

Driver-in-the-loop simulator?!
#1
Posted 06 December 2008 - 19:01

#3
Posted 06 December 2008 - 20:35
This is as opposed to a lap sim package which has a computer driver model that simulates a lap. Hard to get those right.
#4
Posted 06 December 2008 - 20:55
Here's a press release from RBR's simulator:
http://www.qinetiq.c..._by_cueSim.html
Btw, some years ago, I had a device which I had to put on my head as sun-glasses and I could be in the game and nowhere else. I mean, you're driving the car at home, but you only see the cockpit and you don't see your desk or chair, it was funny and I think this technology was better than these huge screens:) But apparently it wasn't good for my eyes, because my eyes' focus was on my nose

#5
Posted 06 December 2008 - 21:20
#6
Posted 06 December 2008 - 21:43
Slightly off topic, we've just installed a hexapod K&C rig, remarkably similar in concept to the one on this page. http://www.moog.com/...841/story_1923/
There's a lot of interest in *in the loop simulators, where * is the driver,and/ or the steering rack, or the tire, or say the shock absorber. So as you can see, Ross' comment about feedback through the handwheel is spot on. Of course we've done it the other way round and are using EPAS to degrade real world steering feel to Playstation steering.
To get real time response people tend to run simple physics based models rather than full blown MBS, so an increasing part of my job is to export ADAMS models as Vedyna models, then run the same thing through the same manouevres and check that the behaviour is similar (and that both are similar to the real world performance of course). A Vedyna model doesn't bother with suspension arms etc, it uses maps of camber vs wheel travel and so on, very like Lapsim. That is then fast enough to run in real time on a sensible PC.
You can modify an ADAMS model to run in real time on a network of very powerful computers (one for the car and one for each tire?), -I was told that one racing series uses real time modelling of the car during a race to see if/how the tires are going off, what setup changes to make, etc. However by the time you've stripped that much complexity out I think you'd be back to Vedyna levels of accuracy, so why not do it the easy way?
As a rough estimate 75% of the code is tires, 12% steering system, 13% is everything else, and frankly the tire models, steering rack models and shock absorbers are the weak links.
#7
Posted 06 December 2008 - 22:49
I understand the driver's input could be used 'open loop' in the simulator but that wouldn't seem to me to be a very good test when an engineer is changing the vehicle variables?
#8
Posted 06 December 2008 - 22:55
We also have path-following closed loop controllers that apply a feedback loop to the inputs to the model, and attempt to follow a defined course and speed profile.
A lot of our real world work is done with a steering robot to reduce 'noise'.
#9
Posted 07 December 2008 - 15:47

#10
Posted 08 December 2008 - 12:55
#11
Posted 09 December 2008 - 00:51
So far as car setup goes I know that in Peter Wright's book Ferrari claimed to be able to get pretty close to the final setup for a circuit just by modelling.
On production cars we can usually get close with spring rates and sta bars, not very good on jounce bumpers, not much help at all on dampers (other than just saying twice as much rebound as jounce, and 30% critical), and pretty good on boost curves and T bar. Black round things are our biggest problem.
#12
Posted 09 December 2008 - 10:04
It's not just about the driver, more that the driver becomes a component of the driver-in-the-loop simulator that (in some circumstances) is better than the driver-model, or robot, in the dynamic lapsim equivalent. If you model proposed engineering developments, your robot model will follow the track based on the rules you program, the real driver will take advantage of the new car in ways your model never dreamt of, finding new lines or grip that take advantage of the new car - for example, lets say you modelled a new control strategy for your diff - the real driver may find new ways to yaw the car into slow turns with the diff, that a model following peak combined slip ratios / slip angles / peak power will never benefit from.
I'm not saying that there aren't benefits for driver training, I think there are, I just don't think that is the major justification for the type of sim you posted about (cf Honda's Nick Fry quote in post 1 of this thread).
Worth bearing in mind that a driver-model or robot will always give you more consistency, (though top drivers can be fairly consistent), so in some circumstances driver-in-the-loop may not offer any advantages.
Given the current economic climate I think the cost benefits of this approach will become more important. I think testing in a warm and dry simulator, where the track is never rained off (unless you want it be I suppose), is probably a fair bit cheaper than dragging a car and associated engineers off to a test track? Taking F1 as an example - where next year they get KERS and adjustable front wing flaps, the control strategies for both of which are managed by the driver - I would be surprised if it were cheaper to manufacture those and test them in real life than it is to model them and test them virtually??
Interested to read Greg's comments, I have no experience of that level of hardware-in-the-loop sophistication yet, but we do run the real ECU as hardware-in-the-loop, so the driver can experience the control strategies programmed into the r/l hardware. You can mix this up with software-in-the-loop simulation (generally compiled Simulink) of new or proposed developments.
The best bit of all, that I've left 'til last, is that I get to drive the cars too (virtually of course

Chris
#13
Posted 10 December 2008 - 10:27
#14
Posted 10 December 2008 - 10:55
#15
Posted 12 December 2008 - 13:09
#16
Posted 12 December 2008 - 18:18