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Tire relaxation lengths- My feelings on my implementation work so far..

42 posts by 7 people · 24 Apr 2001 04:58 UTC - 29 Apr 2001 21:26 UTC

Notable threadHobbyist physics coders discuss tyre relaxation length models

J. Todd Wasson vented frustration at implementing tyre relaxation lengths from SAE paper 950311 in his RC car sim. Ruud van Gaal (author of Racer) shared code and the key insight that the paper uses the tangent of the slip angle, which got it working; Gregor Veble and vehicle dynamics author Doug Milliken explained low-speed oscillation and when relaxation effects can be ignored at high speed. The thread also covered integration rates and scaling physics for small RC cars.

physics/realism debate

Automated summary.

J. Todd Wasson 24 Apr 2001 04:58 UTC#189310
AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ %**@!!!! WHY CAN'T IT JUST WORK??!!!!! Thanks, I feel a little better now..... Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
I hear ya :) Ash "J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (13 lines)| AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ | %**@!!!! | | WHY CAN'T IT JUST WORK??!!!!! | | | Thanks, I feel a little better now..... | Todd Wasson | --- | Performance Simulations | Drag Racing and Top Speed Prediction | Software | http://PerformanceSimulations.Com
Just for the sake of it.... try increasing the wheel inertia. Maybe there's the problem. -Gregor "J. Todd Wasson" wrote:
Quoted text (13 lines)> > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ > %**@!!!! > > WHY CAN'T IT JUST WORK??!!!!! > > Thanks, I feel a little better now..... > 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]...
Quoted text (13 lines)> AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ > %**@!!!! > > WHY CAN'T IT JUST WORK??!!!!! > > > Thanks, I feel a little better now..... > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
Todd, dear Todd, and your thesis review board has been waiting patiently in the other room, but now they're starting to get itchy. I'm sorry, I feel your pain. Been there, done that, ate my damned T-shirt out of frustration, but you're on your own on this one. It's so far out of anything I've ever dealt with that I can't even comment. Hey Doug, got your ears on? Poor Todd's about to explode and needs emergency tire physics treatment. KFG
Just because tires know what to do, doesn't mean that we know how they do it... The tire modeler's version of: Just because you are paranoid, doesn't mean that they are not watching you. I don't think that I can say much at this point - things are so implementation dependent. -- Doug Douglas Milliken <[email hidden]> Milliken Research Associates Inc. On Tue, 24 Apr 2001, Kevin Gavitt wrote:
Quoted text (32 lines)> > "J. Todd Wasson" <[email hidden]> wrote in message > news:[email hidden]... > > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ > > %**@!!!! > > > > WHY CAN'T IT JUST WORK??!!!!! > > > > > > Thanks, I feel a little better now..... > > Todd Wasson > > --- > > Performance Simulations > > Drag Racing and Top Speed Prediction > > Software > > http://PerformanceSimulations.Com > > Todd, dear Todd, and your thesis review board has been waiting patiently in > the other room, but now they're starting to get itchy. > > I'm sorry, I feel your pain. Been there, done that, ate my damned T-shirt > out of frustration, but you're on your own on this one. It's so far out of > anything I've ever dealt with that I can't even comment. > > Hey Doug, got your ears on? Poor Todd's about to explode and needs emergency > tire physics treatment. > > KFG > > > >
Nirvana Fan! :) "Doug Milliken" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (23 lines)| | Just because tires know what to do, | doesn't mean that we know how they do it... | | The tire modeler's version of: | Just because you are paranoid, | doesn't mean that they are not watching you. | | I don't think that I can say much at this point - things are so | implementation dependent. | | -- Doug | Douglas Milliken <[email hidden]> | Milliken Research Associates Inc. | | | | On Tue, 24 Apr 2001, Kevin Gavitt wrote: | | > | > "J. Todd Wasson" <[email hidden]> wrote in message | > news:[email hidden]... | > > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!!
%@
Quoted text (14 lines)| > > %**@!!!! | > > | > > WHY CAN'T IT JUST WORK??!!!!! | > > | > > | > > Thanks, I feel a little better now..... | > > Todd Wasson | > > --- | > > Performance Simulations | > > Drag Racing and Top Speed Prediction | > > Software | > > http://PerformanceSimulations.Com | > | > Todd, dear Todd, and your thesis review board has been waiting patiently
in | > the other room, but now they're starting to get itchy. | > | > I'm sorry, I feel your pain. Been there, done that, ate my damnedT-shirt | > out of frustration, but you're on your own on this one. It's so far outof | > anything I've ever dealt with that I can't even comment. | > | > Hey Doug, got your ears on? Poor Todd's about to explode and needsemergency
Quoted text (8 lines)| > tire physics treatment. | > | > KFG | > | > | > | > |
>Just for the sake of it.... try increasing the wheel inertia. Maybe >there's the problem. > Nope, I'm just trying to get the very, very, very simple basic equation at the beginning of the SAE paper we just read to work without even including it in the model yet! The differential equations? Good grief.... lol Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (52 lines)>Just because tires know what to do, > doesn't mean that we know how they do it... > >The tire modeler's version of: > Just because you are paranoid, > doesn't mean that they are not watching you. > >I don't think that I can say much at this point - things are so >implementation dependent. > >-- Doug > Douglas Milliken <[email hidden]> > Milliken Research Associates Inc. > > > >On Tue, 24 Apr 2001, Kevin Gavitt wrote: > >> >> "J. Todd Wasson" <[email hidden]> wrote in message >> news:[email hidden]... >> > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ >> > %**@!!!! >> > >> > WHY CAN'T IT JUST WORK??!!!!! >> > >> > >> > Thanks, I feel a little better now..... >> > Todd Wasson >> > --- >> > Performance Simulations >> > Drag Racing and Top Speed Prediction >> > Software >> > http://PerformanceSimulations.Com >> >> Todd, dear Todd, and your thesis review board has been waiting patiently in >> the other room, but now they're starting to get itchy. >> >> I'm sorry, I feel your pain. Been there, done that, ate my damned T-shirt >> out of frustration, but you're on your own on this one. It's so far out of >> anything I've ever dealt with that I can't even comment. >> >> Hey Doug, got your ears on? Poor Todd's about to explode and needs >emergency >> tire physics treatment. >> >> KFG >> >> >> >> >
Sigh... Thanks anyway guys :-) Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
On 24 Apr 2001, J. Todd Wasson wrote: > Nope, I'm just trying to get the very, very, very simple basic equation at > the beginning of the SAE paper we just read to work without even including it > in the model yet! The differential equations? Good grief.... lol What paper is this - # and title?
