Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
AUTOMOTRICES
UNIVERSIDAD EAFIT
INGENIERÍA MECÁNICA
DISEÑO METODICO
MEDELLÍN
2007
INTRODUCCION
diseño a nivel mundial. Sin embargo no es muy común que esta se haga con
diseño automotriz. Se tendrán en cuenta todos los aspectos del mismo desde
espectro del diseñador y ayudarle a tener en cuenta los distintos factores que
usadas y validas. La primera parte de una forma del vehiculo tanto exterior
existe una clara barrera entre los vehículos diseñados con objetivos de
tiempo que se toma el proceso de diseño busca obtener vehículos que son
fuertes en ambos campos. Esta metodología busca evitar una dependencia del
METODOLOGIA DE DISEÑO
del diseño lineal y hace que las tareas de procesos que no tienen que ser
sin embargo en este documento se separaran las dos tareas ignorando estos
1
Garcia, Alvaro. Race Car Design. 4 Sept. 2006. 31.
Fig. 1 Esquema del flujo de actividades de diseño
paso del proceso con mayor profundidad y de igual importancia los resultados
comenzar por insistir que todo proceso de ingeniería se resume a dos factores
todo caso utilizar una metodología de diseño que además tenga incorporada
muchas maneras pero la ideal es conformarlo por las áreas de especialidad por
de la forma encargado del diseño de la carrocería, etc. Pero como este mundo
en algunos casos cuando no hay nadie que tenga el nivel de especialidad o los
deseos de cumplir con una tarea tendrá que aparecer el denominado doliente,
porque en el trabajo de diseño no todas las tareas a realizar serán del total
agrado del equipo de trabajo. También es importante notar que hay ciertas
Jefe de Proyecto:
El jefe del proyecto es un dictador que tiene que ser suficientemente inteligente
para hacer sentir a los demás miembros del equipo que el trabajo es una
del proyecto ante las fuentes de financiamiento del mismo. Generalmente este
de trabajo.
Tesorero del Proyecto:
finanzas del proyecto, el será el único miembro del equipo que tiene acceso a
los fondos, también este miembro debe llevar un registro completo de cuanto
Encargado de la Documentación:
documentos que surjan del proceso de diseño, algunos surgirán del proceso en
si y otros surgirán del acto de diseñar. Los documentos que surgirán del
proceso son los documentos que se plantearan como resultado de cada una de
las fases del diseño. También se deben incluir todos los documentos que
surgen del acto de diseñar como lo son los cálculos realizados por todos los
sobre todo en áreas como la automotriz donde es tan sencillo que algo salga
Encargado de Seguridad
todos estos parámetros se definen unos objetivos claros que serán cumplidos
recursos de tiempo y dinero con los que se cuenta ir definiendo las tareas de
De este paso saldrán dos documentos clave para el desarrollo del proyecto
uno es un documento fijo que una vez se redacta y se fija no deberá ser
Anteproyecto
encuentra una definición del problema que simplemente indica grosso modo
proyecto, algo sobre sus trayectorias y cuales son sus rangos en el equipo de
trabajo. Además se debe tener un objetivo general del proyecto que en este
caso seria pues diseñar un vehiculo o algo por el estilo. Se deben también
debe enumerar de una manera clara y concisa cuales son los resultados
PALABRAS CLAVE
Diseño, Automotriz, Comercial, Bajo Costo, Modular
El objetivo general del proyecto es diseñar, fabricar analizar la producción de un vehiculo utilitario
multifuncional buscando siempre la economía tanto de producción como de operación. El vehiculo
contara con un chasis y carrocería de diseño propios del equipo y un motor comercial de baja cilindrada.
4. Objetivos Específicos
Resultados de documentación
1. Análisis de viabilidad del vehiculo, soportado en estudios de mercado y legales que regirán el
resto del proceso de diseño.
2. PDS y Cronograma de trabajo y diseño donde se deben especificar todos los parámetros de
diseño y condiciones de frontera del sistema.
3. Matriz de selección de componentes indicando los conceptos de solución para todos los sistemas
del vehiculo
4. Resultados de la evaluación de la matriz de selección de componentes
5. Modelación detallada del sistema con análisis de resistencia de materiales y elementos finitos de
los elementos que así lo requieran.
6. Planos de taller y ensamble completos del vehiculo con revisiones realizadas durante la
manufactura y las pruebas.
