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Rec.Autos.Simulators Archive

Help needed on typical Car performance parameters

8 posts by 5 people · 03 Jul 1997 - 08 Jul 1997

Jim Willia 03 Jul 1997#372498
I'm writing a car racing computer game. In order to simulate the cars, I need some values for the car's parameters. Some are fairly easy, such as size and weight, but others are more difficult. If we assume a high performace touring car, say a 7 series BMW or the like: What is an approx valuse the thrust force/ acceleration? (I realise this will vary with rpm). What is the approx co-efficient of friction, for the tyres? What is tha approx braking force? What is the approx areodynamic drag? What is the approx areodynamic downforce. I realise that thes parameters will often not be constants, but vary with speed, or some other parameter, but an approx descrption and value would help. I've looked around various websites, and got a lot info, but another problem i have is this info is often expressed in a specialised units that are difficult to interprete. For instance, the thrust of an engibe is often expressed in terms of ft/lbs Torque. How does this translate to simple F? Or the performace of tyres is expressed ar Load Index. How does this relate to co-effficient of friction? Any help appreciated. Jim Williams
Julian Edga 03 Jul 1997#372499
The Bosch Automotive Handbook answers pretty well all of your questions. It's available from either Bosch directly or from good automotive bookshops. Julian Edgar
Jim Sokolo 03 Jul 1997#372500
>I'm writing a car racing computer game. >In order to simulate the cars, I need some values for the car's >parameters. Lots of luck; I believe that 99% of the people who start this task vastly underestimate its scope and fail to complete it. Not to discourage you, but do have a realistic look at whether you are skilled enough and have ENOUGH TIME to complete it. Look in Road and Track, or the equivalent magazines, or go to a BMW dealer. The sales pamphlets for the car will often have a horsepower or torque curve for the motor. From this, you can derive pretty good estimates. For a street car, assume 30% loses in the drivetrain. I'll answer your question, but if you use the first part of my answer, you'll REALLY be wasting your time. 1.1 or so, but could probably range for 0.9 to 1.4. This varies far more by factors that you are probably unaware of (slip angle, % slip, unit loading, etc.) You really need to read a lot about tires, for the tire/road interface is probably the most complicated part of getting the whole simulator to feel "right." The only simulator released to date that has even close to the right feel is [Hard | Race] Drivin' by Atari. Even the Papy sims (to date :-) ) don't really get it completely right, despite plenty of effort. GPL on the other hand... 1.0 G of deceleration. Thus, whatever the mass of the car is multiplied by acceleration due to gravity in your chosen units. This is largely independent of speed, but quite dependent on wheel loading. Cd of somewhere around 0.33, but this is likely in the sales pamphlet and in the car mags. This is quadratic with speed. This is likely to not be in the mags, but might be (unlikely) in the sales pamphlet. Most street cars probably generate negative downforce at speed, as an accident of their streamlining. In any event, aerodynamic loading for a street car is probably not much of a factor until speeds of 75mph or so. This is quadratic with speed. I've taken a shot at it, but you need to know a lot more than it appears you do. It's not insurmountable, but it's a hard climb if you don't have a solid math and engineering background. Uhoh, long, hard road ahead... Those are the natural (English) units for torque. Divide by the radius to get the force in lbs. (300 ft-lbs operating at a radius of 2 feet provides 150 lbs of force.) This question indicates a lack of mechanical engineering background. To get a good simulator, you're going to need some mech E background, or at least have access to a patient person who does... Load Index is a term that I'm not familiar with without the benefit of the surrounding context. It probably covers the fact that a tires coefficient of friction DECREASES with increasing unit load, but again, with no context, it could be an English term for something I know about, or it could well be one of the many things I still don't know about tires... ---Jim
David Spark 03 Jul 1997#372501