On 24 Apr 2001 04:58:36 GMT, [email hidden] (J. Todd Wasson) wrote: > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ >%**@!!!! > > WHY CAN'T IT JUST WORK??!!!!! Hehe, yes, tirerelax.c. It sometimes seems faster to just generate a bunch of random letters which will work faster than if you try to derive your own work. How are you implementing them? I use SAE950311 but have been a lot of problems as well, to the point where I'm now doing collision detection and AI to get my mind on 'simpler' things. ;-) Strange to see how a slipratio can stay beyond 20 for some time after some firm braking. And that with a relaxation length of 0.7m. :( If only Genta had given me the units of the Pacejka longitudinal tire stiffness, than I could do some searching... Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On 25 Apr 2001 04:30:51 GMT, [email hidden] (J. Todd Wasson) wrote: >>What paper is this - # and title? > >SAE 9503111 >"Tire modeling for low-speed and high-speed calculations" That's the one. :) Here's what I do. It's been modified here & there, now & then to check for the ugly damping swinging at low speed. Better to start out at some speed (both world velocity and spin speed), since the diff equations work out better. Hope it helps a bit. And don't forget to multiple Fx (road reaction force) by sgn(u)! Funny stuff like that. In itself, it works pretty ok, UNTIL you get at low speed, OFCOURSE! ;-) /*********************** * Calculate Slip Angle * ***********************/ void RWheel::CalcSlipAngle() // Based on the wheel world velocity and heading, calculate // the angle from the wheel heading to the wheel's actual velocity // Contrary to SAE, our Y-axis points up, and slipAngle>0 means // in our case that the you're in a right turn (basically) // 31-03-01: SAE950311 implementation (using relaxation lengths // and a differential equation for the slip angle) for low-speed etc. { DVector3 velWheelWC; if(!IsOnSurface()) { //qdbg("CalcSA; not on surface\n"); // Not touching the surface, no need to do slip angle slipAngle=0; // Tire springs back to 0 instantly (should be slowly actually) tanSlipAngle=0; velWheelTC.SetToZero(); velWheelCC.SetToZero(); return; } // Get velocity of contact patch wrt the track (=world) DVector3 cpPos,*p; p=susp->GetPosition(); cpPos.x=p->x; cpPos.y=p->y+susp->GetLength()+radius; cpPos.z=p->z; // Kingpin effects are ignored car->GetBody()->CalcBodyVelForBodyPos(&cpPos,&velWheelCC); car->ConvertCarToWorldOrientation(&velWheelCC,&velWheelWC); ConvertCarToTireOrientation(&velWheelCC,&velWheelTC); qdbg("velWheelTC.z=%f, rotZ=%f\n",velWheelTC.z,rotationV.x*radius); // Derive change in tan(slipAngle) using SAE950311 // u=longitudinal velocity, v=lateral velocity rfloat u,b,v,delta; u=velWheelTC.z; v=velWheelTC.x; b=relaxationLengthLat; delta=(v/b)-(fabs(u)/b)*tanSlipAngle; // Integrate tanSlipAngle+=delta*RMGR->time->span; // Derive new slip angle from state variable 'tanSlipAngle' slipAngle=atanf(tanSlipAngle); } /*********************** * Calculate Slip Ratio * ***********************/ void RWheel::CalcSlipRatio(DVector3 *velWheelTC) // Calculate current slip ratio. // Assumes that CalcSlipAngle() has been called (for velWheel?C to be valid) // 31-03-01: SAE950311 implementation (using relaxation lengths // and a differential equation for the slip ratio) for low-speed etc. { rfloat vGround,vFreeRolling; //velWheelTC->DbgPrint("velWheelTC in CalcSR"); if(!IsOnSurface()) { //qdbg("CalcSR; not on surface\n"); // Not touching the surface, no slip ratio slipRatio=0; // Tire vibrations stop differentialSlipRatio=0; return; } // SAE950311 algorithm rfloat u,delta,B; // Calculate new u (actual velocity of wheel) u=velWheelTC->z; B=relaxationLengthLong; if((lastU<0&&u>=0)||(lastU>=0&&u<0)) { // 'u' changed sign, reverse slip differentialSlipRatio=-differentialSlipRatio; } lastU=u; // Detect sign of 'u' (real velocity of wheel) if(u<0)signU=-1.0f; else signU=1.0f; // Eq. 26 //delta=(fabs(u)-rotationV.x*radius*signU)/B-(fabs(u)/B)*differentialSlipRatio; if(u<0) { // Eq. 25 delta=(-u+rotationV.x*radius)/B+(u/B)*differentialSlipRatio; } else { // Eq. 20 delta=(u-rotationV.x*radius)/B-(u/B)*differentialSlipRatio; } // Integrate differentialSlipRatio+=delta*RMGR->time->span; if(differentialSlipRatio>2)differentialSlipRatio=2; else if(differentialSlipRatio<-100)differentialSlipRatio=-100; // Set slip ratio for the rest of the sim slipRatio=differentialSlipRatio; qdbg("CSR; u=%f, R=%.2f, w=%f, B=%f, delta=%f, DSR=%f, SR=%f\n", u,radius,rotationV.x,B,delta,differentialSlipRatio,slipRatio); } Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
Hi Ruud, I know we discussed this before, but anyway. Does the slip ratio not relax soon after you release the brakes? I believe that in that case the force on the tires should rotate them and return the slip ratios to normal values very rapidly. Also, does this happen only when the car ends up sliding sideways, or also when braking in a straight line? -Gregor Ruud van Gaal wrote:
Quoted text (25 lines)> > On 24 Apr 2001 04:58:36 GMT, [email hidden] (J. Todd Wasson) wrote: > > > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ > >%**@!!!! > > > > WHY CAN'T IT JUST WORK??!!!!! > > Hehe, yes, tirerelax.c. It sometimes seems faster to just generate a > bunch of random letters which will work faster than if you try to > derive your own work. > > How are you implementing them? I use SAE950311 but have been a lot of > problems as well, to the point where I'm now doing collision detection > and AI to get my mind on 'simpler' things. ;-) > > Strange to see how a slipratio can stay beyond 20 for some time after > some firm braking. And that with a relaxation length of 0.7m. :( > > If only Genta had given me the units of the Pacejka longitudinal tire > stiffness, than I could do some searching... > > Ruud van Gaal, GPL Rank +53.25 > Pencil art : http://www.marketgraph.nl/gallery/ > Free car sim : http://www.marketgraph.nl/gallery/racer/
