of a sliding object is = uR, where u is the coefficient
of friction 0<=u<=1, and R is the reaction force from the ground. The
reaction force from the ground is equal to the weight of the car on that
suspension point + the weight of the wheel, brake and suspension units. The
weight on each suspension unit can be calculated from the Centre of Mass
using simple moments.
We always assumed rolling resistance to be negligible when compared to air
resistance, and treated air resistance as the total car resistance. The
formula for air resistance (from a technical aeroplane book) is proportional
to the surface area of the object, the velocity of the object and the
density of the air. There is a great explanation in the Air Pilot's Manual
Vol 4: The Aeroplane: Technical available at
http://www.amazon.co.uk/exec/obidos/ASIN/1840371552/qid%3D995399866/202-8008
782-1771049 for �16.
However, I cannot help you in your quest for the rolling resistance.
Nick.
Quoted text (9 lines)
> vague on this, and just says it's some constant multiplied by the velocity > of the vehicle. This seems like a cheap approximation to me ... > > Any help appreciated ... > > Cheers, > > Mike. >I agree that air resistance is important, but I'm not too concerned with
that at the moment. From what I've seen in the litrature, air resistance
makes a large contribution to the resistive forces at high speeds, but at
low speeds rolling resistance is dominant.
The main reason I'm interested in rolling resistance is to slow down the
rotation of the wheels. If you have a vehicle suspended in the air with it's
wheels rotating, the wheels will gradual slow down then stop. This is the
behaviour that I want to model. This will also make a contribution to
slowing the vehicle down if the wheel is in contact with the ground.
Thanks for the link, I'm sure it will become useful soon.
Mike.
"Nick G" <[email hidden]> wrote in message
news:[email hidden]...
> We always assumed rolling resistance to be negligible when compared to air
> resistance, and treated air resistance as the total car resistance. The
> formula for air resistance (from a technical aeroplane book) isproportional
> to the surface area of the object, the velocity of the object and the
> density of the air. There is a great explanation in the Air Pilot's Manual
> Vol 4: The Aeroplane: Technical available at
>http://www.amazon.co.uk/exec/obidos/ASIN/1840371552/qid%3D995399866/202-8008
Quoted text (7 lines)
> 782-1771049 for �16. > > However, I cannot help you in your quest for the rolling resistance. > > Nick. > >"Kirk House" <[email hidden]> wrote in message
news:3b548636$0$73969$[email hidden]...
> I'm not sure if you're making an open source sim but you might want totalk
> to Ruud van Gaal
> who is working on Racer, an open source driving sim.
> http://www.marketgraph.nl/gallery/racer/
It was from that web page that I found out about this newsgroup :)
At the moment I'm just trying to learn this stuff, and I don't expect the
first iteration to be very useful other than as a learning aid to me. Once
I'm sure I have a suitable model, then I'll start to write a sim for real,
and the physics part will probably be open source. I'll post a link to the
group when that happens.
Quoted text (13 lines)
>I've recently began writing a vehicle simulator, and I currently trying to >get to grips with engine/wheel stuff. I think I have a model which is >correct, but I just wanted to run it by you guys to see if I'm completely on >the wrong track. Here's the way I think things work, feel free to poke holes >in it :) > >I have an engine which for a given RPM produces an amount of Torque Te (for >now I'm ignoring resistive/frictional forces). For a given gear, we can >calculate the torque on the axle Ta by: > >Ta = Te*Rg*Rd > >where Rg is the gear ratio and Rd is the differential ratio.Quoted text (9 lines)
>Now here's the bit I'm not convinced about. The torque on the axle(s) is >used to accelerate the rotation of the wheels, ie. from the torque, the >angular acceleration of each wheel can be calculated by > >Aw = Ta / Iw > >where Iw is the MOI for the wheel. This angular acceleration can then be >integrated to give a new angular velocity for the wheel. >Quoted text (8 lines)
>Once we have an angular velocity for each wheel, the slip ratios can be >calculated. These can then be used to calculate a traction force using the >longitudinal version of the magic formula. This traction force (ignoring >friction limits) then accelerates the car forwards, as well as again >applying a torque to the wheel in the opposite direction (by Newton's 3rd >law). > >OK, so thats what I think happens so far.Quoted text (8 lines)
>The thing I'm not very clear on is >rolling resistance. In the litrature I've seen, rolling resistance is always >treated as a force which is applied to the vehicle as a whole. To my mind, >rolling resistance should be applied to the wheels' rotation, which would >indirectly cause the vehicle to slow down using the above. Am I right? and >if so how do I calculate rolling resistance. What I've read seems to be very >vague on this, and just says it's some constant multiplied by the velocity >of the vehicle. This seems like a cheap approximation to me ...Quoted text (11 lines)
>I agree that air resistance is important, but I'm not too concerned with >that at the moment. From what I've seen in the litrature, air resistance >makes a large contribution to the resistive forces at high speeds, but at >low speeds rolling resistance is dominant. > >The main reason I'm interested in rolling resistance is to slow down the >rotation of the wheels. If you have a vehicle suspended in the air with it's >wheels rotating, the wheels will gradual slow down then stop. This is the >behaviour that I want to model. This will also make a contribution to >slowing the vehicle down if the wheel is in contact with the ground. > I know almost nothing in this field but I would like to make a small
point which has oozed from my feeble mind. <g>
This is only being applied to wind resistance. If it takes 50hp to push
a 340lb motorcycle w/ 145lb rider 120mph through the air.. at 60mph it takes
1/8 the hp which would be 6.25hp. Doesnt rolling resistance have almost no
effect on the vehicle above a certain speed when wind resistance very
quickly becomes such a huge factor? BTW although not exact, I used myself on
my motorcycle as a model. Also I found a page where they apply rolling
resistance, wind resistance etc to bicycle riding.. both faired and unfaird,
formulas included, quite interesting..
http://www.wisil.recumbents.com/wisil/hein/hpvpaper.htm
Lowering flame retardent face shield...
Charlie
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> >I've recently began writing a vehicle simulator, and I currently tryingto
> >get to grips with engine/wheel stuff. I think I have a model which is
> >correct, but I just wanted to run it by you guys to see if I'm completelyon
> >the wrong track. Here's the way I think things work, feel free to pokeholes
> >in it :)
> >
> >I have an engine which for a given RPM produces an amount of Torque Te(for
would
> be torque applied to the ring gear.