7. Resultados de las pruebas y planteamiento de soluciones
8. Cartas de proceso y de producción para todos los componentes del vehiculo
9. Análisis financiero y costos de fabricación unitarios.
Resultados Físicos
• Engineer to Win. Smith, Carroll. 1a ed. Osceola: MBI Publishing Company, 1984. 277 p. ISBN
0 87938 186 8
• Race Car Vehicle Dynamics. Milliken, William F.. 1a ed. Warrendale: SAE Publications, 1995.
• Competition Car Composites. McBeath, Simon. 1a ed. Sparkford: Haynes Publishing, 2000. 208
• Tune to Win. Smith, Carroll. 1a ed. Osceola: Aero Publishers, 1978. 172 p.
Diseño Mecánico
Diseño Ergonómico
Para el diseño y análisis estructural del vehiculo se utilizara la plataforma de Solidworks con su
complemento Cosmos. Si se requiere modelar en otro programa se puede modelar y transferir el archivo
en formato IGES.
Cálculos Manuales:
Microsoft Project
Debe notarse que los documentos que aquí se presentan como ejemplo
el grupo comience una investigación. Gracias a los casi 100 años de diseño
así. En todo caso esto hace que la fase de diseño conceptual del vehiculo se
síntesis o estructura funcional pero en vez de contener verbos que denotan una
todos los aspectos igual que fabricar un todos los componentes de un vehiculo,
suma importancia en las etapas siguientes del diseño. También será útil para
luego sustituir los componentes que se desea desarrollar con sus verbos o
funciones, además estos sustantivos se pueden utilizar para armar las matrices
función es mostrar las interrelaciones entre las piezas y como fluyen las cargas
todos los campos sin embargo se recomienda ser lo mas completo posible en
el análisis de este documento ya que esto evitara que se cometan errores por
cada subgrupo, o miembro del grupo deberá realizar su propio DET, esto
Estado Actual
Estimado(mil)
Fecha Inicial
Fecha Final
Variacion
Prioridad
Real(mil)
Controla
Asesora
Ejecuta
Dirige
Nivel 1 Nivel 2 Nivel 3 Nivel 4
1 07 de mAYo de 2007 111 Estructura 111.1 Formas de la Estructura 1 MT LD
2 Grupo Kart Nacional 111.2 Material de la Estructura 1 MT LD
3 Hans Ley 112 Elementos de Rigidez 112.1 Frontal 2 LD MT HL
4 112.2 Posterior 3 LD MT HL
5 113.1 Eje Trasero 3 LD MG MT
6 113.2 Sistema de Dirección 5 LD LC AI MT
7 11 Chasis 113 Puntos de Soporte y Anclaje 113.3 Protecciones 5 AI AI LC
8 113.4 Motor 5 AI AI LC LC
9 113.5 Sistema de Frenos 2 AI MG LC
10 113.6 Sistema de Acelerador 1 AI MG LC
11 114.1 Cadena 5 MT AI HL LD
12 114.2 Carenaje Lateral 5 MT AI HL LD
13 114 Elementos de Protección 114.3 Frontal Carro 5 MT AI HL LD
14 114.4 Posterior 5 MT AI HL LD
15 1 Kart Nacional 114.5 Frontal Piloto 5 MT AI HL LD
16 12 Motor 121 Motor 2T/4T 4 LC FA MT
17 122 Sistema de Combustible 3 LC FA MT
18 123 Sistema de Anclaje 5 LC FA MT
19 131 Tren de Arrastre 5 LC FA LD
20 13 Transmisión 132 Sistema Embrague 5 LC FA LD
21 133 Sistema de Cambios 5 LC FA LD
22 141 Pedal 2 LD MG MT n.a.
23 142 Bomba 2 LD MG MT n.a.
24 14 Sistema de Frenos 143 Mangueras 2 LD MG MT n.a.
25 144 Mordazas 2 LD MG MT n.a.
26 145 Disco + Soporte 2 LD MG MT n.a.
27 146 Pastillas 2 LD MG MT n.a.
28 151 Transmisión de Movimiento 5 MT LC LD n.a.
29 15 Dirección 152 Barras de Dirección 5 MT LC LD n.a.
30 153 Cabrilla 5 MT LC LD n.a.
31 16 Habitáculo 5 LD MG LD
la segunda mejor opción. Por esto antes de proceder con las tareas que se han
coordinador del equipo deberá evaluar los conocimientos de los miembros del
equipo. En este momento cada uno de los equipos debe ser puesto a prueba
haber sido investigados para la etapa anterior. Esta fase del diseño es
opcional ya que si el equipo considera que tienen las bases suficientes pues no
conozca su área y para esto se recomendara una bibliografía que cada equipo
Bibliografía Recomendada
International.