Certainly the Abstract makes the paper seem like "the right stuff". Because it's from Iowa State, there is a good chance that the work was connected with the National Advanced Driver Simulator (NADS), which is located nearby...a www search should turn up info on this huge government funded project (last I heard it was over US$40M). <political comment> Personally, I think that fraction of my taxes (maybe $0.50??) could have been spent on something better than the NADS... </political comment> -- Doug On 25 Apr 2001, J. Todd Wasson wrote:
Quoted text (15 lines)> >What paper is this - # and title? > > SAE 950311 > "Tire modeling for low-speed and high-speed calculations" > > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com > >
Afaik, whenever the tire operating condition (slip angle, slip ratio, etc) is changed, it takes some distance (the relaxation length) for the resulting forces to transition from one condition to the next. The distance is usually assumed to be constant, regardless of speed...so the response time is very short at high speeds. If you think of the tire as a stretchy thing, this makes more sense physically -- a change at the hub will first change the shape of the tire before the forces get through to the ground. The relaxation length for slip angle (steer angle) is some fraction (could be 1/2, more or less) of the tire circumference, depending on the tire construction. For slip ratio changes, the tire is a lot stiffer and I noticed that in SAE 950311 they are using 1/10 of the distance that they use for slip angle...but they admit that they have no data. -- Doug Douglas Milliken <[email hidden]> Milliken Research Associates Inc. On Wed, 25 Apr 2001, Gregor Veble wrote:
Quoted text (40 lines)> Hi Ruud, > > I know we discussed this before, but anyway. Does the slip ratio not > relax soon after you release the brakes? I believe that in that case the > force on the tires should rotate them and return the slip ratios to > normal values very rapidly. > > Also, does this happen only when the car ends up sliding sideways, or > also when braking in a straight line? > > -Gregor > > Ruud van Gaal wrote: > > > > On 24 Apr 2001 04:58:36 GMT, [email hidden] (J. Todd Wasson) wrote: > > > > > AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGHHHHHHHHH!!!!!! !@#%!! %@ > > >%**@!!!! > > > > > > WHY CAN'T IT JUST WORK??!!!!! > > > > Hehe, yes, tirerelax.c. It sometimes seems faster to just generate a > > bunch of random letters which will work faster than if you try to > > derive your own work. > > > > How are you implementing them? I use SAE950311 but have been a lot of > > problems as well, to the point where I'm now doing collision detection > > and AI to get my mind on 'simpler' things. ;-) > > > > Strange to see how a slipratio can stay beyond 20 for some time after > > some firm braking. And that with a relaxation length of 0.7m. :( > > > > If only Genta had given me the units of the Pacejka longitudinal tire > > stiffness, than I could do some searching... > > > > 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)> // Derive change in tan(slipAngle) using SAE950311 > // u=longitudinal velocity, v=lateral velocity > rfloat u,b,v,delta; > u=velWheelTC.z; > v=velWheelTC.x; > b=relaxationLengthLat; > delta=(v/b)-(fabs(u)/b)*tanSlipAngle; > > // Integrate > tanSlipAngle+=delta*RMGR->time->span; > // Derive new slip angle from state variable 'tanSlipAngle' > slipAngle=atanf(tanSlipAngle);
I'll be darned, it works. Thanks, Ruud. I didn't realize that it was the tangent of the slip angle the paper referred to, rather than the slip angle itself. I'll play with the slip ratio part and try it in my model shortly. Thanks again, Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
My uncle is a professor at Iowa State, if I'm not mistaken. There's tons of good reading on NADS online. First found out about it probably a year or two ago. $40M?? Wow... I wonder if it's as realistic as GPL ;-)
Quoted text (33 lines)>Certainly the Abstract makes the paper seem like "the right stuff". > >Because it's from Iowa State, there is a good chance that the work >was connected with the National Advanced Driver Simulator (NADS), >which is located nearby...a www search should turn up info on this >huge government funded project (last I heard it was over US$40M). > ><political comment> >Personally, I think that fraction of my taxes (maybe $0.50??) could >have been spent on something better than the NADS... ></political comment> > >-- Doug > > >On 25 Apr 2001, J. Todd Wasson wrote: > >> >What paper is this - # and title? >> >> SAE 950311 >> "Tire modeling for low-speed and high-speed calculations" >> >> >> >> Todd Wasson >> --- >> Performance Simulations >> Drag Racing and Top Speed Prediction >> Software >> http://PerformanceSimulations.Com >> >> >
Quoted text (7 lines)> For slip ratio changes, the tire is a lot stiffer and I >noticed that in SAE 950311 they are using 1/10 of the distance that they >use for slip angle...but they admit that they have no data. > >-- Doug > Douglas Milliken <[email hidden]> > Milliken Research Associates Inc.
