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About the driveline basics...
05-25-2011, 03:30 AM,
#4
 
hmm, i'm not sure about the always slipping part, since when the car drives normally the "clutch.IsLocked" flag is true, but when i tryed to re build the whole simulation driveline in a simpler way, the tag was always false only few times it flashed true.

While following the code i understand that the engine angular velocity is some what switching, if the clutch is locked, the engine angular velo=driveline angular velo, if unlocked, the engine angular velo is a "hack" and not related to car actually?

I have looked the simulink page, but it seems more confusing. I understand Vdrifts code more, and i understand the clutch.gettorque function to.
It finds the difference between engine and driveline speed and does some torque calculations. But as i sayd the engine speed is some what confusing me...

Somebody mentioneed in an older post that the crankshaft(engine) calculations are done in rotational frame, but I havent found a logical explanation.
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Messages In This Thread
About the driveline basics... - by smr597 - 05-24-2011, 05:19 PM
[No subject] - by NaN - 05-24-2011, 07:20 PM
[No subject] - by NaN - 05-24-2011, 07:46 PM
[No subject] - by smr597 - 05-25-2011, 03:30 AM
[No subject] - by smr597 - 05-26-2011, 01:26 PM
[No subject] - by joevenzon_phpbb2_import3 - 05-26-2011, 09:42 PM
[No subject] - by joevenzon_phpbb2_import3 - 05-26-2011, 10:08 PM

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