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Rec.Autos.Simulators Archive

Car Physics: Fx/Camber

5 posts by 4 people · 19 Feb 2002 16:30 UTC - 21 Feb 2002 07:06 UTC

Stefano Casillo 19 Feb 2002 16:30 UTC#135405
Hi guys, I'm wondering if someone here is modelling Fx/Camber ... there's nothing about camber in longitudinal Pacejka... but I think that's plain wrong and Fx should decrease with camber... Shouldnt it? Question 2: Any good links or SAE papers about brakes/temperature relations? Thanks...
On 19 Feb 2002 08:30:21 -0800, [email hidden] (Stefano Casillo) wrote: >Hi guys, > >I'm wondering if someone here is modelling Fx/Camber ... there's >nothing about camber in longitudinal Pacejka... but I think that's >plain wrong and Fx should decrease with camber... Hm, perhaps yes. You'd say with a lot of camber Fx would surely decrease, since the contact patch gets smaller (less wide). But perhaps wasn't big enough to add to Pacejka? (hm, lots of tiny things go into Pacejka, so you would say camber would be at least of the same importance as many other coefficients). >Question 2: > >Any good links or SAE papers about brakes/temperature relations? I have no idea. However, I'd say it's a matter mostly of raising temperature and lowering it based on braking power, where the relation is quadratic (since we're dealing with an area, not really a volume and certainly not a line). So what I want to do in the future is: - float tempRiseCoeff, tempFallCoeff - float brakeDiscArea - float tempCoeff And then do some juggling like: steadyStateTemp=brakingApplication*tempCoeff if(temp<steadyStateTemp) temp+=tempRiseCoeff*brakeDiscArea^2*brakingApplication*dt else temp-=tempFallCoeff*brakeDiscArea^2*(1-brakingApplication)*dt Sort of like that, being creative as I write. :) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
You're an artist! hehhe I've found some stuff on a racing brake reseller about optimal temperature... I'll try to use that...and be..hmmm.. creative..hehehe I've learned how they check for brake temperature... with a special paint to apply to the brakes! That's fun... "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (43 lines)> On 19 Feb 2002 08:30:21 -0800, [email hidden] (Stefano Casillo) > wrote: > > >Hi guys, > > > >I'm wondering if someone here is modelling Fx/Camber ... there's > >nothing about camber in longitudinal Pacejka... but I think that's > >plain wrong and Fx should decrease with camber... > > Hm, perhaps yes. You'd say with a lot of camber Fx would surely > decrease, since the contact patch gets smaller (less wide). > > But perhaps wasn't big enough to add to Pacejka? (hm, lots of tiny > things go into Pacejka, so you would say camber would be at least of > the same importance as many other coefficients). > > >Question 2: > > > >Any good links or SAE papers about brakes/temperature relations? > > I have no idea. However, I'd say it's a matter mostly of raising > temperature and lowering it based on braking power, where the relation > is quadratic (since we're dealing with an area, not really a volume > and certainly not a line). > So what I want to do in the future is: > - float tempRiseCoeff, tempFallCoeff > - float brakeDiscArea > - float tempCoeff > > And then do some juggling like: > steadyStateTemp=brakingApplication*tempCoeff > > if(temp<steadyStateTemp) > temp+=tempRiseCoeff*brakeDiscArea^2*brakingApplication*dt > else > temp-=tempFallCoeff*brakeDiscArea^2*(1-brakingApplication)*dt > > Sort of like that, being creative as I write. :) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
I didn't ever see any "good" models for camber grip effects, so I just did a simple curve fit to some (not enough, of course) data... with radial tires the lateral grip will be highest when the tire is leaning several degrees into the direction of turn, so your function will also have to take into account slip angle/slip ratio as well as camber. I think RCVD probably has some sample graphs of this effect. For temperature, wouldn't you want something like: input_power = brake_torque * wheel_angular_velocity energy = (air_temperature - temperature) * radiation_factor * airflow + input_power temperature += energy/(mass*specific_heat) * delta_t (i.e., cooling/heating rate is proportional to the difference between object and ambient temperature... constants thrown in as needed, as I just pulled this out of thin air...) "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (43 lines)> On 19 Feb 2002 08:30:21 -0800, [email hidden] (Stefano Casillo) > wrote: > > >Hi guys, > > > >I'm wondering if someone here is modelling Fx/Camber ... there's > >nothing about camber in longitudinal Pacejka... but I think that's > >plain wrong and Fx should decrease with camber... > > Hm, perhaps yes. You'd say with a lot of camber Fx would surely > decrease, since the contact patch gets smaller (less wide). > > But perhaps wasn't big enough to add to Pacejka? (hm, lots of tiny > things go into Pacejka, so you would say camber would be at least of > the same importance as many other coefficients). > > >Question 2: > > > >Any good links or SAE papers about brakes/temperature relations? > > I have no idea. However, I'd say it's a matter mostly of raising > temperature and lowering it based on braking power, where the relation > is quadratic (since we're dealing with an area, not really a volume > and certainly not a line). > So what I want to do in the future is: > - float tempRiseCoeff, tempFallCoeff > - float brakeDiscArea > - float tempCoeff > > And then do some juggling like: > steadyStateTemp=brakingApplication*tempCoeff > > if(temp<steadyStateTemp) > temp+=tempRiseCoeff*brakeDiscArea^2*brakingApplication*dt > else > temp-=tempFallCoeff*brakeDiscArea^2*(1-brakingApplication)*dt > > Sort of like that, being creative as I write. :) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
On Wed, 20 Feb 2002 23:37:35 -0600, "Dave Pollatsek" <[email hidden]> wrote:
Quoted text (8 lines)>For temperature, wouldn't you want something like: >input_power = brake_torque * wheel_angular_velocity >energy = (air_temperature - temperature) * radiation_factor * airflow + >input_power >temperature += energy/(mass*specific_heat) * delta_t >(i.e., cooling/heating rate is proportional to the difference between object >and ambient temperature... constants thrown in as needed, as I just pulled >this out of thin air...)
the constant is the Thermic Capacity J.kg-1,K-1 J = Joule Kg = kilogramme K = Klevin degre ( 0 degre kelbin = -273.15� degre celsius ) , and NO negative value, in universe u cant have colder stuff ;) delta_U = variation of internal nrj Q = heat W = work exchange delta_U = W + Q C = dQ / dT ( J.K-1 ) c = 1/m . dQ / dT ( J.kg-1.K-1 ) Some value of c ( J.kg-1.K-1 ) Water : 4,1855.10^3 ice : 2,1.10^3 steam : 1,9.10^3 Aluminium : 0,92.10^3 Iron : 0,75.10^3 Air : 1.10^3 for more information search for Thermodynamic ( Thermodynamique in French ) Calorimetry ( Colorimetrie in French ) have fun ;) Sebastien TIXIER - Game Developer Dynamics and Car Physics http://www.eden-studios.fr GPLRank Normal:-44.24 Monster:-124.44

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