I noticed that too. Still, as long as the car will stop and do mild accelerations on an embankment properly, I'd be happy. This would let me get rid of my low speed (low tech) rigid ring type model, although I do like the way it lets the car "wind up" on the tire during sudden acceleration or during a quick stop, springing the car back just a touch. 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]...
Quoted text (14 lines)> > // Derive change in tan(slipAngle) using SAE950311 > > // u=longitudinal velocity, v=lateral velocity > > rfloat u,b,v,delta; > > u=velWheelTC.z; > > v=velWheelTC.x; > > b=relaxationLengthLat; > > delta=(v/b)-(fabs(u)/b)*tanSlipAngle; > > > > // Integrate > > tanSlipAngle+=delta*RMGR->time->span; > > // Derive new slip angle from state variable 'tanSlipAngle' > > slipAngle=atanf(tanSlipAngle); > > I'll be darned, it works. Thanks, Ruud. I didn't realize that it was
the > tangent of the slip angle the paper referred to, rather than the slipangle > itself. I'll play with the slip ratio part and try it in my modelshortly.
Quoted text (9 lines)> > Thanks again, > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
The power of the open source development model aptly demonstrated. KFG
Hi Doug, (phew, great fun discussing stuff with your idols ;) !) That part about lengths is certainly true and should happen in a very accurate model, but the close to 0 speed behaviour, according to the very specific model Ruud and I are using, should cause oscillations in the rotations of the wheels (when the dampening is close to zero), and not really freeze the slip ratios when brakes are released. The model is (pseudoequation): d Slip/ dt = 1/L_relax (|u| Slip - V_slip) (1) where |u| is the longitudinal component of velocity, V_slip is the corresponding component ofslipping velocity and Slip the slip ratio or Tan(slip angle). However, I am using a slightly different model myself, d Slip/ dt = 1/L_relax (|V| Slip - V_slip) (2), where |V| is now the absolute value of the total velocity, and for the lateral direction I do not deal with Tan(slip angle) but Sin(slip angle). The difference between the two models is, that if the car is sliding fully sideways (|u|=0), there is no relaxation going on in the longitudinal direction in the case (1), and the slip ratios can increase indefinitely, while in the other model it is, I believe, slightly better behaved. That's why I asked if the slip ratio 'freezing' is only present in the sideways sliding case. Just a comment; the above model is also good for stopping on a banked surface, as the 'slip' variables will settle automatically and give nonzero forces which will balance the car. The only 'problem' is, the car will shift for about the order of magnitde of L_relax, which is a bit more than what the tire flexibility should allow for. Nevertheless, it's great fun to see your car jitter in yaw when stopping after a sideways slide! Thanks for the input on the lateral vs. longitudinal relaxation lengths, it will sure come in handy! -Gregor Doug Milliken wrote:
Quoted text (20 lines)> > Afaik, whenever the tire operating condition (slip angle, slip ratio, etc) > is changed, it takes some distance (the relaxation length) for the > resulting forces to transition from one condition to the next. The > distance is usually assumed to be constant, regardless of speed...so the > response time is very short at high speeds. If you think of the tire as a > stretchy thing, this makes more sense physically -- a change at the hub > will first change the shape of the tire before the forces get through to > the ground. > > The relaxation length for slip angle (steer angle) is some fraction (could > be 1/2, more or less) of the tire circumference, depending on the tire > construction. For slip ratio changes, the tire is a lot stiffer and I > noticed that in SAE 950311 they are using 1/10 of the distance that they > use for slip angle...but they admit that they have no data. > > -- Doug > Douglas Milliken <[email hidden]> > Milliken Research Associates Inc. >
On Wed, 25 Apr 2001 13:50:35 +0200, Gregor Veble <[email hidden]> wrote: >Hi Ruud, > >I know we discussed this before, but anyway. Does the slip ratio not >relax soon after you release the brakes? I believe that in that case the >force on the tires should rotate them and return the slip ratios to >normal values very rapidly. Well, the problem is perhaps somewhere in the damping. I have bad values for cornering stiffness (I think) which need to be corrected before I can get the damping correct. So this bad damping can keep things going astray (making the slipratio behave a bit obscure). No real need to look into that now. As for Todd, and myself (and other interested people), yesterday I did a test run on Monza, and I noticed something about the SAE950311 method. When driving >60km/h, the slipratio got unstable (@100Hz frequency). I noticed that since eq. 20 is like: deltaSR=(u-Rw)/B-(u/B)*SR Where 'u' is positive and is the velocity of the wheel vs. track. Now when 'u' gets big, the term (u/B)*SR will become larger and larger, no matter how fast or slow the wheel itself is spinning. So the system becomes unstable at large 'u'. I upped the frequency to 250Hz and things got better again. However, estimating I want to go as far as 400km/h, this might be a deciding factor that I don't want in. Check out SAE980243 as well, which uses a 3D spring tire method. It's not pretty since it doesn't deal with aligning moment (force feedback) and camber (Nascar anyone?), but it doesn't seem to have an unstable factor like the 'u' from SAE950311, *at first glance*. Haven't actually implemented the model. It seems like for low speed, a slipvelocity model will do nicely. That