Dynamics. SAE.
estructural que es tan critica para la seguridad de los pasajeros del vehiculo, se
puede ver que muchos de los libros están dirigidos hacia los deportes a motor,
sin embargo esto se hace porque es en este área donde esta la máxima
competición.
2. ¿Qué hace que su vehiculo sea mejor que los que actualmente están en
el mercado?
sometido?
usted por este vehiculo? O cualquier pregunta por ese estilo, la regla
utilidad esta dada por los costos, por ende la mejor manera de determinar el
vehículos similares. Además hay que tener en cuenta que va a ser muy
simplemente una innovación en uno de los sistemas del vehiculo, por esto
aprobación del mercado. Como reporte del estado del arte y ayuda en la
Mauricio Toro R
D/Ejes: Cilindrada:
Alto: Pasajeros:
Ancho: Velocidad Máxima:
45km/h
Largo: Frenos (D/T):
Disco/Tambor
D/Ejes: Cilindrada:
Alto: Pasajeros: 2
Ancho: Velocidad Máxima:
100km/h
Largo: 3241mm Frenos (D/T):
Disco/Disco
especificación del sistema orientada tanto a lo que el cliente quiere como los
pero este seria muy masivo ya que cada sistema del vehiculo tendrá sus
estas y la coherencia que debe existir entre las diferentes de cada uno de los
sistemas. Es la labor del coordinador del grupo de trabajo decidir, cuando deba
existir un compromiso entre dos aspectos, cual sistema tiene prioridad sobre el
otro. Este análisis debe ser muy minucioso ya que si existe alguna
de un vehiculo de competición.
Necesidad Interpretación Métrica Unidad Valor Deseo/Demanda Peso en
Decisión (1-
10)
Que genere Que genere una fuerza de Fuerza Newton Mayor a 1000 Demanda 10
agarre elevación invertida (downforce)
a una velocidad menor a 160
Km/h
Que no pierda Que no genere mucho arrastre Fuerza Newton Menor a 200 Demanda 5
mucha
velocidad
Que no pese Que el material seleccionado y Masa Kg Menor a 8 Demanda 8
mucho el espesor utilizados permitan
minimizar el peso
Que cumpla con Que la envergadura del ala no Longitud mm 1637 Demanda 10
el reglamento sea superior al máximo ancho
permitido
Que cumpla con Que la altura del alerón permita Altura mm Mayor a 50 Demanda 10
el reglamento la visibilidad del tercer stop.
Que sea barato Que los costos de materiales y Precio Dolares Menor a 250 Demanda 9
mano de obra sean bajos
Que se pueda Que permita variar el ángulo del Angulo Grados (°) Entre 0° y 20° Deseo 6
ajustar ataque del alerón
Que sea Que la relación entre downforce Eficiencia Adimensional Mayor que 3 Deseo 7
eficiente y arrastre sea alta
Que sea fácil de Que la manufactura o Tiempo Semanas Menor a 2 Deseo 5
fabricar y reparación del alerón se puedan
reparar realizar en un corto tiempo.
Que sea Que estéticamente haga ver el Aprobación Personas 50% de Deseo 5
deportiva carro mas deportivo encuestados
Una vez se complete la especificación del vehiculo tanto global, como
tareas.
primera sección son prácticamente auto explicativas, sin embargo hay dos
cosas en las que se debe hacer hincapié. La primera es la lógica con la que se
deben realizar las tareas de diseño, esta se basa en una filosofía que es
aceptada como “ground up” cuya traducción significa desde el suelo hacia
arriba, esta lógica esta basada en el flujo de las fuerzas y parte de la premisa
que las únicas dos fuentes de fuerzas externas a un carro son las fuerzas
aerodinámicas y mas importante las fuerzas de las ruedas y por ende desde
aquí hacia arriba deberá realizarse el diseño del vehiculo, además resulta ser el
mecánico.
estas son herramientas que sirven como asistencia para realizar decisiones
de Alvaro Gracia (Anexo 1) esta muy claro como estas se deben realizar. Lo
único que se quiere añadir aquí es que el usuario debe fijar muy bien los
producto.
