Post by
Joojoo »
https://forums.nicoclub.com/joojoo-u20869.html
Thu Apr 27, 2006 12:33 pm
The Race Car Vehicle Dynamics is one of the most excellent books I've read. It is such a great overview of the factors that affect our beloved sport. Milliken (both) have done a great job putting physical principles (such as handling qualities, cross-coupling, and limit performance) in a racing perspective where only the lap time matters.
I've received several requests for more information on the data logging, so I'll add a section to the website and future papers that details the sensors, instrumentation, and recording devices. Apart from the analysis, it takes up most of my project-time, but I didn't realize it would be of general interest.
The biggest commercial use of the drift work is, not surprisingly, designing better components for drift cars. In addition to the driver feedback, if you could model the vehicle system and determine the parameteric variations to the dynamics due to a change in components (think spring rates, rebound, inflation pressure, suspension arm geometry, center of gravity), you could use the information to help design drift-specific components that increase both the performance capability and improve the handling qualities. With regards to performance, it could be as simple as increasing the maximum sideslip angle at which the vehicle can be stabilized. You can also design the chassis to help improve response during drift transition maneuvers, since these can be quite rapid.
Finally, as for my interest in drifting, I have enjoyed getting sideways since I started driving cars and watching rally racing. My aerospace work has many parallels with drifting, so it makes sense for me to apply the same analysis techniques that we use on aircraft (morphing airplanes in our case) to another system that tickles my fancy. Post-graduation, I'd love to post-doc at another research lab and continue pursuing these topics. Eventually, I want to be a research professor, which gives me the freedom to research such topics and interact with academics, industry, and government in pursuit of science - or amusement, whatever.