Hello.
I've been thinking about chassis flex for a while now and come to some conclusions, while on other sides I didn't come to a conclusion yet. That's why I want to start a discussion here. I'm aiming at a high technical level of discussion, so some knowledge of vehicle mechanics, dynamics and elasto-mechanics might come in handy. If we can sort out everything we could move the finished discussion to the improvement suggestions as a finished chassis flex model.
When speaking about chassis flex we speak about deformation of all kinds.
In elasto-mechanics we destinguish between bending, twisting (torsion) and stretching.
Let's go through them one after another:
1. Stretching:
Stretching occurs when on both ends of the chassis opposing forces are acted. In other words: The front wheels accelerate and the rear wheels decellerate or vice versa. This is a very uncommon situation. I can't imagin a stable situation where forces like this would act upon the car. Also the effects of stretching are minor. All stretching does is increase or decrease the wheel-base by a small fraction. Thus I came to the conclusion that stretching can safely be ignored, unless someone can come up with arguments that indicate otherwise.
2. Bending:
When would the chassis bend? You have to apply torque upon the chassis.
The torque can be either applied around the vertical or lateral axis (in the case of the longitudinal axis we talk about twisting, third section).
Torque around the lateral axis leads to bending of the chassis towards or away from the ground. This can only have an effect on the car when the car is very low and the suspension is very stiff (so the body of the car doesn't touch the ground anyway). This can typically be found in singleseaters. But when does torque around the lateral axis appear? Torque around the lateral axis means that there are opposing but apart forces in the plane drawn by the longitudinal and vertical axis of the vehicle. In LFS we have upwards pointing forces from the wheels and downwards pointing forces from downforce or from inertia (while travelling over a bump, f.e.). The locations of the forces are always the same for each car. Front wing, rear wing, undertray downforce, front and rear axis, center of gravity. From this we can calculate the complete line of the deformed vehicle or the maximum bending as a function of these forces within a few minutes. No magic here.
The other possible way of applying torque would be around the vertical axis. This would mean that there are opposing (but again apart) forces in the plane drawn by lateral and longitudinal axis of the car (this is the plane that the car moves in while on flat ground).
This would mean that f.e. the right front of the car accelerates while the left front decellerates. This is a untypical situation for a car and can only appear in a situation where the player has no control over the car anyway (as in hitting a wall after a crash). I'm open to all arguments that indicate otherwise, but until then I will ignore this kind of deformation.
3. Twisting (torsion):
The chassis of the car is twisted when there is torque around the lateral axis of the car, which means that there are opposing but apart forces in the plane drawn by the lateral and vertical axis. Typically this would be the forces of the left front and left rear wheel on one side and the right front and right rear wheel on the other side.
This leads to twisting of the body (the thing we try to decrease with ARBs) and obviously needs to be modelled because of the effects of body roll. The maths behind this is easy. There are two places where torque applies (front and rear axis) and there is no torque outside the wheel base.
There can be another kind of torque around the longitudinal axis that the upwards pointing forces from the wheels and the downwards pointing forces from inertia and downforce create. But the lever arm of these forces is short and most of the forces on the axis is absorbed into the body by the suspension, which should keep the results small. I'm not yet sure wether this needs modelling or not.
Also I'm not sure about the effects. Due to the suspension which is mounted directly at the wheels the axis, which dictates the orientation of the wheels (camber), isn't a loaded part. So even when the chassis bends this doesn't have to result in added dynamic camber because the axis doesn't have to bend. I would need more technical knowledge of the mounting of the axis to speak about this.
Let's just assume that there is bending that leads to added dynamic camber to complete the discussion. To calculate the occuring bending we need all vertical forces that act on the two chassis parts at front and rear axis. LFS already knows these and every student of mechanics can calculate them. Thus three forces act upon each the front and rear axis-parts: The forces from each wheel and the downwards pointing sum of forces from the body (namely mass and downforce). Again we precisely know where these forces apply and can calculate the maximum bending as a function of these forces as well as the angle of the axis at the two wheels (which adds to dynamic camber).
Again I'm open to all suggestions and arguments here.
In a nut shell:
Stretching doesn't need to be simulated.
Bending in vertical direction needs to be simulated.
Bending in lateral direction doesn't need to be simulated.
Twisting needs to be simulated.
Bending of the axes might need to be simulated.
Not yet added:
The mathematical equotations.
(I will add these once we can agree on what needs to be simulated and what not, and where we need to take something else into consideration, etc.)
The influence of dynamic behaviour. The chassis acts like a spring and bends dynamically. It oscillates at a specific rate with specific dampening. The depths of simulations needs to discussed because the spring rates are very high and would require many iterations in LFS to avoid stability problems.
Guideline to replying (or: what I want you to discuss on):
1. The above arguments. Are there errors, do we need to take something else into consideration? Did I go into too much detail somewhere and discussed effects that are too minor? If you are knowledgable enough about vehicle mechanics you could comment on the dynamic camber part from section 3 and wether high load would lead to deforming of the axis.
2. The yet missing parts. If you have the necessary knowledge you can write about the typical oscilation frequencies of the chassis and in what way it should be simulated.
What you should not post:
Anything that begins with "I think", "I believe", "I heard that", "As far as I know" etc. Please use facts. Otherwise you will only distract from the discussion.
