06-25-2010, 04:57 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
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Suspension forces first second M7 hitting Paul Rickard (r2812). Looks like a damped oscillation to me, lol. You might notice the noise. The car is oscillating sligthly all the time. Need to compare it with the case without tire forces.
red = front left
green = front right
blue = rear left
magenta = rear right
Update(suspension forces only):
The suspension looks quite good, the noise is coming from tire code.
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06-26-2010, 02:21 PM,
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NaN
Posting Freak
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Posts: 2,024
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I've already been using your findings as reference while working on the suspension, thanks. The wheel/tire simulation has not changed, still running SUVAT. Now that the suspension is kinda OK. I am looking into the wheels/tire forces to get a better idea of what is going on there.
By the way, I've just checked some moments of inertia("principal axes"):
M7: 200, 2405, 2558
F1-02: 65, 650, 705
The value for the x-axis(longitudinal) is a bit low. Maybe we should go away from particles towards bounding box inertia. Would need the bounding boxes for car components(engine, fuel tank, bodywork) though to get the center of mass right.
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06-26-2010, 05:09 PM,
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NaN
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Posts: 2,024
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The tire forces(longitudinal) don't look that good(M7, Paul Rickard) . The normal force for the front tires is about 2800, rear 4000. The forces are exceeding the normal force, need to check the tire slip values, pacejka curve.
Code: 3412.7 -3976.57 903.867 5200.34
-3624.11 3030.86 -5259.24 -3626.98
3275.24 3451.03 3851.89 4137.6
-3794.56 -2962.15 -4716.76 -3894.72
3129.43 -1692.9 3984.28 4757.65
-3891.92 3805.49 -4717.65 -4018.12
2932.54 -3310.46 4011.66 4731.03
3667.67 4008.26 -4706.29 -4033.07
-3052.99 -3041.55 4074.73 4723.54
-2719.6 -3004.13 -4611.24 -4023.25
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07-16-2010, 06:16 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
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Have been playing around with a friction constraint(relative to car body). It removes the car jiggling, especially noticeable with the F1-02 standing still(full brakes). But I am not sure if it's worth the computation time. It doesn't help with the slip.
Code: MATHVECTOR <T, 3> position = wheel_contact.GetPosition() - Position();
T friction_magnitude = tire_friction.Magnitude();
if (friction_magnitude > 0)
{
MATHVECTOR <T, 3> tangent = tire_friction / friction_magnitude;
T rel_velocity = tangent.dot(body.GetVelocity(position));
T max_friction = std::abs(rel_velocity) / (body.GetInvEffectiveMass(position, tangent) * dt);
if (friction_magnitude > max_friction) friction_magnitude = max_friction;
else if (friction_magnitude < -max_friction) friction_magnitude = -max_friction;
tire_friction = tangent * friction_magnitude;
}
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