was the first attempt in Racer0.1, remember? ;-) Problem is that you don't get slipAngle lags; that may be used from SAE950311 still. As tan(SA) goes to infinity, unstable delta's are less of a problem there (since the atan() catches up on that). I never had low-speed problems in Racer0.1, which used a RARS method, which is: F=-slipVel*friction Add in here an added spring model on top to get the 'my car drives back when I stop and then lift the brakes quickly' and it might do nicely (note I did an extra: if(slipVelocity<1)F*=slipVelocity for the road reaction force, something like that). I think I'll have a good think about my own tire model (mixing lots of those out there) somewhere soon. For now, I'm giving my brain some relaxation length, eh, time, ;-) and am working on a first no-brainer AI car (grandpa driving around the track, should be fun as target practice). In conclusion, I think for SAE950311 you're better off not using the slipRatio equations, because of the large 'u' problems (and damping). For slip angle it shouldn't be that bad. Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On Wed, 25 Apr 2001 13:46:54 +0200, Gregor Veble <[email hidden]> wrote: >Oh, boy, where has this group come to! Posting source code... it is >actually starting to live up to its name! ;) Most all of it is even at my homepage, including all underlying platform code (which works for Linux/Win32/SGI IRIX). It's all a hobby for me (well, QLib and D3 aren't really), so that's all possible fortunately. :) Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On 25 Apr 2001 23:11:36 GMT, [email hidden] (J. Todd Wasson) wrote:
Quoted text (16 lines)>> // Derive change in tan(slipAngle) using SAE950311 >> // u=longitudinal velocity, v=lateral velocity >> rfloat u,b,v,delta; >> u=velWheelTC.z; >> v=velWheelTC.x; >> b=relaxationLengthLat; >> delta=(v/b)-(fabs(u)/b)*tanSlipAngle; >> >> // Integrate >> tanSlipAngle+=delta*RMGR->time->span; >> // Derive new slip angle from state variable 'tanSlipAngle' >> slipAngle=atanf(tanSlipAngle); > > I'll be darned, it works. Thanks, Ruud. I didn't realize that it was the >tangent of the slip angle the paper referred to, rather than the slip angle >itself. I'll play with the slip ratio part and try it in my model shortly.
Ouch, make sure you read my other post about the SAE950311 slip ratio model. I'm not too fond of it anymore (drives frequencies higher). Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
Ruud van Gaal wrote:
Quoted text (16 lines)> > As for Todd, and myself (and other interested people), yesterday I did > a test run on Monza, and I noticed something about the SAE950311 > method. When driving >60km/h, the slipratio got unstable (@100Hz > frequency). > I noticed that since eq. 20 is like: > > deltaSR=(u-Rw)/B-(u/B)*SR > > Where 'u' is positive and is the velocity of the wheel vs. track. Now > when 'u' gets big, the term (u/B)*SR will become larger and larger, no > matter how fast or slow the wheel itself is spinning. > So the system becomes unstable at large 'u'. I upped the frequency to > 250Hz and things got better again. However, estimating I want to go as > far as 400km/h, this might be a deciding factor that I don't want in. >
Hi Ruud, I noticed exactly the same 'problem' as well, but it's not really an issue. What it means is that the relaxation time, which is relaxation length divided by velocity, becomes comparable or smaller than your timestep. This means that on the scale you are looking at, the relaxation length effects can in fact be neglected. In fact, I do the following; if Velocity*timestep/Relax_length < 0.5 I use the relaxation length model, and if not so, I revert to the usual slip angle/ratio definitions, which are exactly the solutuions of the rel. length diff. equations in the quazistationary case. There is absolutely no perceived switch between the two models. -Gregor
On 25 Apr 2001 23:24:56 GMT, [email hidden] (J. Todd Wasson) wrote:
Quoted text (13 lines)>> For slip ratio changes, the tire is a lot stiffer and I >>noticed that in SAE 950311 they are using 1/10 of the distance that they >>use for slip angle...but they admit that they have no data. >> >>-- Doug >> Douglas Milliken <[email hidden]> >> Milliken Research Associates Inc. > > I noticed that too. Still, as long as the car will stop and do mild >accelerations on an embankment properly, I'd be happy. This would let me get >rid of my low speed (low tech) rigid ring type model, although I do like the >way it lets the car "wind up" on the tire during sudden acceleration or during >a quick stop, springing the car back just a touch.
It did in fact roll down a slope nicely, and rolled back on the following up-slope again. Very nice. It's just that for high-speed, I still think switching to a regular kinematic slipRatio calculation ( something like (V-Rw)/V ) will be better since the (u/B)*SR term in the SAE950311 differential equations (for SR) makes it unstable at high speed (and relatively low frequencies; I try to keep close to 100, which seems ok for a lot of things). (esp. at B=0.091, a large forward speed, u, makes for large d/dt(SR) values, because of (u/B)*SR, so if your dt is too large, you get the same problems as with braking tire forces etc etc). Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On Thu, 26 Apr 2001 14:42:42 +0200, Gregor Veble <[email hidden]> wrote: >Ruud van Gaal wrote: >> ... >> Where 'u' is positive and is the velocity of the wheel vs. track. Now >> when 'u' gets big, the term (u/B)*SR will become larger and larger, no >> matter how fast or slow the wheel itself is spinning. >> So the system becomes unstable at large 'u'. I upped the frequency to >> 250Hz and things got better again....