>
>
> >Now here's the bit I'm not convinced about. The torque on the axle(s)is
> >used to accelerate the rotation of the wheels, ie. from the torque, the
> >angular acceleration of each wheel can be calculated by
> >
> >Aw = Ta / Iw
> >
> >where Iw is the MOI for the wheel. This angular <snip>
Quoted text (9 lines)
> >now I'm ignoring resistive/frictional forces). For a given gear, we can > >calculate the torque on the axle Ta by: > > > >Ta = Te*Rg*Rd > > > >where Rg is the gear ratio and Rd is the differential ratio. > > > Right. If you decide later to model a differential gear itself, this Good grief, that's quite an intensive site! Put down your flame retardent
face shield, you don't need it :-) For automobiles, a common formula for
figuring how much power is required to move at a given speed is:
Horsepower = ((Coefficient_rolling_resistance * Weight +
air_density*frontal_area*miles_per_hour^2) * miles_per_hour) / 375
With a 3500 lb car, using a supposedly high typical rolling resistance
coefficient of .015, a frontal area of 24 sq feet, and a coefficient of drag
(the wind resistance part) of .42, to travel at these speeds would require this
much power: (air density is .0025 in this example)
Rolling resistance --Wind resistance -Both effects -% rolling
resistance
only only
10 mph---> 1.4 hp .06 hp 1.46 hp
96%
20 mph---> 2.8 hp .53 hp 3.33 hp
84%
40 mph---> 5.6 hp 4.30 p 9.90 hp 56%
45 mph---> 6.3 hp 6.12 h 12.42 hp 50%
At 45 mph (for this particular car), the wind and rolling resistance both
contribute about the same amount. Continuing on, the wind resistance really
takes over:
Rolling resistance --Wind resistance -Both effects -% rolling
resistance
only only
60 mph---> 8.4 hp 14.51 hp 22.91 hp
36.6%
80 mph---> 11.2 hp 34.40 hp 45.60 hp 24.6%
100 mph---> 14.0 hp 67.20 hp 81.20 hp 17.2%
120 mph---> 16.8 hp 116.12 hp 132.92 hp 12.6%
140 mph---> 19.6 hp 184.39 hp 204.00 hp 9.6%
160 mph---> 22.4 hp 275.25 hp 297.65 hp 7.5%
180 mph---> 25.2 hp 391.91 hp 417.11 hp 6.0%
200 mph---> 28.0 hp 537.60 hp 565.60 hp 4.9%
220 mph---> 30.8 hp 715.00 hp 746.34 hp 4.1%
240 mph---> 33.6 hp 928.97 hp 962.57 hp 3.5%
260 mph---> 36.4 hp 1181.11 hp 1217.50 hp 3.0%
280 mph---> 39.2 hp 1475.17 hp 1514.37 hp 2.6%
300 mph---> 42.0 hp 1814.40 hp 1856.40 hp 2.3%
I've never layed this out this way before, but it looks as though rolling
resistance is a larger factor than I previously believed, but yeah, it does
look like it becomes somewhat negligable after a point. The percentage column
is "rolling resistance only" divided by "both effects", giving the percentage
contribution of rolling resistance.
The interesting part (to me, anyway :-)) here is, it looks as though the
rolling resistance force is constant and independent of speed, while the wind
resistance force (not power, like shown above) quadruples when the speed
doubles (squared relationship.) Power is cubed, of course.
Note that racing bicycles with hard, skinny tires should have far, far less
rolling resistance than this car example does. They're designed probably with
that sole purpose in mind, so the percentages would drop off extremely quickly,
leaving aerodynamics (even at typical bicycle racing speeds) as the dominant
force. Well, that's what I'd bet anyway :-)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
Quoted text (14 lines)
> I know almost nothing in this field but I would like to make a small >point which has oozed from my feeble mind. <g> > This is only being applied to wind resistance. If it takes 50hp to push >a 340lb motorcycle w/ 145lb rider 120mph through the air.. at 60mph it takes >1/8 the hp which would be 6.25hp. Doesnt rolling resistance have almost no >effect on the vehicle above a certain speed when wind resistance very >quickly becomes such a huge factor? BTW although not exact, I used myself on >my motorcycle as a model. Also I found a page where they apply rolling >resistance, wind resistance etc to bicycle riding.. both faired and unfaird, >formulas included, quite interesting.. >http://www.wisil.recumbents.com/wisil/hein/hpvpaper.htm > > Lowering flame retardent face shield... > CharlieQuoted text (8 lines)
> The thing I'm not very clear on is >rolling resistance. In the litrature I've seen, rolling resistance is always >treated as a force which is applied to the vehicle as a whole. To my mind, >rolling resistance should be applied to the wheels' rotation, which would >indirectly cause the vehicle to slow down using the above. Am I right? and >if so how do I calculate rolling resistance. What I've read seems to be very >vague on this, and just says it's some constant multiplied by the velocity >of the vehicle. This seems like a cheap approximation to me ...
Get your bathroom scales and hold them vertically up against the back of
your car. Make sure it's in neutral, handbrake off, on flat ground, and then
shove the car along with the scales jammed between your palms and the back
of the car. That way you can measure the force you're applying. It doesn't
matter if you're moving at a slow walk or an all-out sprint, the force is
the same. At least, it was for my Vauxhall Nova down our drive.... by the
way it's a good idea to have someone in the front seat who can apply the
brakes when you're done :0)
As for aerodynamic drag, it's 0.5 * Cd * rho * A * V^2 where Cd is the drag
coefficient (approx 0.3 to 0.5 for road cars), rho is density of air, A is
frontal area, and V is the velocity w.r.t the air.
Not sure if any of this stuff helps in your conversation as I sort of lost
my way in your maths, but hopefully it's slightly relevant!
Cheerio
Jim Seamus
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> Good grief, that's quite an intensive site! Put down your flameretardent
drag
> (the wind resistance part) of .42, to travel at these speeds would requirethis
> much power: (air density is .0025 in this example)
> Rolling resistance --Wind resistance -Both effects -%rolling
56%
> 45 mph---> 6.3 hp 6.12 h 12.42 hp50%
>
>
> At 45 mph (for this particular car), the wind and rolling resistanceboth
> contribute about the same amount. Continuing on, the wind resistancereally
> takes over:
>
> Rolling resistance --Wind resistance -Both effects -%rolling
> resistance
> only only
> 60 mph---> 8.4 hp 14.51 hp 22.91 hp
> 36.6%
> 80 mph---> 11.2 hp 34.40 hp 45.60 hp24.6%
> 100 mph---> 14.0 hp 67.20 hp 81.20 hp17.2%
> 120 mph---> 16.8 hp 116.12 hp 132.92 hp12.6%
> 140 mph---> 19.6 hp 184.39 hp 204.00 hp9.6%
> 160 mph---> 22.4 hp 275.25 hp 297.65 hp7.5%
> 180 mph---> 25.2 hp 391.91 hp 417.11 hp6.0%
> 200 mph---> 28.0 hp 537.60 hp 565.60 hp4.9%
> 220 mph---> 30.8 hp 715.00 hp 746.34 hp4.1%
> 240 mph---> 33.6 hp 928.97 hp 962.57 hp3.5%
> 260 mph---> 36.4 hp 1181.11 hp 1217.50 hp3.0%
> 280 mph---> 39.2 hp 1475.17 hp 1514.37 hp2.6%
> 300 mph---> 42.0 hp 1814.40 hp 1856.40 hp2.3%
>
> I've never layed this out this way before, but it looks as thoughrolling
> resistance is a larger factor than I previously believed, but yeah, itdoes
> look like it becomes somewhat negligable after a point. The percentagecolumn
> is "rolling resistance only" divided by "both effects", giving thepercentage
> contribution of rolling resistance.
>
> The interesting part (to me, anyway :-)) here is, it looks as though the
> rolling resistance force is constant and independent of speed, while thewind
> resistance force (not power, like shown above) quadruples when the speed
> doubles (squared relationship.) Power is cubed, of course.
