Jersey Tom wrote:You already control each of the individual corner loads with 3 DOF's (heave, roll, pitch)...Giblet wrote:Are any of the teams using an 8 post rig yet?
the 8th post is to load individual points of the car (ie one wheel).
Unless you mean adding banking and warp stiffness effects?
I guess I'm still not following what the 8th degree of freedom is exactly.Giblet wrote:Jersey Tom wrote:You already control each of the individual corner loads with 3 DOF's (heave, roll, pitch)...Giblet wrote:Are any of the teams using an 8 post rig yet?
the 8th post is to load individual points of the car (ie one wheel).
Unless you mean adding banking and warp stiffness effects?
That is exactly what I mean. An eight post rig. Like this one. To simulate aero loads or mechanical loads.
[youtube]http://www.youtube.com/watch?v=hqyUwCTIGQg[/youtube]
Are they using them in F1 yet, or is there any need?
Pads are fine for the very limited use such a rig as this has.Giblet wrote:Maybe the video was a bad example, with the pads. Pads would work the same would the not for a wind tunnel with no rolling road?
I thought the 8th post would allow one corner of the car to be loaded (as opposed to one wheel, or the whole car from the top middle) to simulate cornering loads and aero loads.
I am just trying to understand as I read an article in Racetech about how new (rad:uncommon) 8 post rigs are, and how few wind tunnels have them but I am having trouble finding the article.
I was not trying to infer that NASCAR is weak.
Very funny Giblet.Giblet wrote:I came up with this idea a few years ago.
http://www.halfbakery.com/idea/Rolling_ ... 1183663712
hmmm halfbakery should be right up your alley autogyro.
Rolling Road Indoor Go-Kart
I hope its not already thought of.
(+4) [vote for,
against]
This device would tie in to existing PC racing sims.
The track portion would be a rolling road (coveyer belt wooo) a few inches longer than the wheelbase of the go-kart corner to corner, able to rotate 360 degrees,and tilt 15 or so degrees.
The go-kart portion would have a ring around the rolling track portion, and the go-kart is rigidly mounted to this ring, which can also rotate and tilt the same amount.
The screen in front is the race sim you are tied into.
When you drop your clutch and launch your go-kart, wheelspin will be detected and the road will roll towards you, increasing speed as the tires stop burning out, as your car rushes ahead on the screen.
As you brake for the corner, the rolling road begins to slow. Fighting against the adhesion of the tires, a small puff of smoke comes off just as you give it too much brake while turning in.
When the wheel is turned for the corner, both the track and the kart rotate and pitch, with the angle of the car slightly steeper then the track going into the corner. Sliding could be produced by too much angle vs speed on the rolling road and kart, while showing you drifiting to the outside of the corner on the screen.
Most speeds and track configurations could be accounted for, while using a real cart to simulate real racing. Bumps could be simulated as well, either under the track or the whole machine bouncing up and down.
— Giblet, Jun 30 2007
You don't need specific roll and pitch actuators. That's what I'm trying to get at. 3 points define a plane, so with 3 vertical actuators on the sprung mass you can independently control any combination of roll, pitch, and heave. There's no need for a 4th.autogyro wrote:I think you will find that this American rig has four suspension/wheel actuators and four 'pull down' aero actuators and no roll or pitch actuators as such.
This is probably because of the great big heavy American thing sitting on it.
Moving that about any more would hardly be accurate IMO.
If this is the best that can be done, then I am not surprised that there is insufficient general data to establish a decent computer data base for future work.
If the same level of testing is common in wind tunnels, then it confirms the fragmented and ('convenient' for some) current methods of vehicle testing.
All it is doing is saving some track time by second guessing from track data.
I would sooner use a good test driver and work up the car.
American stock cars are practically the same anyway, so why bother with nerds?
If American stock cars are not exactly the same, they are as near as dammit.Jersey Tom wrote:You don't need specific roll and pitch actuators. That's what I'm trying to get at. 3 points define a plane, so with 3 vertical actuators on the sprung mass you can independently control any combination of roll, pitch, and heave. There's no need for a 4th.autogyro wrote:I think you will find that this American rig has four suspension/wheel actuators and four 'pull down' aero actuators and no roll or pitch actuators as such.
This is probably because of the great big heavy American thing sitting on it.
Moving that about any more would hardly be accurate IMO.
If this is the best that can be done, then I am not surprised that there is insufficient general data to establish a decent computer data base for future work.
If the same level of testing is common in wind tunnels, then it confirms the fragmented and ('convenient' for some) current methods of vehicle testing.
All it is doing is saving some track time by second guessing from track data.
I would sooner use a good test driver and work up the car.
American stock cars are practically the same anyway, so why bother with nerds?
I have to say though, in addition to being a little annoying, you're being really naive as to the capabilities and application of real world testing.. and what's possible and appropriate for computer testing.
And no. American stock cars are nowhere near the same.