Quoted text (14 lines)>I noticed exactly the same 'problem' as well, but it's not really an >issue. What it means is that the relaxation time, which is relaxation >length divided by velocity, becomes comparable or smaller than your >timestep. This means that on the scale you are looking at, the >relaxation length effects can in fact be neglected. > >In fact, I do the following; if > >Velocity*timestep/Relax_length < 0.5 > >I use the relaxation length model, and if not so, I revert to the usual >slip angle/ratio definitions, which are exactly the solutuions of the >rel. length diff. equations in the quazistationary case. There is >absolutely no perceived switch between the two models.
Aha, interesting. Nice to hear the switch will be painless. I will print this and implement it soon then. Might be a good incentive to go and hunt good cornering-stiffness numbers again, to see if that damping model works correctly after all! (it probably does, but I must say the idea of having an AI car driving around is quite fun as well). Thanks Gregor, 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 (19 lines)>It did in fact roll down a slope nicely, and rolled back on the >following up-slope again. Very nice. It's just that for high-speed, I >still think switching to a regular kinematic slipRatio calculation ( >something like (V-Rw)/V ) will be better since the (u/B)*SR term in >the SAE950311 differential equations (for SR) makes it unstable at >high speed (and relatively low frequencies; I try to keep close to >100, which seems ok for a lot of things). > >(esp. at B=0.091, a large forward speed, u, makes for large d/dt(SR) >values, because of (u/B)*SR, so if your dt is too large, you get the >same problems as with braking tire forces etc etc). > > >Ruud van Gaal, GPL Rank +53.25 >Pencil art : http://www.marketgraph.nl/gallery/ >Free car sim : http://www.marketgraph.nl/gallery/racer/ > > >
Yeah, I figured that might happen. I'm checking all this in a seperate, small program to make sure it works BEFORE putting it in this time :-) I just checked now, and it sure will become unstable at high speed. Probably the best thing to do would be to calculate a relaxation length "on-the-fly" once you're at a high enough speed that lets the slip angle/ratio hit the right number and stay put in a couple cycles. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (8 lines)>Velocity*timestep/Relax_length < 0.5 > >I use the relaxation length model, and if not so, I revert to the usual >slip angle/ratio definitions, which are exactly the solutuions of the >rel. length diff. equations in the quazistationary case. There is >absolutely no perceived switch between the two models. > >-Gregor
Good one. Same as adjusting relaxation length perfectly... Think I'll do it your way instead :-) Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (15 lines)>As for Todd, and myself (and other interested people), yesterday I did >a test run on Monza, and I noticed something about the SAE950311 >method. When driving >60km/h, the slipratio got unstable (@100Hz >frequency). >I noticed that since eq. 20 is like: > >deltaSR=(u-Rw)/B-(u/B)*SR > >Where 'u' is positive and is the velocity of the wheel vs. track. Now >when 'u' gets big, the term (u/B)*SR will become larger and larger, no >matter how fast or slow the wheel itself is spinning. >So the system becomes unstable at large 'u'. I upped the frequency to >250Hz and things got better again. However, estimating I want to go as >far as 400km/h, this might be a deciding factor that I don't want in. >
I split the frequencies so shouldn't have much of a problem with this. The main physics run at 200-300Hz, while the tire rotation runs upwards of 10,000-60,000Hz. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
On 26 Apr 2001 22:39:04 GMT, [email hidden] (J. Todd Wasson) wrote: ... >>(esp. at B=0.091, a large forward speed, u, makes for large d/dt(SR) >>values, because of (u/B)*SR, so if your dt is too large, you get the >>same problems as with braking tire forces etc etc).... > Yeah, I figured that might happen. I'm checking all this in a seperate, >small program to make sure it works BEFORE putting it in this time :-) Ouch, I never do that. :) Too much work if it interferes with other parts of the program. But then again, my rwheel.cpp file is quite a mess. :) > I just checked now, and it sure will become unstable at high speed. Probably >the best thing to do would be to calculate a relaxation length "on-the-fly" >once you're at a high enough speed that lets the slip angle/ratio hit the right >number and stay put in a couple cycles. As Gregor stated in another post, forget about relaxation length altogether at high speed. His turning point is: velocity*timeStep/relaxationLen < 0.5 Now if I go for F=-slipvelocity*frictionCoeff at lowspeed, that leaves almost nothing for SAE950311! ;-) No, I'd better test it with this enhancement again, with a fresh burst of programming desire to tweak the tire model once more. Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On 26 Apr 2001 23:00:30 GMT, [email hidden] (J. Todd Wasson) wrote: ...
Quoted text (7 lines)>>250Hz and things got better again. However, estimating I want to go as >>far as 400km/h, this might be a deciding factor that I don't want in. >> > > I split the frequencies so shouldn't have much of a problem with this. The >main physics run at 200-300Hz, while the tire rotation runs upwards of >10,000-60,000Hz.