>
> Note that racing bicycles with hard, skinny tires should have far, farless
> rolling resistance than this car example does. They're designed probablywith
> that sole purpose in mind, so the percentages would drop off extremelyquickly,
> leaving aerodynamics (even at typical bicycle racing speeds) as thedominant
push
> >a 340lb motorcycle w/ 145lb rider 120mph through the air.. at 60mph ittakes
> >1/8 the hp which would be 6.25hp. Doesnt rolling resistance have almostno
> >effect on the vehicle above a certain speed when wind resistance very
> >quickly becomes such a huge factor? BTW although not exact, I used myselfon
> >my motorcycle as a model. Also I found a page where they apply rolling
> >resistance, wind resistance etc to bicycle riding.. both faired andunfaird,
Quoted text (8 lines)
> face shield, you don't need it :-) For automobiles, a common formula for > figuring how much power is required to move at a given speed is: > > Horsepower = ((Coefficient_rolling_resistance * Weight + > air_density*frontal_area*miles_per_hour^2) * miles_per_hour) / 375 > > With a 3500 lb car, using a supposedly high typical rolling resistance > coefficient of .015, a frontal area of 24 sq feet, and a coefficient ofQuoted text (7 lines)
> resistance > only only > 10 mph---> 1.4 hp .06 hp 1.46 hp > 96% > 20 mph---> 2.8 hp .53 hp 3.33 hp > 84% > 40 mph---> 5.6 hp 4.30 p 9.90 hpQuoted text (12 lines)
> force. Well, that's what I'd bet anyway :-) > > > > > > > > > > I know almost nothing in this field but I would like to make a small > >point which has oozed from my feeble mind. <g> > > This is only being applied to wind resistance. If it takes 50hp toQuoted text (13 lines)
> >formulas included, quite interesting.. > >http://www.wisil.recumbents.com/wisil/hein/hpvpaper.htm > > > > Lowering flame retardent face shield... > > Charlie > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.ComMike,
Have you read the physics of racing series by Brian Beckman? Its all great
stuff, but the earlier parts are keyed towards the race-driver wanting to
know "how things work", it is great background reading. The later parts are
just awesome for the budding Sim-writer talking about the pacekja "magic"
formula as a way to get the Force generated by a particular tyre at a given
slip-ratio and slip-angle. He is currently writing part 26 and 27, which
cover slip-ratio near zero (a problem with the normal formulas for
calculating slip ratio).
Sorry thats a bit illegible, I haven't woken up properly yet :)
Oh, here is the link -
http://www.esbconsult.com.au/ogden/locost/phors/phors.htm
All the best,
Ash - budding sim writer member #131151232 ;)
Hi Todd,
the question is really interesting. If you only applied the rolling
resistance as a force pointing backwards to the direction of travel at
the contact point of the wheel, when the system settles a slip ratio
develops with another force being produced that exactly counters this
force, and, as amazing as it may seem, there would be absolutely no
braking effect from such a force.
The rolling resistance, however, is defined as happening in the already
settled situation. The total torque on the wheel is actually very close
to 0 in this situation (*), but a net braking force exists. The
explanation for this is that there is an additional torque produced by
the vertical force due to the offset in vertical load that you
mentioned, and in a settled situation (*) this exactly cancels the
torque on the wheel as produced by the rolling resistance. The overall
result is that rolling resistance as a total force must effectively be
applied at the center of the wheel (*).
Of course, a very good question remains whether slip ratio is nonzero at
this point or not (meaning that the tyre may indeed rotate faster or
slower). I do think that the effect should be pretty negligible, though,
at least with low rolling resistance.
-Gregor
(*) as long as the effective MOI/R^2 is much lower than the mass of the
car
"J. Todd Wasson" wrote:
Quoted text (10 lines)
> > Anyway, the way I was originally handling rolling resistance was by adding a > braking torque to the tire directly that would give the same results as the > approximation you spoke of in the last post. However, this doesn't appear to > be the correct way to handle it. Since the rolling resistance force is applied > in the direction opposite to vehicle travel (if wheels are free rolling), the > resulting torque would actually speed up the tire and slow down the car > simultaneously, rather than slow down both at the same time as my braking > torque idea would. >Hi Todd,
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> Oh, that's not rolling resistance, it's bearing friction combined with
> compression losses with closed throttles (if the clutch is engaged.) Todo
> this, add a negative torque to the driveline/wheels, as though a smallbrake
> was at work somewhere. Not sure on real values for this though. The
> Straightline Acceleration Simulator program at my site works well withreal
> life values of about 75 lbs-feet for driveline loss. That seems like anawful
> lot of friction to me, but the results are consistent with real car testsso
That's where I've been getting confused. The stuff I've read tends to group
all these effects together under the name rolling resistance. Thanks for
clearing that up.
Quoted text (11 lines)
> far. > > Rolling resistance is a seperate effect, and is due to tire flex in the > contact patch. If the car's suspended in mid air, there is 0 "rolling > resistance," if my definition is correct. > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> Yes, although if you want to go a bit further, remember that (at least)the
> half-shaft MOI also should be included with this. This will helpstability in
> your system somewhat, as well as keep overall acceleration closer to reallife
> results.
>
Sounds sensible. Any idea of approximate values for this combined MOI in a
real life situation?
>
> That's how I do it too.
>
Good to see I'm going in the right direction!
> Currently, I'm using a cheap force approximation. However, lookingthrough
> Milliken's "Race Car Vehicle Dynamics" on pages 71 and 72 (tire behavior),
> there is a good treatment on rolling resistance. If you don't have thebook
> yet, get it :-) Hopefully, Doug himself will pop in here with the bestlink to
> use.
>
> The section describes how, due to the tire elements' compression and
> re-extension as they move through the contact patch, there is an offsetwhere
> this force is applied (rather than being dead-center in the patch.) The
> example shows a .22 inch offset for one particular tire, so that might bea
> good ballpark figure. I'm not sure if this stays constant or not, but is
> probably a decent approximation for starters. Given the effective tireradius
> (squashed tire from spring type behavior), vertical load, and the offset
> described above, the rolling resistance force is given in the example by:
>
> rolling_resistance_force = offset * vertical_load /effective_tire_radius
adding a
> braking torque to the tire directly that would give the same results asthe
> approximation you spoke of in the last post. However, this doesn'tappear to
> be the correct way to handle it. Since the rolling resistance force isapplied
> in the direction opposite to vehicle travel (if wheels are free rolling),the
> resulting torque would actually speed up the tire and slow down the car
> simultaneously, rather than slow down both at the same time as my braking
> torque idea would.
>
> In short, it looks as though the original approximation you talked aboutis
> probably right. Now, try finding the resulting torque on the tire and addit
> in while also applying the force directly to the car. The wheels should
> accelerate slightly (keeping non-negative slip ratios, unlike a brakingmethod
> would produce), yet the car should decelerate, *I think* :-)
>
Hmmm .... this is confusing ... have to think about this one. In my current
model applying a torque in this direction will accelerate the vehicle.
Cheers,
Mike.
Quoted text (7 lines)
> > In the example, it was: > > rolling_resistance_force = .22inch * 1200lbs / 13.7inches > = 19.2 lbs > > Anyway, the way I was originally handling rolling resistance was by
On Wed, 18 Jul 2001, Mike Stanley wrote:
> "J. Todd Wasson" <[email hidden]> wrote in message
> news:[email hidden]...
> Sounds sensible. Any idea of approximate values for this combined MOI in a
> real life situation?
Not too hard to estimate -- weigh the various parts separately, then guess
at a radius of gyration (place where the inertia would be the same if all
the mass was concentrated in a ring at that radius) for each, then add up
all the parts that are spinning at the same speed. There was a previous
thread on how to deal with parts that are geared together...
> > Currently, I'm using a cheap force approximation. However, looking through
> > Milliken's "Race Car Vehicle Dynamics" on pages 71 and 72 (tire behavior),
> > there is a good treatment on rolling resistance. If you don't have the book
> > yet, get it :-) Hopefully, Doug himself will pop in here with the best link to
> > use.
Best place to order is right from SAE, our publishers -- go to
<www.sae.org> and search for Milliken in the bookstore, order number is
R-146. They have the book in stock and give a decent price on shipping.
They have a lot of other books on racing too -- support small specialty
publishers!
-- Doug Milliken
Milliken Research Associates Inc.
I suspect Mike dosnt have the parts to weigh :O) Any hints then as to the
MOI Doug?
Depends totally on the tire sizes, wheel type, etc...
