Creating an Online Racing Game - Help Needed with Cornering Equations

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Discussion Overview

The discussion revolves around the physics of cornering in the context of creating an online racing game. Participants explore the complexities of car suspension, tire traction, and the effects of various forces during cornering, seeking equations or models to represent these dynamics effectively.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant notes the complexity of cornering physics, emphasizing the importance of tire contact with the road and how car lean affects traction.
  • Another participant discusses the role of negative camber in tires to counteract the lean of the car during cornering, along with the influence of spring rates and anti-roll bars.
  • It is mentioned that the relationship between vertical force and horizontal traction is not linear, complicating the modeling of cornering dynamics.
  • A suggestion is made to model the traction curve of the tires and consider side-to-side force transfers during cornering, as well as the effects of aerodynamics.
  • One participant expresses a desire for simpler equations based on corner radius and suspension settings, indicating a preference for approximations rather than exact solutions.
  • Another response highlights the absence of "magic equations" and suggests that traction could be modeled as a function of centrifugal acceleration, referencing lateral g-force ratings of various cars.
  • Participants propose using empirical data from sports and race cars to inform the modeling process, suggesting a trial-and-error approach to achieve reasonable accuracy.

Areas of Agreement / Disagreement

Participants generally agree on the complexity of cornering dynamics and the need for simplifications in modeling. However, there is no consensus on specific equations or approaches, and multiple perspectives on how to handle the physics remain present.

Contextual Notes

Limitations include the lack of definitive equations for cornering dynamics, dependence on various assumptions regarding tire and suspension behavior, and the challenge of accurately modeling the non-linear relationship between forces involved.

Who May Find This Useful

Game developers, automotive engineers, and physics enthusiasts interested in vehicle dynamics and simulation modeling may find this discussion relevant.

c00ler
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Hi All
I'm trying to creater online racing game based on car physics.
My car already running on the straight, but as you know racing tracks had some corners (doh !).
How my model pass the corner you can find in this tread https://www.physicsforums.com/showthread.php?t=117606"
But As i know suspension is not last thing in cornering process and that's a reason why I'm posting this message.
Can anyone can help with such equations that describe how suspension fluent on cornering ?

Thank you in advance
 
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Its incredibly complex.

What happens is that a tire that is flat to the ground gets the most traction, you want the vertical force to push all of the tread area onto the road surface evenly.

Unfortunately, a car in a corner will want to lean, and when it leans so do the tires attached to independent suspensions. This means that one edge of the tire gets more force than the other, which means less traction. In addition, the tire is not a rigid body and flexes allowing more of the force to end up on one edge and not on the other edge.

To counter this, tires can be leaned in slightly (called negative camber) so that in a corner this lean offsets the lean of the car. In addition, spring rates and anti-roll bar springs are used to minimize these effects, and this assumes the center of mass is as low as possible and the suspension is desinged accordingly.

Tires have a grip coefficient where as you apply more vertical force they can generate more horizontal traction, but its not a 1:1 relationship. So if you double the vertical force, you might get 50% more traction. If you cut the vertical force by 30% you might only loose 20% of the traction.

Combined with aerodynamics and the varied suspension designs and settings that have a dramatic effect on those settings, the closest you will come is a rough approximation.

So for your kinematic model, it might be best just to assume that the suspension is an awesome compromise and instead model the traction curve of the tires and then figure in the side-to-side force transfers from the corner itself, any braking or acceleration that causes front-to-rear force transfers, and the exponential amount of force from aerodynamics.
 
Hi Cliff_J
Thank you for your explanations
I'm not planning to have exact thing, so all i need is just simple factor
that will be based on corner radius and spring\anti-roll bar springs settings

Maybe you can point me on some equations ?

Thank you in advance
 
c00ler said:
Hi Cliff_J
Thank you for your explanations
I'm not planning to have exact thing, so all i need is just simple factor
that will be based on corner radius and spring\anti-roll bar springs settings

Maybe you can point me on some equations ?

Thank you in advance

Basically, there are no "magic equations" that will solve your problem. You'll have to come up with something simple, where the car's traction is a function of it's centrifugal acceleration or something like that.

You can look at "lateral g-force" ratings of some cars, they drive in a set-radius curve as fast as they can, and measure the maximum lateral g-forces. Sports cars are usually between 0.90g and 1.0g. Race cars can hit upwards of 2.0g depending on the road surface and tire combinations. You could look at a car's maximum straight-line (drag) acceleration and relate it to it's maximum centrifugal acceleration based on some constants.

Maybe just plug in numbers until you feel like it is kind of accurate...
 

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