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Gearbox friction model
I'm making a gearbox and motor simulation, and I've heard that planetary gearboxes generally have around 85% efficiency/stage. Which of these would model this better?
Code:
OutputSpeed = inputSpeed * efficiency^numStages / ratio;Code:
OutputSpeed = inputSpeed * efficiency^(numStages/2) / ratio; |
Re: Gearbox friction model
Reverse the first two equations and you have it. Speed loss is related to but not the same as efficiency. People typically use another constant for speed loss.
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Re: Gearbox friction model
So,
Code:
OutputFreeSpeed = inputFreeSpeed / ratio * speedEfficiency^numStages;What's a good estimate for these constants? .85 for both of them? |
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Re: Gearbox friction model
I usually use these (highly inaccurate) estimates, based a little on research, and a little on experience:
Belt reductions: about .98 efficient Gear reductions: about .95 efficient Chain reductions: about .90 efficient Planetary reductions: about .8 efficient Single lead worm reductions about .6 efficient Of course, as T^2 said, these depend heavily on a lot of factors. I've noticed (although not in the least bit empirically) that for reductions that are less efficient to start off with, misalignment, lack of lubrication, high speed, etc makes a much bigger difference in terms of efficiency. For example, it's much worse to misalign a worm gearset than a spur gearset in terms of efficiency, and belt reductions are much happier at high speeds than chain reductions. Of course, I don't have any numbers to back these assumptions up, so this may be useless to others. The process I usually use is to assume that these efficiencies are just multiplied by the free speed of the motor to get the adjusted free speed, however, that isn't the real way you do it. I'd be very interested to hear what the actual meaning and use of efficiency is. Really, what you want to do is to use some reasonable numbers to estimate how your system will perform, and leave enough flexibility in the system that you can regear if necessary. Maybe you won't need to redo it on all systems, but every year we've needed to regear some stuff, and not because we didn't do our math. Efficiency (like friction) is something that's very hard to analyze. |
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I've always used 81% as a "speed loss constant", allegedly the result of experimental data collected by 229, but I wouldn't be surprised if it was just some arbitrary number somebody came up with. |
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Yeah those numbers look accurate enough for my estimates (either .81 for everything or the separate ones), I'm not doing any rocket science.
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Re: Gearbox friction model
This is where you use efficiency:
OutputTorque = Efficiency*InputTorque*GR Speed is indirectly affected by efficiency since the % of max torque will be higher in an inefficient system, which slows the motor speed. This is how you calculate it: InputTorque = OutputTorque/(Efficiency*GR) %Torque = InputTorque/StallTorque OutputSpeed = (1-%Torque)*FreeSpeed Using a blanket fudge factor isn't going to behave properly, particularly if your % of max torque is high. |
Re: Gearbox friction model
Doesn't your OutputSpeed equation not factor in efficiency at all?
OutputSpeed = (1 - %Torque) * FreeSpeed OutputSpeed = (1 - InputTorque/StallTorque) * FreeSpeed InputTorque is the variable you multiply by efficiency to get OutputTorque - i.e. torque before efficiency is factored in. At a system's free speed, the InputTorque would only be enough torque to overcome kinetic friction in the system (no external load). It's very possible I'm misunderstanding. |
Re: Gearbox friction model
If you think about what is going on in a gearbox, it can help you with the model immensely.
With planetary and spur gears, the teeth of the gear are ment to roll relative to one another. The better the tooth, the lower the friction. This rolling will have some friction which will be proportional to load, and thus a simple efficiency factor works well espeically for moderate torques. Speeds are merely a function of the ratio. Thus output torque=eff*input torque*gear_ratio Outputspeed=inputspeed/gear_ratio While this model works pretty well, as other have pointed out, it falls apart towards "top speed". IE, if my motor has a free speed of 15,000 rpm and my planetary gearbox has a ratio on 3:1, why doesn't my gearbox freespeed = 5,000 rpm? Instead I get about 4,000 rpm! So the other element tends to be drag. For example when riding a bicycle, you have to overcome the grade, rolling resistance, and wind resistance. On a still day, on flat ground, the initial torque is dependent on acceleration and rolling resistance, but as you speed up, wind resistance becomes a bigger factor. For gearboxes, the "wind resistance" is often the oil or grease in the gearbox. These drag forces tend to have a torque to speed relationship of: drag torque = C*speed^2 with C being a constant. C is a combination of the thickness of the grease and bearings and....It is often temperature sensitive for many gearboxes. A good way to get a value for this is to measure motor free speed, then motor gearbox free speed. Use the gear ratio and motor curve to find the torque for that speed, and then... Set dragT=c*speed^2 For your model, you will then have: Torque out=eff*ratio*input_torqu-c*speed^2 If you use this method, and have the ability to measure stall torque, I think you can make a very accurate model, and you will likely see a much better efficiency number than using the other methods. For instance in high power oiled gearboxes, we might use as little a 1%-1.5% efficiency loss per gear mesh and 0.1% to 0.15% for bearings. Of course, this is with gearboxes with really good gear geometry, properly weighted oils, and high quality bearings. Overloaded gears, bushings, bearings, and really thick greases tend to perform at lower efficiencies with higher "windage", but they tend to work pretty good for FRC. |
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I will need to think about that one a bit more, and how it would effect an acceleration model. |
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