Holy crap! I run these at 100Hz and it's not that bad. Just the braking forces which must be controlled, I guess, but it doesn't really change either when I move to 250Hz... I think you should be able to do a little less for them, but I may not be intimate enough with your way of rotating the tire. It may solve the 'u' problem, but really, 10-60kHz? 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 (26 lines)>>>250Hz and things got better again. However, estimating I want to go as >>>far as 400km/h, this might be a deciding factor that I don't want in. >>> >> >> I split the frequencies so shouldn't have much of a problem with this. >The >>main physics run at 200-300Hz, while the tire rotation runs upwards of >>10,000-60,000Hz. > >Holy crap! I run these at 100Hz and it's not that bad. Just the >braking forces which must be controlled, I guess, but it doesn't >really change either when I move to 250Hz... > >I think you should be able to do a little less for them, but I may not >be intimate enough with your way of rotating the tire. > >It may solve the 'u' problem, but really, 10-60kHz? > > >Ruud van Gaal, GPL Rank +53.25 >Pencil art : http://www.marketgraph.nl/gallery/ >Free car sim : http://www.marketgraph.nl/gallery/racer/ > > > >
You read that right. This is going into an RC Car racing sim. You think YOU have stability problems?? lol Try a car that weighs 5 lbs and has a 1-2hp motor, does 0-100 km in 1.6 seconds, and corners at 6.4g at 70km/hr with wheels that weigh essentially nothing. Yikes! I do most testing with a full size car though, and for that, yes, I can reduce the rate substantially. However, it still seems twitchy at only 300-600 Hz. 3000Hz does very nicely and lets me drive really slow with the slip ratio model (not the SAE relaxation model yet.) Either way, if there are stability problems, I can just crank up that part of the model. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
On 27 Apr 2001 03:38:24 GMT, [email hidden] (J. Todd Wasson) wrote: ... > You read that right. This is going into an RC Car racing sim. You think YOU >have stability problems?? lol Try a car that weighs 5 lbs and has a 1-2hp >motor, does 0-100 km in 1.6 seconds, and corners at 6.4g at 70km/hr with wheels >that weigh essentially nothing. Yikes! Cool, RC cars, hadn't thought of that. You might want to scale things up somehow and pretend that the car weight 5*100 = 500lbs and see how that influences the rest. You speed up time so that it still looks as a tiny fast-rotating (little inertia) car. Like an old movie. I don't know, just a far-fetched hunch. > I do most testing with a full size car though, and for that, yes, I can >reduce the rate substantially. However, it still seems twitchy at only 300-600 >Hz. 3000Hz does very nicely and lets me drive really slow with the slip ratio >model (not the SAE relaxation model yet.) Either way, if there are stability >problems, I can just crank up that part of the model. Then do try the relaxation model; it does keep SR's quite stable at low speed. You just need to tweak braking torque and such a bit (friction reversal stopping mainly). Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On Fri, 27 Apr 2001 10:11:31 GMT, [email hidden] (Ruud van Gaal) wrote:
Quoted text (7 lines)>On 27 Apr 2001 03:38:24 GMT, [email hidden] (J. Todd Wasson) wrote: > >... >> You read that right. This is going into an RC Car racing sim. You think YOU >>have stability problems?? lol Try a car that weighs 5 lbs and has a 1-2hp >>motor, does 0-100 km in 1.6 seconds, and corners at 6.4g at 70km/hr with wheels >>that weigh essentially nothing. Yikes!
This weekend, I did 0-160km/h in 1.0 second btw. ;-) It was in a reversed bungee jump thingy on a fancy fair (I believe that's the word(s)). You sit in a small ball, tightly wrapped, get shot with 4.6G into the air where you again assume a free fall of about 20 to 30 meters. Really blew my socks off (fortunately not literally, although it was close, lol). Perhaps I should go drag racing after all. ;-) Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
>Cool, RC cars, hadn't thought of that. You might want to scale things >up somehow and pretend that the car weight 5*100 = 500lbs and see how >that influences the rest. You speed up time so that it still looks as >a tiny fast-rotating (little inertia) car. Like an old movie. I don't >know, just a far-fetched hunch. > Actually, I do most of the testing with full size car specs. The physics work fine, no matter how big or small the car is as long as I change the frequencies to match. I couldn't keep little foam wheels stable any other way, and even a little RC car doesn't need more than 300Hz or so of main frequency, but the tires, man! They become unstable quickly. And no, the time scale isn't sped up at all for the RC cars. Everything's real time.
Quoted text (13 lines)>> I do most testing with a full size car though, and for that, yes, I can >>reduce the rate substantially. However, it still seems twitchy at only >300-600 >>Hz. 3000Hz does very nicely and lets me drive really slow with the slip >ratio >>model (not the SAE relaxation model yet.) Either way, if there are >stability >>problems, I can just crank up that part of the model. > >Then do try the relaxation model; it does keep SR's quite stable at >low speed. You just need to tweak braking torque and such a bit >(friction reversal stopping mainly). >
If I remember right, I got friction reversal licked awhile ago, even in the clutch. I'll try the relaxation model one of these days. Thanks for your help on that BTW. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (7 lines)>This weekend, I did 0-160km/h in 1.0 second btw. ;-) >It was in a reversed bungee jump thingy on a fancy fair (I believe >that's the word(s)). You sit in a small ball, tightly wrapped, get >shot with 4.6G into the air where you again assume a free fall of >about 20 to 30 meters. Really blew my socks off (fortunately not >literally, although it was close, lol). >Perhaps I should go drag racing after all. ;-)
Wow! I saw that at the state fair here in MN last year. Looked really fun, but no one wanted to go with me. Chickens! Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
On 27 Apr 2001 22:02:33 GMT, [email hidden] (J. Todd Wasson) wrote:
Quoted text (12 lines)>>Cool, RC cars, hadn't thought of that. You might want to scale things >>up somehow and pretend that the car weight 5*100 = 500lbs and see how >>that influences the rest. You speed up time so that it still looks as >>a tiny fast-rotating (little inertia) car. Like an old movie. I don't >>know, just a far-fetched hunch. > > Actually, I do most of the testing with full size car specs. The physics >work fine, no matter how big or small the car is as long as I change the >frequencies to match. I couldn't keep little foam wheels stable any other way, >and even a little RC car doesn't need more than 300Hz or so of main frequency, >but the tires, man! They become unstable quickly. And no, the time scale >isn't sped up at all for the RC cars. Everything's real time.