Also, I'm used to working in what we call "English" units -- will
you know what to do if I give you mumbers in slug-ft^2? <evil grin>!
-- Doug
Douglas Milliken <[email hidden]>
Milliken Research Associates Inc.
On Wed, 18 Jul 2001, Carol Bekker wrote:
> I suspect Mike dosnt have the parts to weigh :O) Any hints then as to the
> MOI Doug?
>
>
>
>
Quoted text (8 lines)
>Get your bathroom scales and hold them vertically up against the back of >your car. Make sure it's in neutral, handbrake off, on flat ground, and then >shove the car along with the scales jammed between your palms and the back >of the car. That way you can measure the force you're applying. It doesn't >matter if you're moving at a slow walk or an all-out sprint, the force is >the same. At least, it was for my Vauxhall Nova down our drive.... by the >way it's a good idea to have someone in the front seat who can apply the >brakes when you're done :0)Quoted text (7 lines)
>As for aerodynamic drag, it's 0.5 * Cd * rho * A * V^2 where Cd is the drag >coefficient (approx 0.3 to 0.5 for road cars), rho is density of air, A is >frontal area, and V is the velocity w.r.t the air. > >Not sure if any of this stuff helps in your conversation as I sort of lost >my way in your maths, but hopefully it's slightly relevant! >>Depends totally on the tire sizes, wheel type, etc...
>
>Also, I'm used to working in what we call "English" units -- will
>you know what to do if I give you mumbers in slug-ft^2? <evil grin>!
Hey! I could use some of these numbers! I use "English" units too. Send
'em my way if you get a few extra minutes :-)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
Quoted text (26 lines)
>Hi Todd, > >the question is really interesting. If you only applied the rolling >resistance as a force pointing backwards to the direction of travel at >the contact point of the wheel, when the system settles a slip ratio >develops with another force being produced that exactly counters this >force, and, as amazing as it may seem, there would be absolutely no >braking effect from such a force. > >The rolling resistance, however, is defined as happening in the already >settled situation. The total torque on the wheel is actually very close >to 0 in this situation (*), but a net braking force exists. The >explanation for this is that there is an additional torque produced by >the vertical force due to the offset in vertical load that you >mentioned, and in a settled situation (*) this exactly cancels the >torque on the wheel as produced by the rolling resistance. The overall >result is that rolling resistance as a total force must effectively be >applied at the center of the wheel (*). > >Of course, a very good question remains whether slip ratio is nonzero at >this point or not (meaning that the tyre may indeed rotate faster or >slower). I do think that the effect should be pretty negligible, though, >at least with low rolling resistance. > >-Gregor >Could someone possibly give a quick explaination of 'tire load' as
required by Pacejka as in my head suspension forces should be taken
into condition, but I have seen in other places that suspensions
forces are not taken into consideration but the 'tire load' is
calculated from the amount the tire is sinking into the ground (tire
compression). I am still waiting for my copy of RCVD to arrive from
Amazon (cost me a whopping $101)!!!
Anyone?
TIA, Colin
Doug,
you... engineer :)
-Gregor
Doug Milliken wrote:
Quoted text (8 lines)
> > Also, I'm used to working in what we call "English" units -- will > you know what to do if I give you mumbers in slug-ft^2? <evil grin>! > > -- Doug > Douglas Milliken <[email hidden]> > Milliken Research Associates Inc. >Oh no the 'name-calling' has started <g>
Ash
Quoted text (15 lines)
| Doug, | | you... engineer :) | | -Gregor | | Doug Milliken wrote: | > | > Also, I'm used to working in what we call "English" units -- will | > you know what to do if I give you mumbers in slug-ft^2? <evil grin>! | > | > -- Doug | > Douglas Milliken <[email hidden]> | > Milliken Research Associates Inc. | >
Oh, to be young again and have the time for creative abuse...<g>
If anyone does have access to the parts that they need inertias for,
I seem to remember that there was a nice write up on this cycling
site, but I haven't looked lately to see if it's still there.
<http://www.analyticcycling.com> (a very cool site, by an ex-DuPont
engineer)
On Thu, 19 Jul 2001, Ashley McConnell wrote:
Quoted text (23 lines)
> Oh no the 'name-calling' has started <g> > > Ash > > | Doug, > | > | you... engineer :) > | > | -Gregor > | > | Doug Milliken wrote: > | > > | > Also, I'm used to working in what we call "English" units -- will > | > you know what to do if I give you mumbers in slug-ft^2? <evil grin>! > | > > | > -- Doug > | > Douglas Milliken <[email hidden]> > | > Milliken Research Associates Inc. > | > > > > >Well, no problem, we always have this site handy:
http://www.digitaldutch.com/unitconverter/
As long as someone manages to explain me the difference between all the
pounds, I'll be just fine :).
-Gregor
Doug Milliken wrote:
Quoted text (7 lines)
> > Depends totally on the tire sizes, wheel type, etc... > > Also, I'm used to working in what we call "English" units -- will > you know what to do if I give you mumbers in slug-ft^2? <evil grin>! > > -- DougOn Fri, 20 Jul 2001 09:58:33 +0200, Gregor Veble
<[email hidden]> wrote:
>Well, no problem, we always have this site handy:
>
>http://www.digitaldutch.com/unitconverter/
>
>As long as someone manages to explain me the difference between all the
>pounds, I'll be just fine :).
Indeed! :)
When do I use pound-force (0.45?) and when to use pound (0.44?)? All
these nice numbers that sometimes trickle in are sometimes hard to
convert correctly.
Probably something with gravity, although it would seem odd why there
are so many lbf units while these change I think depending on where
you are on the planet, right?
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Still some good stuff there. Bicycles only though :(
Looks like I'll be off to the breaker's yard with a set of bathroom scales
then :-)
"Doug Milliken" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (36 lines)
> > Oh, to be young again and have the time for creative abuse...<g> > > If anyone does have access to the parts that they need inertias for, > I seem to remember that there was a nice write up on this cycling > site, but I haven't looked lately to see if it's still there. > <http://www.analyticcycling.com> (a very cool site, by an ex-DuPont > engineer) > > > On Thu, 19 Jul 2001, Ashley McConnell wrote: > > > Oh no the 'name-calling' has started <g> > > > > Ash > > > > | Doug, > > | > > | you... engineer :) > > | > > | -Gregor > > | > > | Doug Milliken wrote: > > | > > > | > Also, I'm used to working in what we call "English" units -- will > > | > you know what to do if I give you mumbers in slug-ft^2? <evil grin>! > > | > > > | > -- Doug > > | > Douglas Milliken <[email hidden]> > > | > Milliken Research Associates Inc. > > | > > > > > > > > > >
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> The thing that intrigues me though, is that since the force is at the
> contact patch of the tire, it will torque the body (pitch) as well astorque
> the tire itself, and unless I'm missing something here, this torque would
> actually serve to *accelerate* the tire, while simultaneously slowing the
> vehicle. Kinda wierd. Anyone know for sure if this is true, or have Ibeen
Thinking about this, wouldn't the rolling resistance actually act against
the direction of the wheel's roll? Effectively this would slow down the
wheels rotation causing a deceleration of the vehicle.
Quoted text (7 lines)
> drinking too much lately? :-) > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com"Mike Stanley" <[email hidden]> wrote in message news:<CuT57.54813$[email hidden]>...
I agree, if you imagine a situation of a car coasting from a smooth
road (low rolling resistance) onto, say, gravel, then the wheels will
be slowed exactly as if you applied outboard brakes. Todd, I'm not
sure it's valid to regard rolling resistance as a force, since it's a
representation of work done in the contact patch. The various forces
at play between rubber and road are converting kinetic energy into
heat and sound/vibration. I.e., the reaction forces in the suspension
components are transmitting the stored kinetic energy of the coasting
vehicle to the footprints, where it is getting dissipated.