EVALUACION
Una vez se fabrica el primer prototipo este se debe evaluar, pero su evaluación
parámetros deben ser medidos y que equipos se deben utilizar, para esto se
CONCLUSION
incita a los equipos de diseño que trabajen con gente experimentada que le
International.
Dynamics. SAE.
Before beginning design work on a car, you should understand how things work and why, so
that when designing any individual component, the rest of the car's design intent can be taken
into account.
Learning Sources
The first source for someone without the additional funds for a university degree, should be the
library. Hundreds of books and magazines exist relating to the concepts you will need for
design, and the most useful of these are race car specific. Some of the most useful titles for
general race car design are:
Race Car Chassis Design and Construction - Forbes Aird, ISBN: 0-7603-0283-9 - A book about
chassis design - excellent, with historical info.
Engineer To Win and other 'To Win' books - Carroll Smith, ISBN: 0-87938-186-8 - Another
excellent book - Metallurgy, engineering tips, nuts/bolts/fasteners, brakes, wheels, plumbing...a
must have book.
Racer's Encyclopedia of Metals, Fibers & Materials - Forbes Aird, ISBN: 0-87938-916-8 - Good
information on materials used in race car fabrication.
Racecar Engineering Magazine - Technical articles on all aspects of race car design.
RaceTech Magazine - Another superb source of technical articles and technology explanations.
A technique that is helpful for the designer-to-be, is to transcribe concepts that are of interest
into a notebook or a computer. Later when working on the design you can easily refer to the
appropriate reference, provided you categorize the information. One thing that cannot be
stressed more...Reading is cheap..Redesigning is expensive.
The second source for design information comes from observation and hands-on. It is a major
advantage to be able to study somebody else's work, especially if their car is winning races.
Better still is the ability to work on a winning car. Good designers connect things in a logical,
and sometimes ingenious way, and observing the nuances of a design with your new found
knowledge is a good way to learn even more.
There is also the internet. While a number of sites on the internet provide good information, it is
darn hard to find. Books are the best way to learn, especially for the new student of race car
design. However, there are a great number of web sites which provide valuable information in
the form of guides, FAQs and tutorials. Searching usually takes a while, and general race car
design principles are probably best learned from books, but sometimes you will run across good
stuff.
Here are the some of the key things you should understand before designing:
Suspension / Handling
• Inertial forces about a car that is cornering, accellerating and braking
• Weight distribution and it's effect on the above
• Tire/wheel properties (Tread, rubber compounds, wheel materials)
• The relationships between tire and road
• The center of gravity and roll center relationship
• Unsprung weight
• Suspension geometry and handling
• Anti-roll bar principles
• Damper/shock absorber principles
• Suspension components, their use and placement for optimum performance
• Troubleshooting methods
Chassis Construction
• Structural design principles, most spaceframe design
• Load and forces which affect the race car
• Designing for the safety of the driver
• Materials and their physical properties (Tensile strength, elasticity, etc.)
• Joining methods (Welding, brazing, etc.)
Aero/Bodywork
• Principles of aerodynamics (Flow, pressure, etc.)
• Tools of aerodynamics (wings, venturis, flow redirection, etc.)
• Fiber/metal materials for bodywork and their fabrication
• Structural requirements of bodywork and aero devices
• Testing methods
Other
• Fuel cells and fuel delivery
• Fire extinguisher systems
• Probably a bunch more....
That about sums it up. The process of designing a race car is started with a solid knowledge
and understanding. The more information you have, even without the benefit of past real-world
experience, the more successful your car will be
Design Approaches
Now that you have studied and understood, it is time to consider the way to approach the
designing of a car.
Firstly, the design process for a race car is linear, that is, each step is followed in succession.
However, being as there are a million different ways to build things, the designer is quite often
forced to consider other components which relate to the area being designed. For example,
when designing the suspension of a car, you inadvertently affect the structural shape of the
car's chassis in and around where the suspension will mount. Therefore, it is wise to construct
the suspension first, keeping in mind the requirements of the things the suspension affects.
Secondly, the design process demands a fair bit of estimation and compromise. Juggling
performance, safety, efficiency and cost are what it's all about. This is where you want
specifications ready to assist you in putting the pieces together.
Other useful software also includes annotation and information recording/categorizing. Free
tools are available for creating a simple database of information concerning your design.
Research Of And Viability of Intended Class of Car is there to put a reality check into place
before any work is done. There are many levels of motorsport and it is important that you
understand the technical difficulty of the class you have chosen. Formula 1 is not a good place
to start. Also consider the cost. Anyway, ask people racing in your intended class for help and
you will probably get it.
