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Slip ratio problem at low speeds.
Hi all!
I've got a problem with implementing a simple car physics to my secret game It's regarded to calculating the slip ratio at low speeds. I searched the whole web, but i couldn't find a valid solution. I only found this article: http://web.archive.org/web/200503080...s/tutstab.html It should help me, but there are no important images there (I bet it's because the article is 7 years old!) :-/ I also know, that something called SAE950311 has a solution to this problem too. But it's not a free article and I cannot find any summary of it or something. Can anybody help me, please? |
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#2
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Slip ratio problem at low speeds.
soku11 wrote:
> Hi all! > I've got a problem with implementing a simple car physics to my secret > game It's regarded to calculating the slip ratio at low speeds. > I also know, that something called SAE950311 has a solution to this > problem too. But it's not a free article and I cannot find any summary > of it or something. SAE950311 integrates small steps and thus make slip ratio a slowly changing variable, instead of something that you calculate at once. Check out Erick Lowndes thesis, still online: http://www.lib.ncsu.edu/etd/public/e...842941/etd.pdf From page 122 onwards he basically explains the SAE950311 method, although not in these terms, but the principle is exactly the same. Notice the Erick gives damping equations, which I think SAE950311 does not use. Also, you may want to limit your slipratios/slipangles, if only that you may use Pacejka tire curves, which mostly suck at high SR/SA/camber/load. An alternative could be to use a spring tire method, for example. There you generate Fx/Fy using slip velocities (wheel velocity vs surface velocity). Near 0, you'd interpolate between the spring method results and Pacejka (smoothly to avoid sudden jerks). Still, the SAE950311 makes for a nice added benefit: relaxation lengths (starting values: 0.9 (meters) for laterial, 0.09 for longitudinal). I trust this helps, Ruud |
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