Thinking about it you can calculate an "effective force" for rolling
resistance by using the relationship between work and force times
distance so maybe they're both valid viewpoints, but in any event the
effective force will be acting rearward on the rubber.
-= mike =-
Quoted text (20 lines)
> "J. Todd Wasson" <[email hidden]> wrote in message > news:[email hidden]... > > The thing that intrigues me though, is that since the force is at the > > contact patch of the tire, it will torque the body (pitch) as well as > torque > > the tire itself, and unless I'm missing something here, this torque would > > actually serve to *accelerate* the tire, while simultaneously slowing the > > vehicle. Kinda wierd. Anyone know for sure if this is true, or have I > been > > drinking too much lately? :-) > > Todd Wasson > > --- > > Performance Simulations > > Drag Racing and Top Speed Prediction > > Software > > http://PerformanceSimulations.Com > > Thinking about this, wouldn't the rolling resistance actually act against > the direction of the wheel's roll? Effectively this would slow down the > wheels rotation causing a deceleration of the vehicle.Quoted text (19 lines)
>> The thing that intrigues me though, is that since the force is at the >> contact patch of the tire, it will torque the body (pitch) as well as >torque >> the tire itself, and unless I'm missing something here, this torque would >> actually serve to *accelerate* the tire, while simultaneously slowing the >> vehicle. Kinda wierd. Anyone know for sure if this is true, or have I >been >> drinking too much lately? :-) >> Todd Wasson >> --- >> Performance Simulations >> Drag Racing and Top Speed Prediction >> Software >> http://PerformanceSimulations.Com > >Thinking about this, wouldn't the rolling resistance actually act against >the direction of the wheel's roll? Effectively this would slow down the >wheels rotation causing a deceleration of the vehicle. >"Mike Nunan" <[email hidden]> wrote in message
news:[email hidden]...
> "Mike Stanley" <[email hidden]> wrote in messagenews:<CuT57.54813$[email hidden]>...
>
> I agree, if you imagine a situation of a car coasting from a smooth
> road (low rolling resistance) onto, say, gravel, then the wheels will
> be slowed exactly as if you applied outboard brakes. Todd, I'm not
> sure it's valid to regard rolling resistance as a force, since it's a
> representation of work done in the contact patch.
F = mA. If the vehicle is slowing down, there is a net force acting on
it.
I would suggest drawing a free-body diagram of the wheel. If we know
that the wheel is slowing down, there must be moment on it counter to
its direction of rotation. If we know that the vehicle is slowing down,
there must also be a rearward force on the tire. Both of these forces
must act through the contact patch. We can solve it by drawing two
perpendicular forces, one horizontal rearward force which represents the
decelerative force on the vehicle, and one vertical upward force which
must equal the load on the wheel, and which acts at a center that
creates the correct moment on the wheel, i.e. it must be forward of the
center of axle. Conceptually the reason the vertical center of force is
forward of the center of the axle is because the tire is not a perfect
spring, i.e. you lose energy as you compress it. Therefore the tire is
not pushing down as strongly at the rear as it is at the front, meaning
the road isn't pushing up as strongly at the rear as it is at the front.
HTH,
Hal
Quoted text (12 lines)
> The various forces > at play between rubber and road are converting kinetic energy into > heat and sound/vibration. I.e., the reaction forces in the suspension > components are transmitting the stored kinetic energy of the coasting > vehicle to the footprints, where it is getting dissipated. > > Thinking about it you can calculate an "effective force" for rolling > resistance by using the relationship between work and force times > distance so maybe they're both valid viewpoints, but in any event the > effective force will be acting rearward on the rubber. > > -= mike =-
On Sat, 21 Jul 2001, Haqsau wrote:
....
> > be slowed exactly as if you applied outboard brakes. Todd, I'm not
> > sure it's valid to regard rolling resistance as a force, since it's a
> > representation of work done in the contact patch.
> I would suggest drawing a free-body diagram of the wheel. If we know.....
> center of axle. Conceptually the reason the vertical center of force is
> forward of the center of the axle is because the tire is not a perfect
> spring, i.e. you lose energy as you compress it. Therefore the tire is
> not pushing down as strongly at the rear as it is at the front, meaning
> the road isn't pushing up as strongly at the rear as it is at the front.
And just to bring that nice visualization back to modeling, which
definition of slip ratio are you using (or planning to use)? There are
quite a few (see RCVD, pp 39-40) and they all have been used for one reason
or another...
-- Doug Milliken
Quoted text (9 lines)
>Could someone possibly give a quick explaination of 'tire load' as >required by Pacejka as in my head suspension forces should be taken >into condition, but I have seen in other places that suspensions >forces are not taken into consideration but the 'tire load' is >calculated from the amount the tire is sinking into the ground (tire >compression). I am still waiting for my copy of RCVD to arrive from >Amazon (cost me a whopping $101)!!! > >It's no fun to change the slip ratio convention once you have it
implemented. We just changed for several reasons and it
included a change in sign. I was mildly surprised that the
car didn't run off backward the first time after the change! ;)
- Matt
Doug Milliken wrote:
> And just to bring that nice visualization back to modeling, which
> definition of slip ratio are you using (or planning to use)? There are
> quite a few (see RCVD, pp 39-40) and they all have been used for one reason
> or another...
Quoted text (9 lines)
> Method two's benefits are primarily simplicity and speed. It also makes > it easier to include the physical, geometric details of the suspension system > itself later on if you want to add it in (IMO). Still, someday I'll probably > switch to method one. > > Basically, if you're treating the wheels as seperate masses that move due > to forces acting on them, method one, the "tire sinking into the ground" > method, would give wheel load. >
"Colin Reed" <[email hidden]> wrote in message
news:[email hidden]...
> > Method two's benefits are primarily simplicity and speed. It alsomakes
> > it easier to include the physical, geometric details of the suspensionsystem
> > itself later on if you want to add it in (IMO). Still, someday I'llprobably
> > switch to method one.
> >
> > Basically, if you're treating the wheels as seperate masses thatmove due
Hopefully you only get EXACTLY the weight of the car when it's perfectly
stationary, cos if the car is "bouncing" at all on its suspension (over
bumps) then you ought to get a different value.
I think :0)
Jim
Quoted text (12 lines)
> > to forces acting on them, method one, the "tire sinking into the ground" > > method, would give wheel load. > > > > Thanks, I actually sat down and thought about it for a while and came > up with my own solution (I usually find this works quite well :-)). I > actually find the proportion that the suspension has been compressed > as a ratio from 0.0 - 1.0, we already know the rate of the springs so > just multiply the ratio and spring rate and voila, weight load per > wheel in Newtons, if I add all of the weights for each of the wheels I > get EXACTLY the weight of the car (in Newtons) just divide by 9.8 to > get Kg.On 22 Jul 2001 17:48:19 -0700, [email hidden] (Colin Reed)
wrote:
>Thanks, I actually sat down and thought about it for a while and came
>up with my own solution (I usually find this works quite well :-)). I
>actually find the proportion that the suspension has been compressed
>as a ratio from 0.0 - 1.0, we already know the rate of the springs so
>just multiply the ratio and spring rate and voila, weight load per
>wheel in Newtons,
Well, that's the suspension load, but when the wheel's not on the
ground, the load is 0 still (I use method #1 btw, without tire flex
damping, that's all done through the suspension's dampers, which may
be off a little as indeed the tires are quite stiff).
