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Suspension Design Part 1. Rob Shanahan 11-15-05. Introduction. What is an Automotive Suspension? An Automotive Suspension is the system of parts that give a vehicle the ability to maneuver. It is a 3 Dimensional Four Bar Linkage What does a suspension do?
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Suspension Design Part 1 Rob Shanahan 11-15-05
Introduction • What is an Automotive Suspension? An Automotive Suspension is the system of parts that give a vehicle the ability to maneuver. It is a 3 Dimensional Four Bar Linkage • What does a suspension do? “The job of a car suspension is to maximize the friction between the tires and the road surface, to provide steering stability with good handling” HowStuffWorks.com
Basic Suspension Terminology • Ride Height • Bump / Droop • Camber • Caster • Toe In / Out
Ride Height, Bump & Droop • Ride Height • The neutral / middle position of the Suspension • Bump • When the wheel moves upwards • Droop • When the wheel moves downwards
Camber • Tires generate more cornering force with a small amount of negative camber • Camber changes as suspension moves up (bump) and down (droop)
Caster • Shopping cart action • Causes self-centering action in the steering • More caster results in more camber as front wheels are turned
Toe-in or Toe-out • Toe-in results is inherently stable • Toe-out is inherently unstable • Race cars often use front toe-out, & rear toe-in
Common Suspension Designs • Beam Axle • Swing Axle • De Dion • Double Wishbone / Unequal Length A-arm
Beam Axle • Around since horse and chariot days • Always keeps wheels parallel • Often used in rear • Rarely used in front • OK on smooth tracks
Swing Axle • Often used on VW based off road cars • Simple and rugged • Camber curve too steep • Only adjustment you can make is ride height
De Dion • Essentially a beam axle with the diff now sprung weight • Keeps wheels parallel • Relatively light weight • Better on smooth tracks
Double Wishbone • Lightest weight • Lowest unsprung mass • Greatest adjustability
Basic Vehicle Dynamics Part 2 • What is Vehicle Dynamics? • The understanding and study of how a vehicle and its components move and react
Yaw, Pitch, and Roll • Same terminology as aircraft • X is the longitudinal axis • Yawing refers to normal change of direction • Pitching is dive or squat
Understeer • Front end of the car “washes out” or doesn’t “turn in” • NASCAR boys call it “push” or “tight” • Safe, because lifting off throttle reduces it • Most road cars have a ton of it
Oversteer • Rear end of car slides out • NASCAR boys call it “loose” • Excessive application of power can cause oversteer • Throttle induced oversteer is never the fast way around a corner
Weight Transfer • Occurs anything the vehicle accelerates or decelerates • Cornering force Fc will cause weight to transfer from the inside to outside tires • Braking and accelerating forces cause a similar front and rear weight transfer
Roll Center • A geometric construct • Represents the instantaneous point about which the sprung mass will rotate due to cornering forces • Roll center moves as suspension travels • Goal of any suspension designer is to minimize Roll Center Migration
Roll Couple • Distance from roll center to CG is key • Low roll center results in more roll for a given lateral acceleration • Most designs use a low roll center to reduce jacking forces
Anti-dive • Purely geometric method to reduce pitch movement • Reduces suspension compliance over bumps • No longer in favor with formula car and sports racers • Might work well for Baja
Bump Steer • Caused when toe changes as suspension moves up and down • Causes car to react unexpectedly over bumps and in roll • Sometimes used intentionally, but be careful
Tire Slip Angle • Angle between the centerline of the wheel and the actual path • Tires generate highest cornering forces at a certain slip angle
Slip Angle vs. Grip • Grip is highest a set angle, then falls off as the slip angle increases • Sharper peak will give a less predictable breakaway • Radial tires typically have a steeper slope than bias ply
Friction Circle • Plots the theoretical limits of adhesion in 2 axes • Great tool for analyzing driver to driver variation • G-analyst is a cheap tool for this
Friction Circle, cont. • Illustrates the trade off between cornering and braking/accelerating • The driver that follows the path closest to the outside of the circle wins
Car Balance • A well balanced car will exhibit both understeer and oversteer at different points on the course and at corner entry and exit • A good driver can change his technique to change the basic oversteer/understeer balance