At this stage, it is wise to do a scale sketch of the car, in simple side, front, rear and top views.
Assuming you are designing for an existing class, there will be plenty of examples of other's
work, and your car's shape won't change much from the others.
Information and Specifications Gathering is the step where you must go out and source the
parts for your car. Whatever you cannot buy, you must fabricate, and 9 times out of 10 it costs
more to fabricate, so off-the-shelf will result in lower cost. Fabrication does have it's advantages
in that it allows for absolute control and optimization, an important feature in looser rule classes.
Whatever the course of action for a particular part, it is important to know the dimensions,
weight, and features that apply. Catalog or record these figures for later reference. Collect
brochures, and any other product information suitable--the internet has a wealth of companies
offering specs and catalogs.
Use a checklist of parts that the car will need, and collect several examples to chose from when
dealing with race-critical parts. This checklist will be used later when design requirements meet
available parts
Rough Part Selection can be accomplished by first verifying that each of the available part
models can do the job. If one can't, it's eliminated. Then, on the second go round,
considerations such as space (volume) required, weight distribution characteristics, and
aerodynamics can be evaluated and parts which don't fit can be eliminated. Repeating this
process will usually get you down to 1 to 3 possible models. Always save your data. If
requirements change somewhere else on the car, it may make a part you eliminated, feasible
once again.
The part selection process is somewhat simplified if you use your earlier sketches of the car as
templates on which to draw the "spaces" occupied by each part on the checklist. Alot space,
according to your research, keeping in mind weight distribution (Front/rear/left/right), safety,
aerodynamics, and all the other effects the part has depending on placement. Work out several
different layouts if you like, and consider later servicability.
The Preliminary Design is where you translate the pictures you created above into a physical
layout. You must focus on connecting all the parts, with small particulars like nuts and bolts left
out of the picture, except where suspension and driveline are concerned. The idea at this stage,
is to get a starting point. Then, you can use that baseline later when the REAL design work
begins. It is a good idea to use CAD or Solid Modeling software for these tasks, as they are
easily revised.
Part Re-Selection or Re-Design is the next step. When you study your preliminary design, you
should evaluate it for it's acceptability in terms of performance, safety (think impacts from all
four sides, and rollover) and efficiency (how well it works for it's weight and size). If there are
conflicts in the design, or areas that can be improved, make the change, but keep a baseline
copy to go back to if the idea didn't work.
The Final Design is not really the final design. Actually, it is the complete design. This is where
you pull out the drafting paper (hard work), or start your solid modeling package (easiest). The
goal of this design is to assemble the entirety of the parts you have in the design into a cohesive
car. If suspension geometry wasn't considered prior, it is your last chance to consider it without
redesigning. The saying "Built from the ground up" is true. No race can be designed without
starting at the rubber contact patches, and working toward the chassis.
To simplify life, Final Design Testing can be done if you have the right software. These tools
consist of Finite Element Analysis (FEA) to test tortional and structural rigity for chassis, Fluid
Dynamics to test aerodynamics, and even tools that allow for ergonomics testing. They are
generally costly, but can be very helpful.
Assuming everything has gone well, the Final Design Refinement and Completion will consist
of small changes and verification that all parts work together, do not bind, etc. At this stage, it
should be clear where every bolt goes, and how many bolts there are in the car. If it's not clear,
then you need to complete your final design. More often then not, this will mean going back to
research some more to find solutions to problems or shortcomings.
Construction, Preliminary Testing, Car Analysis and Refinement and Future Development
notes are planned for the future.
The Race Car Design Process
Outlined in the table below is order in which major components of the race car can be designed,
and some of the related aspects you will need to consider (There are many more than what
are shown!)
Order of
Component Considerations
Design
* Wheel appropriate for application
* Tire appropriate for application
1 Tires/Wheels * Wheel matches the hub/rotor
* Available rotors and calipers are appropriate.
* Unsprung weight is acceptable
Hub/Rotor * Hub/Rotor appropriate for application
assembly, Wheel * Same for bearings/spindles
2 bearings, spindle, * Upright/knuckle design
Uprights ("At the * Suspension geometry design
wheel" suspension) * Loads affecting these components
Suspension * Strong enough for application
3 wishbones/axle * Aerodynamics for exposed wishbones
shafts, housings * Mounting positions on chassis
* Shocks/spring/anti-roll bar appropriate for
application
Shocks/springs/anti- * Mounting considerations
4
roll bar * Leveraging (pivot) considerations and mounting
* Spring/damping rate appropriate for travel,
adjustability, vehicle weight, etc.?