I use wheel rotational inertia, though some people don't and may add
other methods. What I do is take the engine torque, subtract the
Pacejka longitudinal force, and that makes the force which rotates the
wheel (the road fighting the engine's wish to accelerate the tire).
So you apply the resulting force as a torque (T=F*r) at the contact
patch, then calculate angular acceleration as T=I*w there T=torque,
I=inertia of the wheel and w=angular acc.
Note however I do this for the whole drivetrain, not just the tire, so
I add all (effective) inertiae and accelerate the lot, including
driveshaft, gearbox (see my article on geared effective inertia on my
site) and such.
Seems like you can do it without inertia though somehow I think.
Braking is not your regular force, except when moving. It is more a
potential force, and can keep a wheel locked when it's potential is
bigger than the applied force (from the road and differential/engine).
This is where you get an everpresent velocity reversal thing; when
applying the brakes hard, you will get a point where the wheel start
spinning the other direction (in your sim). At this point, lock the
wheel (keep ang.vel=0) and don't let go until the
brakeForce<otherForces.
This same concept can be used for the clutch too, for example.
Hope this helps,
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Quoted text (12 lines)
>1) My engine produces a torque through to the wheels (via gears, drive >shaft, diff etc.) which spins the wheels. > >2) I can correctly calculate the tire weight load, and slip ratio and >hence am able to calculate the longitudinal force due to Pacejka's >algorithm. > >What I don't understand is what do I do with this force that is >calculated, obviously most of it is used to propel the car forward, >but surely some of it is applied to the wheel because of the friction >involved (if no force was applied the wheel would just be free to spin >from the torques from the engine and would never slow down).Quoted text (7 lines)
>For example, if the car is moving forward and the wheels are locked >under braking, there is obviously a backward force which slows the >car. But, and here is where I am stuck, there is either no force >applied to the wheel (because if there was it would start spinning >again) or, the force that is applied is less than the force that is >braking the wheel and hence no wheel rotation. If it is the second >case, the magnitudes of the forces would be greatly different.On Mon, 23 Jul 2001 14:09:37 +0100, "Jim Seamus"
<[email hidden]> wrote:
Confirmed. A bouncing car doesn't have all the weight at the contact
patches. Some of it is, uhm, flying!
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Quoted text (13 lines)
>> I >> actually find the proportion that the suspension has been compressed >> as a ratio from 0.0 - 1.0, we already know the rate of the springs so >> just multiply the ratio and spring rate and voila, weight load per >> wheel in Newtons, if I add all of the weights for each of the wheels I >> get EXACTLY the weight of the car (in Newtons) just divide by 9.8 to >> get Kg. > >Hopefully you only get EXACTLY the weight of the car when it's perfectly >stationary, cos if the car is "bouncing" at all on its suspension (over >bumps) then you ought to get a different value. > >I think :0)> Hopefully you only get EXACTLY the weight of the car when it's perfectly
> stationary, cos if the car is "bouncing" at all on its suspension (over
> bumps) then you ought to get a different value.
Yes, only when the car is stationary :-)
Colin
Quoted text (15 lines)
>Thanks, I actually sat down and thought about it for a while and came >up with my own solution (I usually find this works quite well :-)). I >actually find the proportion that the suspension has been compressed >as a ratio from 0.0 - 1.0, we already know the rate of the springs so >just multiply the ratio and spring rate and voila, weight load per >wheel in Newtons, if I add all of the weights for each of the wheels I >get EXACTLY the weight of the car (in Newtons) just divide by 9.8 to >get Kg. > >I do like the idea of having the tire as an extra spring, but >currently my wheels are 'extremely' virtual, having no velocity, >vertically in relation to the car which would make simulating the >compression of the 'tire springs' impossible to do, for the while >anyway, I'll be upgrading to slightly less virtual wheels at a later >date.Quoted text (14 lines)
>The other thing that I am having trouble with is this :- > >1) My engine produces a torque through to the wheels (via gears, drive >shaft, diff etc.) which spins the wheels. > >2) I can correctly calculate the tire weight load, and slip ratio and >hence am able to calculate the longitudinal force due to Pacejka's >algorithm. > >What I don't understand is what do I do with this force that is >calculated, obviously most of it is used to propel the car forward, >but surely some of it is applied to the wheel because of the friction >involved (if no force was applied the wheel would just be free to spin >from the torques from the engine and would never slow down).Quoted text (8 lines)
>For example, if the car is moving forward and the wheels are locked >under braking, there is obviously a backward force which slows the >car. But, and here is where I am stuck, there is either no force >applied to the wheel (because if there was it would start spinning >again) or, the force that is applied is less than the force that is >braking the wheel and hence no wheel rotation. If it is the second >case, the magnitudes of the forces would be greatly different. >On 24 Jul 2001 22:10:41 GMT, [email hidden] (J. Todd Wasson) wrote:
...
Indeed, what I once tried (but everybody seems to use the lock state)
is to detect the velocity reversal, and then keep it *just* over the
edge. So if your braking makes it go from +5rpm to -2rpm, I just top
things off at -0.0001rpm. Next step, it tries to brake from -0.0001rpm
to +6rpm for example. Then I again see the sign change, and keep it at
+0.0001rpm.
Now this is all moot ofcourse here, as the lock code looks cleaner,
but I don't think the 'just over the sign' method gets you different
car behavior. The point where I'm going to is that I think this might
be useful perhaps too in the differential. For now, Gregor and I have
this diff which has different equations depending on combinations of
locked wheels, so 4 in all for 1 rear diff.
If somehow this reversal thing might be used there, it could be easier
to implement a 4WD car, which has 3 differentials. Normally, you would
end up with 4x4x4=64 differents sets of equations, quite a pain to
debug, to say the least. My intuitive feeling is that perhaps keeping
one end jittering if locked but thereby using just 1 set of equations
can help here.
But my brain's cracking up now, so I can't think straight and figure
this out right now. Been seeing too much network ideas for the last
24h.
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Quoted text (8 lines)
>In other words, if >your brake is pressed together with enough force to stay locked at up to 10000 >Nm torque, the wheel will stay locked until the force from the locked tire >(actually, the torque you'd get from that), is greater than 10000Nm. > > If it goes any less than this, you'll need to write code that keeps the wheel >locked, otherwise, the wheel will shake forward and backwards rapidly instead >of locking. This causes wierd things to happen.I would just like to thank all of you that have taken the time to
reply to my questions so far, I am still in the early stages so will
have many more questions no doubt. I wish you all could have seen the
size of the smile on my face when I got all of the longitudinal slip
code working, power slides, skidding to a halt, all working nicely.
I'm gonna work on doing some better braking code soon but for the
while if you brake it just locks the wheels, the car slides nicely to
a stop :-)
I have noticed some annoying jittering on the wheels when at low
speeds ( <= 20 kph), I have done some code to counter this but there
must be a more elegant way of accomplishing the same result. Does
anyone have an answer to why the amount of longitudinal force is the
same for 10% slip at 10kph as it is for 10% slip at 100kph. Is this
right?
As a tip to anyone else beginning to learn the Pacejka stuff,
SlipRatio = ((w * Re) - V) / fabsf(V)
This is from part 24 of the 'The Physics of Racing' by Brian Beckman,
this ensures that even when the car has a -ve forward velocity the
slip ratio is correct as opposed to your wheels exploding with
excessive -ve forces :-(
Colin
On 25 Jul 2001 04:18:32 -0700, [email hidden] (Colin Reed)
wrote:
>I have noticed some annoying jittering on the wheels when at low
>speeds ( <= 20 kph), I have done some code to counter this but there
>must be a more elegant way of accomplishing the same result.
