Simulating Dry Friction: Solving Complex Problems in Driving Simulation"

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navaburo
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This rather simple physics problem is at the heart of any simulation involving rubbing parts. I’m working on a realistic driving simulation which requires accurate friction calculations. The clutch, transmission syncros, and wheels must be simulated as frictional systems. Of course the clutch and syncros require an angular version of the problem above, and the wheels require a two-dimensional version, but these extensions are simple.

Does anyone have an idea how to reduce this to a mathematical expression or to computer code? Friction seems to be a horribly complicated problem when you try to simulate it!

Thanks,
Chris
 
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