Perhaps some damping could help, but that's hard to get right and not undermine the accuracy of the sim. But what I meant was something like the effect of the whales in a Star Trek movie, IIRC. They were shot with a highspeed camera in a pool, then played back at normal speed, and this way you get the sense of really big whales, while they're in fact tiny ones. A movie trick often used; slomo's add drama, but can also add an effect of greatness, or in Mickey Mouse's case, of littleness. Likewise, one wonders if you could perform such tricks in simulation land, where you just stick to 'large' models and modify the speed of time itself to get an RC feel. It's funny, I always worked from a PAL/NTSC point of view; a fullscreen polygon was always about 720x576 'units'. Then I got my first SCGT car, and it was in meters, so only 4 pixels large. It was strange, since it sometimes gives me the feeling that I'm racing tiny little Matchbox cars on a tiny track in my youth. But when you place the camera's right, and get the timing right, it looks as though everything's big, even though the whole track will fit onto my window. Gosh, I should go for the weekend now... ;-) And no, I didn't even drink. :)
Quoted text (7 lines)>>Then do try the relaxation model; it does keep SR's quite stable at >>low speed. You just need to tweak braking torque and such a bit >>(friction reversal stopping mainly). > > If I remember right, I got friction reversal licked awhile ago, even in the >clutch. I'll try the relaxation model one of these days. Thanks for your help >on that BTW.
You're welcome. I must say it keeps the SR/SA from going haywire, making an overall much more stable system. Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
On 27 Apr 2001 22:03:26 GMT, [email hidden] (J. Todd Wasson) wrote: ... >>Perhaps I should go drag racing after all. ;-) > > Wow! I saw that at the state fair here in MN last year. Looked really fun, >but no one wanted to go with me. Chickens! Yes, Weenies they all are. ;-) Well, there was 1 girl that wanted to go, but the price was about $15 for a 1 minute ride, so she decided not to. But I couldn't turn it down, and will happily pay for it again next time. :) Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
J. Todd Wasson <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> >Cool, RC cars, hadn't thought of that. You might want to scale things > >up somehow and pretend that the car weight 5*100 = 500lbs and see how > >that influences the rest. You speed up time so that it still looks as > >a tiny fast-rotating (little inertia) car. Like an old movie. I don't > >know, just a far-fetched hunch. > > Actually, I do most of the testing with full size car specs. The
physics > work fine, no matter how big or small the car is as long as I change the > frequencies to match. I couldn't keep little foam wheels stable any otherway, > and even a little RC car doesn't need more than 300Hz or so of mainfrequency, > but the tires, man! They become unstable quickly. And no, the time scale > isn't sped up at all for the RC cars. Everything's real time. Jumping in here as a long-time R/Cer (and a final year auto eng student), I'll just add my pet theory that if you're scaling values between model and 1:1 scale then I agree, time needs to be scaled by the square root of the scale IMHO. (This is based on keeping acceleration equal, since gravity doesn't scale which is why these cars look 'wrong' pulling 1g in corners.) IOW, my 1/10th scale car running five minute races at an average of, say, 20mph is equivalent to a 'real' car running ~15 minute races at an average of ~65 mph (not five minutes at 200!) I'm not quite sure what you do with mass and power, but with an estimated (real) 170 hp/tonne my electric off-roader seems to run much like a Group A rally car. This reckoning for typical speeds, at least, seems to link the various classes of R/C racing quite well with their full-size equivalents. Jonny
Quoted text (12 lines)>Jumping in here as a long-time R/Cer (and a final year auto eng student), >I'll just add my pet theory that if you're scaling values between model and >1:1 scale then I agree, time needs to be scaled by the square root of the >scale IMHO. (This is based on keeping acceleration equal, since gravity >doesn't scale which is why these cars look 'wrong' pulling 1g in corners.) > >IOW, my 1/10th scale car running five minute races at an average of, say, >20mph is equivalent to a 'real' car running ~15 minute races at an average >of ~65 mph (not five minutes at 200!) I'm not quite sure what you do >with mass and power, but with an estimated (real) 170 hp/tonne my >electric off-roader seems to run much like a Group A rally car. >
Interesting. I use the real mass, power, spring rates, and everything else that is obtainable from RC cars for data. So far, it seems to work well, although tire force vs slip angle and slip ratio data for RC cars is rather different than for full size cars. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (18 lines)>Perhaps some damping could help, but that's hard to get right and not >undermine the accuracy of the sim. But what I meant was something like >the effect of the whales in a Star Trek movie, IIRC. They were shot >with a highspeed camera in a pool, then played back at normal speed, >and this way you get the sense of really big whales, while they're in >fact tiny ones. A movie trick often used; slomo's add drama, but can >also add an effect of greatness, or in Mickey Mouse's case, of >littleness. >Likewise, one wonders if you could perform such tricks in simulation >land, where you just stick to 'large' models and modify the speed of >time itself to get an RC feel. >It's funny, I always worked from a PAL/NTSC point of view; a >fullscreen polygon was always about 720x576 'units'. Then I got my >first SCGT car, and it was in meters, so only 4 pixels large. It was >strange, since it sometimes gives me the feeling that I'm racing tiny >little Matchbox cars on a tiny track in my youth. But when you place >the camera's right, and get the timing right, it looks as though >everything's big, even though the whole track will fit onto my window.
You're right about the damping. I still prefer to use real time, forces, and vehicle specs regardless of the car size. I do have a variable for time scale included, and when running the RC cars at perhaps .3 time factor or so, it looks similar to a real car. >Gosh, I should go for the weekend now... ;-) >And no, I didn't even drink. :) > ?? Geeze, will you be ok? That's allright, I think I drank enough for both us this weekend... <burp> :-) Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com

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