That's low speed problems and there are a lot of approaches. Some do
kinematic. For slip angle jittering, I just let it jitter, and at high
enough speed (frequencies) it doesn't show and let's you stop sideways
on a hill without sliding down.
Try to get your hands on SAE950311 (or info on it) from sae.org. It
contains a method to make SR and SA differential equations instead of
deriving them anew each step. Have some problems with it though, see
another thread.
> Does
>anyone have an answer to why the amount of longitudinal force is the
>same for 10% slip at 10kph as it is for 10% slip at 100kph. Is this
>right?
That's right. Thought it was weird at first too, but it's not the
amount of slipvelocity that matters, it's the ratio as it's the rubber
compressing and extending speed that I think makes it a ratio and not
really absolute. Still, it's not really intuitive I agree, but right
nonetheless.
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Quoted text (10 lines)
>I would just like to thank all of you that have taken the time to >reply to my questions so far, I am still in the early stages so will >have many more questions no doubt. I wish you all could have seen the >size of the smile on my face when I got all of the longitudinal slip >code working, power slides, skidding to a halt, all working nicely. > >I'm gonna work on doing some better braking code soon but for the >while if you brake it just locks the wheels, the car slides nicely to >a stop :-) >On 25 Jul 2001 22:31:47 GMT, [email hidden] (J. Todd Wasson) wrote:
For the slip angle this is not entirely true, since sliding sideways
will never get you at the exact 90 degree slipangle (or was it the 180
degree case). May be good enough just the same.
> 1. I decoupled the rotational velocity/acceleration of the tires from the
>main system and let it operate at its own frequency. This lets me set the
>sampling frequency of the tires and differential to a really high value without
>doing every single body motion calculation and ground intersection 10-100 times
>as often (actually, it's adjustable on the fly, I should experiment with that
>come to think of it.)
Actually, Chris does that when things get stiffer (or you get to the
bumpstops), IIRC. Well, perhaps the whole frequency goes up in that
case, but it's the same idea, based on the situation at hand.
> Would Papy make a CPU patch for this as quickly as they did for the 1.4 GHz if
>it didn't work right away? WOW, was that fast! ;-))
Actually, they had seen the problem in N4, and it was a 32-bit counter
that needed to be 64-bit (or 16 vs. 32). But still, yes, the fix was
there fast. :)
Sounds good; I'd have thought the longitudinal spring coefficient are
so stiff that you STILL need high frequencies. This is the method
somewhat in SAE980453 (may need to shuffle the 453 ;-) ), although
that one uses a real 3D spring to fix things. Has its problems (read:
things it doesn't support like camber), so I recommend SAE950311.
Problem also is to get the 3 stiffness coefficients. Pacejka numbers
are easier to guess almost. :)
You can add that to your list of features! ;-)
> Still, if you've got a few bucks to pay SAE for the paper Ruud mentioned
>and are mathematically inclined enough to work it, it's the best solution I've
>seen for all the low speed problems. I'm planning on using it as a basis when
>it's time to get back into my tire model.
I'm just still confused about the damping, but should bring that back
after I've gotten energy back to work on that part again...
> Thanks for the slip ratio equation, I've currently got an IF block to handle
>the different forward/aft movement vs. rotation combinations to make sure the
>slip ratio is calculated correctly. That's ugly and slow compared to Brian
>Beckman's equation :-)
It's also explained in that 200+ page PDF thesis btw. Including the
implications for SAE950311 (another abs()).
> Anyway, I don't know if my math is quite right there, but maybe the reason
>is apparant now anyway. The slip "velocity" in both cases is identical at 1
>m/s slip. If you tried to find the amount of stretching using different
>velocities calculated from a constant slip ratio, the amount of stretching
>would probably be constant. Therefore, since the "rubberband" is stretched out
>of shape the same amount, it'd make the same force. Make sense?
Uhm, nice weather here today. ;-)
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
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Quoted text (8 lines)
> The paper Ruud talks about treats slip ratio (and slip angle) as a state >variable. Meaning you calculate what it "should" be the same way you're doing >it now, but then you only let it increase/decrease a little bit towards this >value each time step, depending on the speed of wheel rotation and linear >motion. It slowly gains on the slip ratio (and angle) while the wheel rotates >according to a somewhat arbitrarily defined "relaxation length" the wheel >moves/rotates through, and eventually arrives at the slip ratio you're >currently calculating.Quoted text (11 lines)
> 2. I wrote something similar to a "rigid-ring" tire model for low >speed/stationary movement. This treats the tire and wheel as two seperate >things that can rotate around each other like a torsion spring. The angular >difference between the two "rings" is multiplied by a spring rate, which >provides a forward/aft force and torque, and is damped by the difference in >rotational velocity. It works great for slow motion stuff, although it's >tricky to adjust it so you don't notice the sudden change between the low and >regular (high speed) model. It also doesn't deal well in certain situations >with my differential gear code if the diff unlocks, so it isn't perfect, but it >lets you stop on hills or move slowly up and down them with no stability >problems and without resorting to absurdly high sampling frequencies.Quoted text (7 lines)
> As far as the lateral (slip angle) stuff goes, my experience is the same >as what Ruud mentioned in that letting the slip angle oscillate quickly between >high negative and positive slip angles is usually unnoticeable, even at low >speeds, and lets the car stop sideways on embankments. I haven't put anything >special in my system to handle this, and you can only see the oscillations when >I've got extremely high grip tires on a really light car, then it shakes just >like it has a big engine, so maybe it's not all bad ;-)
Colin Reed <[email hidden]> wrote in message
news:[email hidden]...
> What I don't understand is what do I do with this force that is
> calculated, obviously most of it is used to propel the car forward,
> but surely some of it is applied to the wheel because of thefriction
> involved (if no force was applied the wheel would just be free tospin
> from the torques from the engine and would never slow down).
Right... erm... <carefully ensures brain is in gear>
Okay, bug 1: the *torque* applied by the brake, to the wheel is
*exactly* equal (and opposite) to the torque applied by the tyre (due
to the tractive force produced). If they were different the wheel
would accelerate (either +vely or -vely, i.e. decelerate).
Remember that for friction "F <= mu N", not "F = mu N".
Now, back to the original question. We have two free bodies (the car
and the wheel/axle) plus the ground. (Not for nothing is my nickname
"first principles" on the polo shirt I'm wearing ;-)
- Engine (i.e. car) applies a torque to the wheel, which applies the
same torque back to the car (see Newton, law 3) (causing a small
amount of weight transfer - but I'll ignore that unless you /want/ me
to go into it).
- Tyre (i.e. wheel) accelerates (rotates), acquires a slip ratio and
so generates a tractive force. Wheel pushes back on ground, ground
pushes forward on wheel.
- Wheel pushes forward on car (at axle bearings). Car applies equal
and opposite reaction force through bearings.
We now have two equal[1] forces on the wheel: the ground pushing it
forwards, and the car pushing it back. However, these are offset by
the tyre's rolling radius and so although there's no overall *force*
on the wheel (it's all transferred to the car) there is a *torque*,
which in equilibrium is equal to that applied by the drivetrain.
Does that help?
Jonny
[1] They're not *quite* equal since some force is used in accelerating
the wheel *forwards* (as opp. rotationally). But we'll conveniently
ignore that for now.
