Check my math for rolling friction please

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SUMMARY

The discussion centers on the calculation of rolling friction, specifically using the coefficient of rolling resistance (Crr) of 0.04 for car tires. The user presented a formula to compute rolling resistance and kinetic energy, but a correction was provided indicating that rolling resistance must be multiplied by distance before being subtracted from kinetic energy. The corrected formula is NewKineticEnergy = KineticEnergy - RollingResistance * Distance, which ensures accurate results in simulations.

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IMK
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Hello,
I was wondering if someone could check math that determines rolling friction please.

Basically I have been into Wikipedia doing a bit of research and put the following math together. The output of the function looks about OK against some test drives in my car, rolling a bottle across the carpet and an Excel results plot, but I would like someone to double check me please.

http://en.wikipedia.org/wiki/Rolling_resistance

F = Crr * (Weight * 1g ) = RollingResistance = 0.04 * ( 1000 * 9.81 )

http://en.wikipedia.org/wiki/Kinetic_energy#Kinetic_energy_of_rigid_bodies

Ek = ½ * (Weight * m/s) = Joules = Newtons

NewEk = Ek – F

Newms^2 = NewEk / (Weight / 2)


#define COEFFICIENT_OF_ROLLING_RESISTANCE 0.04 // Car tire
#define NORMAL_FORCE 9.81 // m/s2
#define INITIAL_SPEED_IN_MPH 10

double RollingResistance;
double KineticEnergy;
double NewKineticEnergy;
double NewSpeedMPS;

RollingResistance = ( WEIGHT * NORMAL_FORCE ) * COEFFICIENT_OF_ROLLING_RESISTANCE;

KineticEnergy = ((CurrentSpeedMPS * CurrentSpeedMPS) * WEIGHT ) / 2;

NewKineticEnergy = KineticEnergy - RollingResistance;

NewSpeedMPS = sqrt( NewKineticEnergy / (WEIGHT/2));


Results for a 10 mph run are below: (this more or less concurs with the average of several test drives 10 mph)

Many thanks in advance IMK


10.000000
9.801645
9.599193
9.392377
9.180904
8.964443
8.742625
8.515030
8.281183
8.040537
7.792464
7.536228
7.270969
6.995658
6.709060
6.409660
6.095571
5.764394
5.412992
5.037135
4.630872
4.185359
3.686391
3.108332
2.394572
1.343959
 
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NewKineticEnergy = KineticEnergy - RollingResistance;

No that's not exactly correct.

Energy = Force x Distance and rollong resistance is a Force! It therefore needs to be multiplied by distance before it's subtracted from the KE. That is,

NewKineticEnergy = KineticEnergy - RollingResistance * Distance.Anyway your "simulation" gives correct numerical results if the increment of distance between sucessive calculations is taken as unity (1 metre).

BTW. Those equations are pretty trivial to solve in closed form if you want a nice simple formula, like speed as a function of distance (or speed as a function of time if preferable).
 
Last edited:

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