Quoted text (34 lines)>I'm writing a car racing computer game. >In order to simulate the cars, I need some values for the car's >parameters. >Some are fairly easy, such as size and weight, but others are more >difficult. >If we assume a high performace touring car, say a 7 series BMW or >the like: >What is an approx valuse the thrust force/ acceleration? (I realise >this will vary with rpm). >What is the approx co-efficient of friction, for the tyres? >What is tha approx braking force? >What is the approx areodynamic drag? >What is the approx areodynamic downforce. >I realise that thes parameters will often not be constants, but vary >with speed, or some other parameter, but an approx descrption and >value would help. > I've looked around various websites, and got a lot info, but another >problem i have is this info is often expressed in a specialised units >that are difficult to interprete. For instance, the thrust of an >engibe is often expressed in terms of ft/lbs Torque. How does this >translate to simple F? Or the performace of tyres is expressed ar Load >Index. How does this relate to co-effficient of friction? >Any help appreciated. >Jim Williams
How realistic do you want your simulation to be? You can reduce it down to a simple point mass simulation (search the web for RARS as an example) or you can do something with a full suspension, including sprung and unsprung masses, tire load sensitivity, engine torque curves, etc. If you have a decent math background, an excellent reference book is "Race Car Vehicle Dynamics" by Milliken & Milliken. You can purchase it through SAE (I haven't seen it anywhere else) for about $80. This book covers all aspects of simulating a vehicle, and includes some real tire performance data supplied by Goodyear, something I haven't seen in any other book. Good luck, and let us know how it goes! Dave Sparks IWCCCARS Project: http://www.theuspits.com/iwcccars Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html Hawaii Handle: davids
Byron Liste 04 Jul 1997#372592
Quoted text (35 lines)> I'm writing a car racing computer game. > In order to simulate the cars, I need some values for the car's > parameters. > Some are fairly easy, such as size and weight, but others are more > difficult. > If we assume a high performace touring car, say a 7 series BMW or > the like: > What is an approx valuse the thrust force/ acceleration? (I realise > this will vary with rpm). > What is the approx co-efficient of friction, for the tyres? > What is tha approx braking force? > What is the approx areodynamic drag? > What is the approx areodynamic downforce. > I realise that thes parameters will often not be constants, but vary > with speed, or some other parameter, but an approx descrption and > value would help. > I've looked around various websites, and got a lot info, but another > problem i have is this info is often expressed in a specialised units > that are difficult to interprete. For instance, the thrust of an > engibe is often expressed in terms of ft/lbs Torque. How does this > translate to simple F? Or the performace of tyres is expressed ar Load > Index. How does this relate to co-effficient of friction? > Any help appreciated. > Jim Williams
Have a look at Cartest...It simulates the performance of cars from a whole bunch of variables....and its surprisingly accurate.... My Website has a copy......http://www.users.bigpond.com/byronl
Jim Willia 07 Jul 1997#372802
Quoted text (10 lines)>How realistic do you want your simulation to be? You can reduce it down to >a simple point mass simulation (search the web for RARS as an example) or >you can do something with a full suspension, including sprung and unsprung >masses, tire load sensitivity, engine torque curves, etc. >If you have a decent math background, an excellent reference book is "Race >Car Vehicle Dynamics" by Milliken & Milliken. You can purchase it through >SAE (I haven't seen it anywhere else) for about $80. This book covers all >aspects of simulating a vehicle, and includes some real tire performance >data supplied by Goodyear, something I haven't seen in any other book. >Good luck, and let us know how it goes!
Thanks for you help. What is RARS?
Byron Liste 08 Jul 1997#372891
Quoted text (7 lines)> >Have a look at Cartest...It simulates the performance of cars from a > >whole bunch of > >variables....and its surprisingly accurate.... > >My Website has a copy......http://www.users.bigpond.com/byronl > Thanks. I'll do that.
Another program that may help is carsim....do a look on altavista for carsim....its more for handling and braking, but maybe of use. Cheers Byron

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