Quoted text (7 lines)
> For example, if the car is moving forward and the wheels are locked > under braking, there is obviously a backward force which slows the > car. But, and here is where I am stuck, there is either no force > applied to the wheel (because if there was it would start spinning > again) or, the force that is applied is less than the force that is > braking the wheel and hence no wheel rotation. If it is the second > case, the magnitudes of the forces would be greatly different.> I'm gonna work on doing some better braking code soon but for the
> while if you brake it just locks the wheels, the car slides nicely to
> a stop :-)
I've just found one big problem with locking the wheels when pressing
the brake button, as we all know due to the traction circle, if the
wheels are locked the longitudinal force is the maximum -ve force
possible so there is not place on the 'circle' left for lateral
forces. Result, I just go straight on and slam into the tires :-(
This all means that I'll have to do some proper braking code sooner
rather than later ;-)
Colin
Quoted text (9 lines)
>I've just found one big problem with locking the wheels when pressing >the brake button, as we all know due to the traction circle, if the >wheels are locked the longitudinal force is the maximum -ve force >possible so there is not place on the 'circle' left for lateral >forces. Result, I just go straight on and slam into the tires :-( > >This all means that I'll have to do some proper braking code sooner >rather than later ;-) >
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> I don't think this is correct though. If a tire was running at a 10degree
> slip angle, for example, and was locked, there would still be lateral
> distortion in the print, so there would still be lateral force. Ruudtalked
> recently about and allows a "vector trim" approach, where the entire slip
> velocity is trimmed down to contact the edge of the friction circle, thus
> allowing for some lateral forces to be developed. This probably is more
> correct, as a car sliding sideways at 90 degrees with locked tires will
> certainly develop a lateral force!
>
This sounds similar to what I do. I first define the vector that results
from lateral and longitudinal forces (without clipping to friction). I then
calculate the length of this vector. If this exceeds the maximum force
allowable due to friction, I clip to the outside of the friction circle
(keeping the same vector direction), so the situation where you can't get
any longitudinal or lateral force never arises.
This seems to work quite well for me, and I'm sure it's the correct way to
do things. All that's happening is that you're making sure that the force
applied to the tyres doesn't exceed the friction limit. The force is a
combination of lateral and longitudinal forces, and there's not really any
reason for clipping each one seperately - the two directions are not
independent as far as friction goes.
The only problem with the below is, when the wheels are locked, the
force should be lower than the maximum one, no matter what the attitude
of the car. With the below, assume the tyre is locked and the slip
angle is past optimal as well. Each of these forces as calculated
separately will give less than the maximum force, but when you combine
them so that the length of the vector may in some cases be higher than
the available force, you then clip them and end at the edge of the
friction circle with a force that is higher than it should be.
A good way of doing things properly is explained here:
http://www.esbconsult.com.au/ogden/locost/phors/phors.htm
Check chapters 24 & 25. Basically, you need to first calculate the
combined slip and its components, and use these to explicitly (without
clipping) calculate both the lateral and longitudinal forces from the
equations for separate longitudinal and lateral response. This approach
returns the same results as the separate operation when there is only
slip ratio or slip angle present without the other.
-Gregor
Mike Stanley wrote:
Quoted text (14 lines)
> > This sounds similar to what I do. I first define the vector that results > from lateral and longitudinal forces (without clipping to friction). I then > calculate the length of this vector. If this exceeds the maximum force > allowable due to friction, I clip to the outside of the friction circle > (keeping the same vector direction), so the situation where you can't get > any longitudinal or lateral force never arises. > > This seems to work quite well for me, and I'm sure it's the correct way to > do things. All that's happening is that you're making sure that the force > applied to the tyres doesn't exceed the friction limit. The force is a > combination of lateral and longitudinal forces, and there's not really any > reason for clipping each one seperately - the two directions are not > independent as far as friction goes.On Mon, 30 Jul 2001 11:44:08 +0200, Gregor Veble
<[email hidden]> wrote:
>A good way of doing things properly is explained here:
>
>http://www.esbconsult.com.au/ogden/locost/phors/phors.htm
>
>Check chapters 24 & 25.
And this method will be in Racer v0.4.7 btw. If I don't cling on car
window transparency too much, it should be out, uhm, tonight,
hopefully. Otherwise somewhere this week. Method #3, with thanks to
Gregor & Brian for coming up with the same method. :)
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
On Sun, 29 Jul 2001 20:59:30 +0100, "Jonny Hodgson"
<[email hidden]> wrote:
You can play with the effects of the weight transfer in GPL; hold the
clutch button and throttle away. The body moves a bit.
You can get an exaggerated example of this in Racer v0.4.7, setting
engine.torque_reaction to 1 (or beyond 1 to make it unrealistic as can
be). Looks nice on low-sprung cars, but is a bit much, a setting of
0.2 may be better (but just making that up here).
>- Tyre (i.e. wheel) accelerates (rotates), acquires a slip ratio and
>so generates a tractive force. Wheel pushes back on ground, ground
>pushes forward on wheel.
>
>- Wheel pushes forward on car (at axle bearings). Car applies equal
>and opposite reaction force through bearings.
I think I apply the forward forces at the wheel's roll center, but I'm
not really simulating rod links very well so this is the best I could
do perhaps. Feels ok-ish, but have no idea whether the rollcenters are
on the mark. :)
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/
Quoted text (15 lines)
>Okay, bug 1: the *torque* applied by the brake, to the wheel is >*exactly* equal (and opposite) to the torque applied by the tyre (due >to the tractive force produced). If they were different the wheel >would accelerate (either +vely or -vely, i.e. decelerate). > >Remember that for friction "F <= mu N", not "F = mu N". > >Now, back to the original question. We have two free bodies (the car >and the wheel/axle) plus the ground. (Not for nothing is my nickname >"first principles" on the polo shirt I'm wearing ;-) > >- Engine (i.e. car) applies a torque to the wheel, which applies the >same torque back to the car (see Newton, law 3) (causing a small >amount of weight transfer - but I'll ignore that unless you /want/ me >to go into it).I feel that the proper boundary condition of tire forces
when locked is to have the resulting force be anti-velocity.
This makes it not a function of the direction the SAE
tire axes are pointing, unless your combined slip model
is sophisticated enough to impose this boundary condition.
--
Matthew V. Jessick Motorsims
[email hidden] http://www.moto1.net
Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
Hi Matthew,
agreed. That's why I use directly the components of the slip velocity
(velocity_size*sin(slip_angle) and
Omega*R-velocity_size*cos(slip_angle), and in my program I explicity
calculate the slip velocity vector to get these two components) divided
by the size of the velocity to do my calculations instead of slip angle,
slip ratio. For small slip angles, the definitions are equivalent
anyway, but for larger ones this one is more natural and gives the
correct locked wheel behaviour.
-Gregor
mjessick-Motorsims wrote:
Quoted text (12 lines)
> > I feel that the proper boundary condition of tire forces > when locked is to have the resulting force be anti-velocity. > > This makes it not a function of the direction the SAE > tire axes are pointing, unless your combined slip model > is sophisticated enough to impose this boundary condition. > > -- > Matthew V. Jessick Motorsims > [email hidden] http://www.moto1.net > Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216Quoted text (7 lines)
>I feel that the proper boundary condition of tire forces >when locked is to have the resulting force be anti-velocity. > >This makes it not a function of the direction the SAE >tire axes are pointing, unless your combined slip model >is sophisticated enough to impose this boundary condition. >On 03 Aug 2001 00:32:56 GMT, [email hidden] (J. Todd Wasson) wrote:
Just have 1 NDE (Near Death Experience) and you'll know for all time.
In fact, getting of the brakes at one time saved me from hitting a
sudden line of cars, and I could steer onto the exit lane (that I was
supposed to take, mind you :) ).
Just didn't have the time to test how soon it started to loose all
steering control, hehe. (in other words, at what point does the tire
really begin to act like a block of rubber instead of the normal
flexing and all that).
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Free car sim : http://www.marketgraph.nl/gallery/racer/


