* Steering ratio
* Left/right wheel movement (Toe in/out) through
5 Steering
suspension travel
* Mounting location on chassis
* Strong, intrusion-preventing safety cell for the
driver
* Good ergonomics for controls and seating. Good
visual field
* Pedals/Steering wheel positioning correct for driver
6 Driver cockpit * Position for weight distribution
* Appropriate steel tubing, bend radius for
roll bar.
* No protrusions that could cause injury to
driver
(This step could arguably be with suspension and
steering, as it guides motor placement, if that course
is preferred)
There are quite a few more. The point however, is that the more you understand about the car
you are designing, the more you will consider when designing.
You will notice that the suspension is first in the design areas, then the engine, cockpit,
electrical, and safety concerns are addressed. Finally, the chassis is designed around the
requirements created before it. Each aspect listed above can be thought of as requiring you to
consider every other aspect further down in the list. So, to select the tires and wheels, you must
consider the entire car's dynamic requirements right through to aerodynamic shape.
Two final words of advice. First, know the properties and parameters of what you are designing
by consulting racers in your intended class. Second, understand the fundamental workings and
physics affecting your race car. Combine the two, and you will understand what needs to be
where in your car, and how strong everything needs to be to hold out for that chequered flag!
In sanctioned classes where a great many properties of the car design are specified in the rules,
it is easier and cheaper to obtain parts because manufacturers are usually specified in the rules.
Looser rule books usually mean the freedom to explore more exotic materials and systems, a
more costly proposition.
The first place to start is by sketching out the approximate shape, in scale, of the car you intend
to build (and try to follow the lead of winners in your intended class). Having diagrams of the
engine and other components you intend to use is also helpful. Once the sketch is satisfactory,
make copies of it so that you can annotate the (usually) many rules on them. Attach to the
annotated sketch, a list of any rules which may be important but not visually drawn. All together,
this will give you a picture of what you can and can't do in particular areas.
As you design, refer to the sketches and lists to guide decision making. When you have found
the right part, mark it, so that it is known that the rule has been adheared to. And when re-
selecting parts, always review the rules relating to them. Annotate any ideas which are grey
areas. In the future it may be wise to get them cleared with the sanctioning body.
One last comment, is that you should verify the rules aren't going to change drastically, before
designing anything. There is no reason for not contacting the sanctioning body before beginning
work.
When designing without intrusive rules, one is free to explore cost, performance, and styling.
However, the job is more difficult because of the vast array of available parts. What defines
most cars are the cost, performance and styling requirements. If for instance, low cost is to be
achieved, then all the parts and labour would have to be relatively low cost and therefore mass
produced -- Hence, you might look at stock auto parts to cut costs.
Every existing class has something to offer in the way of standards, parameters, etc. learned
over the years. A new or inexperienced designer will pillage, pillage, pillage from everyone
else's best efforts, optimizing his/her car with the information gained--no harm in that. A good
designer will pillage, then improve, in order to best his/her opponents. And finally, the gurus of
design, will pillage some, study a lot, and experiment with new ideas to outpace the competition.
When designing without a great number of rules, still anotate them into a categorized list. In
addition, you should outline aspects of the car that must comply with your vision/concept.
Always refer back to these lists when making decisions.
Engineering Considerations
As you design, it is important that you can gauge the requirements of your engineering work.
The nature of the race car's normal operation and fatigue life depend on the structure and
material composition of the car. Therefore, topics such as metallurgy and structural design are
important for the designer to grasp.
The whole concept of engineering considerations is that you keep in mind four aspects, where
they are appropriate:
Performance vs. Strength vs.
Safety
Weight
If you can optimize all four of these aspects, to select a most appropriate component, or
structure for your car, then you are already winning (or at least saving your neck)
Safety is a first consideration. If your car has proven safety, it will be a great confidence boost
to the driver. Where appropriate, save your neck by using a quality solution.
Performance vs. Strength vs. Weight is another factor that applies to every component on a
car
Durability comes into the picture mostly as a factor of weight penalty or cost.
And finally Cost represents the ultimate limiting factor on most everything. If you can't afford it, it
doesn't matter how well it performs.
Each of the following sample questions ask the designer to address each of the four factors is
some way, and to strike a balance between them.
