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#1
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Re: Contact Area and its Relation to Friction?
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I read this and I thought to myself.... well that just can't be right, so I looked elsewhere to verify it, and go figure it's true. I just don't see how that works. |
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#2
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Re: Contact Area and its Relation to Friction?
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Now, I'm not sure our available loop rates are really adequate for good stable control of this current, but you could certainly easily implement a simple controller to back-off on commanded PWM signals to keep the current in an acceptable bound that you know won't slip. The above means I'm slightly skeptical about programming hard limits into your code based on what PWM values caused slipping at a stand still against a wall. The PWM values control (to a 1st order approximation) the voltage that you're applying to the motor, not the current. As a motor spins, it creates its own source of voltage (back EMF) proportional to the motor speed that cancels most of this out, with the left over voltage differential driving the current flow and thus creating torque. What this boils down to is that, if your robot is moving forward while you're commanding a constant voltage, you're theoretically applying less torque than you could get away with. Annoying, but not really a problem. However, if you're applying your constant voltage and still getting pushed backwards without slipping, this actually increases the torque you're putting out. Which means that if someone pushes you back fast enough (and it doesn't have to be a lot if you're cutting things close) you'll suddenly put out too much torque, spin your wheels, and very rapidly lose the pushing match. Plus, you'd be pointlessly limiting your top speed when you're not pushing someone, because you've simply put in a limit to how much voltage you'll put out and, thus, what your top speed is. Now, there are ways to compensate for this using velocity feedback and such, but they're not going to be as accurate and reliable as a current sensor feedback. |
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#3
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Re: Contact Area and its Relation to Friction?
I apologize for continuing off on a tangent, but I feel we're on a roll with the tangent and it's pertinent to the original topic to an extent. The biggest advantage I see for traction control is the ability to climb rough terrain (ramps) without too much driver input.
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Hmm, after a bit more thinking the mouse sensors seem easy enough to do if you have 1 mouse sensor on each side -- even though the PID control, for perfection and theory, would slightly change during a turn (higher I value) than in a straight (higher P value). I'll have to bring this up to the drive train design team tonight to see if we can focus a bit of time experimenting with it. Quote:
Last edited by JesseK : 01-11-2007 at 13:25. |
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#4
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Re: Contact Area and its Relation to Friction?
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#5
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Re: Contact Area and its Relation to Friction?
Grippy non-linear materials like natural rubber, when on relatively smooth surfaces, can have a higher effective coefficient of friction at lower pressures--so for a fixed robot weight, larger contact patches can give higher friction becuase the rubber of the contact patch is under less pressure.
For an experiment showing the non-linear coefficient of friction of rubber (higher coefficient with lower load on the interface) see http://www.tuftl.tufts.edu/files/asu..._Testing.2.doc particularly graph 1 and graph 3. See also http://www.robotbooks.com/robot-materials.htm toward the bottom of the page, where you find the statement: "The confusion here comes from the fact that rubber has a very unusual property. The more lightly it is loaded, the higher its apparent coefficient of friction." Of course carpet can change everything, so you need to experiment for yourself. |
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#6
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Re: Contact Area and its Relation to Friction?
So... the consensus is that contact area has little or nothing to do with friction?
But it does? Ok... i'll go get empirical data sometime... -q |
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#7
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Re: Contact Area and its Relation to Friction?
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But for cars, the problem is much more challenging, because road conditions are always different. ABS systems allow fairly large deceleration on dry roads, but when the road is wet or icy, this is somehow compensated for and maximum deceleration is much smaller. Can anyone explain this? This concept seems like it would be extremely useful if it could be applied to a FIRST robot. |
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#8
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Re: Contact Area and its Relation to Friction?
This used to be a good guide with an animated gif showing how the internal cyllinders work in the brake pump -- but it looks like they've changed it a bit in the couple of years since I've looked at it. I too had this question a few years ago:
http://auto.howstuffworks.com/anti-lock-brake.htm It's "sorta" how it works. Instead of a speed sensor, some cars used to use a "slip" sensor that was a combination of a shaft encoder and accelerometer. Since then it's been proven to be easier and faster to use speed differentials to control the brake fluid pressure. |
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#9
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Re: Contact Area and its Relation to Friction?
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Based on my experience with ABS, this "constant" is smaller when driving on ice, than when driving on a dry road. But how does the control system know this? Theoretically, this could be done with an accelerometer and encoders on the wheels. Is this the way it's done? The problem that might happen is that by the time the controller realizes the wheel speed is different than the car speed to start removing brake pressure, the wheels will already be slipping. Doesn't ABS prevent this situation completely? |
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#10
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Re: Contact Area and its Relation to Friction?
Not to want to carry on the ABS thing too long, but the article is a bit misleading. (and this part is actually valueable in a FIRST situation)
The wheel sensors look at rotational speed at each axle (i.e. an encoder at each wheel) The system then can look at the realtive speed of each wheel. When you mash on the brakes, it monitors each wheel to see that they are moving (more or less) at the same speed. When one stops turning, (no changes at the wheel sensor), the system sees the difference and dumps the pressure to that brake line until it starts turning again, whn it's turning again, the dump valve is closed and pressure returns. now since the systems lost pressure, the pump pushes some extra back in so your foot does not hit the floor. (this is a very generic description here, so some license is taken with when the valve closes etc) Now looking at vehicle stability systems is where you find the big use of the acceleramoters. They know what is supposed to be happening (accel, brake, turn etc,) and look at the body response. If it's out of bounds (accel a direction not intended), they use the ability of the ABS to apply and release the brakes in combination with changes in engine timing to reduce power to try and get things back within a safe zone. (again, this doesn't describe everything and there's much variation in the specific systems) So how can you use this on a robot?....well, if you can look at each of your wheels independently (one channel per independently rotational wheel ) to see what they are doing, and you can look at the operator input to see wht you want to be happening, and you can look at the net affect on the body (2d acceleramoter) then you can use this info to do things like pulse the motors (to change from the dynamic friction during wheel rotation) or stop the wheels from turning, or trun away......of course, a really good driver just does this without even thinking about it. sort of a hardware vs software trade |
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#11
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Re: Contact Area and its Relation to Friction?
Paul is right. It's not the surface area.
and since it's not what is it? (and this is just my thoughts here) The surface we are dealing with is not normal. It's complex, it has threads, and some of thes threads are in contact with the wheel. so looking at the thread to wheel interaction is a start. I would look at the shape of the thread under your wheel when they are in contact. How can you use the fact that the thread is glued to the carpet mat as an advantage? The carpet is 3 dimensional. can projecting into the carpet be an advantage, can there even be a "best shape" for these projections relative to the carpet fibers? Don't think at the 1 square inch level, think at the .1sq mm level. How do I get the fibers to do more for me than the other guy? How can I trap them, bend them and make them do my bidding? Don't think about pushing down, think about pulling across. Find the exact right combination of shape, projection and force direction and you will solve this puzzle. |
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