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Car Stance
Track
Front
Rear
Wheelbase
1.645 (m)
1.64 (m)
2.453 (m)
52%
637.81
48% (%)
588.75 (kg)
(kN/m)
(kN/m)
(kNs/m)
(kNs/m)
Notes:
Suspension values were set with an
arbitrary -.05m deflection. Proper values
would be based off maximum torque values
of CG and road condition requirements.
Rear is in the same manner, just with the rear track width and the distance from CG to Rear
Rear Swaybar Force =
29.944737 kN/m
Desired Results:
With these Swaybar values, the counter-torque resisting the induced CG torque should be
even as the weight shifts around the car. This would create a smooth weight shift transition
as the car decelerates into a corner, corners, and accelerates out of a corner. This is the
goal.
This could be setup in a Macro form like the Dampening Analyzer. In addition, would it be
possible to plot a set of points around a center axis to indicate the rotation of weight around
the car at say 1G. The values plotted would be the induced angle of the car at CG from the
1G force. This would show a visual representation of how the weight shifts around the car
through braking, turning, and accelerating at the limits of the tires. 1G is just an arbitrary
number. Actual values from the game could be used, max acceleration, max braking, and
max cornering in-game forces could be used instead. It probably wouldn't be easy though.
Additionally, the angles could be extrapolated to actual suspension compressions and the
resulting spring deflection. This will indicate if you have excess ride height or not enough
ride height and the possibilty of bottoming out. Note, the angle would require the
position of CG to be known, i.e. must know CG height to determine torque and induced
body roll/angle.
Proper values
um torque values
requirements.