This is just small example of the questions you will be able to answer, given a good study of
engineering principles. You will be able to answer many more, assuming you spend a
considerable amount of time getting aquainted with the knowledge.
Part Requirements
For the scratch builder, probably one of the most time-consuming aspects of race car design is
determining the correct part and finding a good, reliable source for it. For the builder of an
existing class car, the job is somewhat simpler as other racers in that class can recommend
parts and sources.
Either way, the job of determining part requirements is pretty much the same. The first step is to
list the parts required for your car which demand space, carry a weight penalty, or are
absolutely required (either by rules or personal design). This covers pretty much everything in
the car!
Keeping a list of parts along with the potential sources and models that fit the application, you
can build up a series of choices, from which you can optimize for the best package.
Click here to see the parts checklist . It is limited to the larger, common items, and in your
research you will probably come across things which are not on this list.
Depending on your goals or vision for the car, you will pick potential models of parts which
conform to that vision. ie. If you are building for low cost, potential models will be geared toward
low cost. If a particular part is not available, then fabrication may be the only alternative. It
certainly costs more than a mass produced part, but the results are very in tune with your
needs.
Also, you will probably encounter a situation in where in order to gain the advantages of a
particular part, you must use the rest of the parts from the same manufacturer or donor car (up
to a point). For instance, to use a particular bolt pattern wheel, you must have a hub that
matches, suitable disc rotors, proper spindle, and suitable bearings. All these parts work in an
assembly, and in the end require you to take the perfect part with the less than perfect, unless
each part is optimized already.
The end result of all the research and communicating, will be a short list of parts that, when
used in the right combination with others, will produce superior results. Prior to design, you will
need to determine which part combos work in this superior way.
Balancing Requirements
In the end, all this design work culminates into a final design which balances all priorities in a
neat fashion. In fact, looking back at your choices, you can gain a sense of pride in knowing that
your brain has given each one it's due attention.
So how do you balance requirements? A matrix is a good tool. By rating several parts or their
interactions, one can decide if a part is useful over a broader range of criteria.
Simple as it is, it shows that right off the bat, the Xyz wheel is not going to work with the
preferred MNO hub. However, maybe another hub would work too, a further criteria. However,
disregarding this fact, it is apparent that the disc rotor would be better cooled with the Xyz
wheel. This is a compromise and an integral part of balancing requirements.
The designer would at this point have the choice of either scrapping both wheel models, and
finding more sources and examples, or settling for the Abc wheel.
It is important to keep safety at heart as well. Performance is best had in a car that can handle
the lumps should something go wrong. Drivers will want to get back in if they don't have to be
extracted. If cost is a limitation, then performance will have to suffer to offer the lower cost.
Good luck!
Tips: Aerodynamics
The following tips and information focus on how to optimize aerodynamics. Depending on class
rules, these suggestions may or may not be valid. Always check your regulations.
• Drag
• Lift/Downforce
• Drag Coefficient
• Frontal Area
Aerodynamic Devices
Drag
A simple definition of aerodynamics is the study of the flow of air around and through a vehicle,
primarily if it is in motion. To understand this flow, you can visualize a car moving through the
air. As we all know, it takes some energy to move the car through the air, and this energy is
used to overcome a force called Drag.
Drag, in vehicle aerodynamics, is comprised primarily of two forces. Frontal pressure is caused
by the air attempting to flow around the front of the car. As millions of air molecules approach
the front grill of the car, they begin to compress, and in doing so raise the air pressure in front of
the car. At the same time, the air molecules travelling along the sides of the car are at
atmospheric pressure, a lower pressure compared to the molecules at the front of the car.
Just like an air tank, if the valve to the lower pressure atmosphere outside the tank is opened,
the air molecules will naturally flow to the lower pressure area, eventually equalizing the
pressure inside and outside the tank. The same rules apply to cars. The compressed molecules
of air naturally seek a way out of the high pressure zone in front of the car, and they find it
around the sides, top and bottom of the car. See the diagram below.
Rear vacuum (a non-technical term, but very descriptive) is caused by the "hole" left in the air
as the car passes through it. To visualize this, imagine a bus driving down a road. The blocky
shape of the bus punches a big hole in the air, with the air rushing around the body, as
mentioned above. At speeds above a crawl, the space directly behind the bus is "empty" or like
a vacuum. This empty area is a result of the air molecules not being able to fill the hole as
quickly as the bus can make it. The air molecules attempt to fill in to this area, but the bus is
always one step ahead, and as a result, a continuous vacuum sucks in the opposite direction of
the bus. This inability to fill the hole left by the bus is technically called Flow detachment. See
the diagram below.
