Simulating Dry Friction: Solving Complex Problems in Driving Simulation"

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  • Thread starter Thread starter navaburo
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    Friction
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SUMMARY

The discussion centers on simulating dry friction in driving simulations, specifically focusing on the clutch, transmission syncros, and wheels as frictional systems. Chris emphasizes the need for accurate friction calculations and mentions that the clutch and syncros require an angular approach, while wheels necessitate a two-dimensional model. The complexity of simulating friction is acknowledged, and Chris seeks mathematical expressions or computer code solutions. Key resources mentioned include the Pacejka "Magic Formula" for tire models and uniform wear and pressure concepts for clutches.

PREREQUISITES
  • Understanding of friction modeling in physics
  • Familiarity with the Pacejka "Magic Formula" for tire simulations
  • Knowledge of angular and two-dimensional mathematical modeling
  • Basic programming skills for implementing simulation algorithms
NEXT STEPS
  • Research the implementation of the Pacejka "Magic Formula" in driving simulations
  • Explore mathematical modeling techniques for angular friction systems
  • Study uniform wear and pressure principles in clutch design
  • Learn about numerical methods for simulating friction in computer code
USEFUL FOR

Engineers, game developers, and researchers involved in driving simulation, physics modeling, and automotive design will benefit from this discussion.

navaburo
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friction-problem.jpg


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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