Vain
I've been thinking about chassis flex for a while now and come to some conclusions, while on other sides I didn't come to a conclusion yet. That's why I want to start a discussion here. I'm aiming at a high technical level of discussion, so some knowledge of vehicle mechanics, dynamics and elasto-mechanics might come in handy. If we can sort out everything we could move the finished discussion to the improvement suggestions as a finished chassis flex model.
When speaking about chassis flex we speak about deformation of all kinds.
In elasto-mechanics we destinguish between bending, twisting (torsion) and stretching.
Let's go through them one after another:
1. Stretching:
Stretching occurs when on both ends of the chassis opposing forces are acted. In other words: The front wheels accelerate and the rear wheels decellerate or vice versa. This is a very uncommon situation. I can't imagin a stable situation where forces like this would act upon the car. Also the effects of stretching are minor. All stretching does is increase or decrease the wheel-base by a small fraction. Thus I came to the conclusion that stretching can safely be ignored, unless someone can come up with arguments that indicate otherwise.
2. Bending:
When would the chassis bend? You have to apply torque upon the chassis.
The torque can be either applied around the vertical or lateral axis (in the case of the longitudinal axis we talk about twisting, third section).
Torque around the lateral axis leads to bending of the chassis towards or away from the ground. This can only have an effect on the car when the car is very low and the suspension is very stiff (so the body of the car doesn't touch the ground anyway). This can typically be found in singleseaters. But when does torque around the lateral axis appear? Torque around the lateral axis means that there are opposing but apart forces in the plane drawn by the longitudinal and vertical axis of the vehicle. In LFS we have upwards pointing forces from the wheels and downwards pointing forces from downforce or from inertia (while travelling over a bump, f.e.). The locations of the forces are always the same for each car. Front wing, rear wing, undertray downforce, front and rear axis, center of gravity. From this we can calculate the complete line of the deformed vehicle or the maximum bending as a function of these forces within a few minutes. No magic here.
The other possible way of applying torque would be around the vertical axis. This would mean that there are opposing (but again apart) forces in the plane drawn by lateral and longitudinal axis of the car (this is the plane that the car moves in while on flat ground).
This would mean that f.e. the right front of the car accelerates while the left front decellerates. This is a untypical situation for a car and can only appear in a situation where the player has no control over the car anyway (as in hitting a wall after a crash). I'm open to all arguments that indicate otherwise, but until then I will ignore this kind of deformation.
3. Twisting (torsion):
The chassis of the car is twisted when there is torque around the lateral axis of the car, which means that there are opposing but apart forces in the plane drawn by the lateral and vertical axis. Typically this would be the forces of the left front and left rear wheel on one side and the right front and right rear wheel on the other side.
This leads to twisting of the body (the thing we try to decrease with ARBs) and obviously needs to be modelled because of the effects of body roll. The maths behind this is easy. There are two places where torque applies (front and rear axis) and there is no torque outside the wheel base.
There can be another kind of torque around the longitudinal axis that the upwards pointing forces from the wheels and the downwards pointing forces from inertia and downforce create. But the lever arm of these forces is short and most of the forces on the axis is absorbed into the body by the suspension, which should keep the results small. I'm not yet sure wether this needs modelling or not.
Also I'm not sure about the effects. Due to the suspension which is mounted directly at the wheels the axis, which dictates the orientation of the wheels (camber), isn't a loaded part. So even when the chassis bends this doesn't have to result in added dynamic camber because the axis doesn't have to bend. I would need more technical knowledge of the mounting of the axis to speak about this.
Let's just assume that there is bending that leads to added dynamic camber to complete the discussion. To calculate the occuring bending we need all vertical forces that act on the two chassis parts at front and rear axis. LFS already knows these and every student of mechanics can calculate them. Thus three forces act upon each the front and rear axis-parts: The forces from each wheel and the downwards pointing sum of forces from the body (namely mass and downforce). Again we precisely know where these forces apply and can calculate the maximum bending as a function of these forces as well as the angle of the axis at the two wheels (which adds to dynamic camber).
Again I'm open to all suggestions and arguments here.
In a nut shell:
Stretching doesn't need to be simulated.
Bending in vertical direction needs to be simulated.
Bending in lateral direction doesn't need to be simulated.
Twisting needs to be simulated.
Bending of the axes might need to be simulated.
Not yet added:
The mathematical equotations.
(I will add these once we can agree on what needs to be simulated and what not, and where we need to take something else into consideration, etc.)
The influence of dynamic behaviour. The chassis acts like a spring and bends dynamically. It oscillates at a specific rate with specific dampening. The depths of simulations needs to discussed because the spring rates are very high and would require many iterations in LFS to avoid stability problems.
Guideline to replying (or: what I want you to discuss on):
1. The above arguments. Are there errors, do we need to take something else into consideration? Did I go into too much detail somewhere and discussed effects that are too minor? If you are knowledgable enough about vehicle mechanics you could comment on the dynamic camber part from section 3 and wether high load would lead to deforming of the axis.
2. The yet missing parts. If you have the necessary knowledge you can write about the typical oscilation frequencies of the chassis and in what way it should be simulated.
What you should not post:
Anything that begins with "I think", "I believe", "I heard that", "As far as I know" etc. Please use facts. Otherwise you will only distract from the discussion.
Vain