Flow detachment applies only to the "rear vacuum" portion of the drag equation, and it is really
about giving the air molecules time to follow the contours of a car's bodywork, and to fill the hole
left by the vehicle, it's tires, it's suspension and protrusions (ie. mirrors, roll bars). If you have
witnessed the Le Mans race cars, you will have seen how the tails of these cars tend to extend
well back of the rear wheels, and narrow when viewed from the side or top. This extra bodywork
allows the air molecules to converge back into the vaccum smoothly along the body into the
hole left by the car's cockpit, and front area, instead of having to suddenly fill a large empty
space.
The reason keeping flow attachment is so important is that the force created by the vacuum far
exceeds that created by frontal pressure, and this can be attributed to the Turbulence created
by the detachment.
Turbulence generally affects the "rear vacuum" portion of the drag equation, but if we look at a
protrusion from the race car such as a mirror, we see a compounding effect. For instance, the
air flow detaches from the flat side of the mirror, which of course faces toward the back of the
car. The turbulence created by this detachment can then affect the air flow to parts of the car
which lie behind the mirror. Intake ducts, for instance, function best when the air entering them
flows smoothly. Therefore, the entire length of the car really needs to be optimized (within
reason) to provide the least amount of turbulence at high speed. See diagram below (Light
green indicates a vacuum-type area behind mirror):
How does a car generate this low pressure area? According to Bernoulli, the man who defined
the basic rules of fluid dynamics, for a given volume of air, the higher the speed the air
molecules are travelling, the lower the pressure becomes. Likewise, for a given volume of air,
the lower the speed of the air molecules, the higher the pressure becomes. This of course only
applies to air in motion across a still body, or to a vehicle in motion, moving through still air.
When we discussed Frontal Pressure, above, we said that the air pressure was high as the air
rammed into the front grill of the car. What is really happening is that the air slows down as it
approaches the front of the car, and as a result more molecules are packed into a smaller
space. Once the air Stagnates at the point in front of the car, it seeks a lower pressure area,
such as the sides, top and bottom of the car.
Now, as the air flows over the hood of the car, it's loses pressure, but when it reaches the
windscreen, it again comes up against a barrier, and briefly reaches a higher pressure. The
lower pressure area above the hood of the car creates a small lifting force that acts upon the
area of the hood (Sort of like trying to suck the hood off the car). The higher pressure area in
front of the windscreen creates a small (or not so small) downforce. This is akin to pressing
down on the windshield.
Where most road cars get into trouble is the fact that there is a large surface area on top of the
car's roof. As the higher pressure air in front of the wind screen travels over the windscreen, it
accellerates, causing the pressure to drop. This lower pressure literally lifts on the car's roof as
the air passes over it. Worse still, once the air makes it's way to the rear window, the notch
created by the window dropping down to the trunk leaves a vacuum, or low pressure space that
the air is not able to fill properly. The flow is said to detach and the resulting lower pressure
creates lift that then acts upon the surface area of the trunk. This can be seen in old 1950's
racing sedans, where the driver would feel the car becoming "light" in the rear when travelling at
high speeds. See the diagram below.
Not to be forgotten, the underside of the car is also responsible for creating lift or downforce. If a
car's front end is lower than the rear end, then the widening gap between the underside and the
road creates a vacuum, or low pressure area, and therefore "suction" that equates to
downforce. The lower front of the car effectively restricts the air flow under the car. See the
diagram below.
So, as you can see, the airflow over a car is filled with high and low pressure areas, the sum of
which indicate that the car body either naturally creates lift or downforce.
Drag Coefficient
The shape of a car, as the aerodynamic theory above suggests, is largely responsible for how
much drag the car has. Ideally, the car body should:
If it sounds like we've just described a sports car, you're right. In truth though, to be
ideal, a car body would be shaped like a tear drop, as even the best sports cars
experience some flow detachment. However, tear drop shapes are not condusive to the
area where a car operates, and that is close to the ground. Airplanes don't have this
limitation, and therefore teardrop shapes work.
What all these "ideal" attributes stack up to is called the Drag coefficient (Cd). The
best road cars today manage a Cd of about 0.28. Formula 1 cars, with their wings and
open wheels (a massive drag component) manage a minimum of about 0.75.
If we consider that a flat plate has a Cd of about 1.0, an F1 car really seems inefficient,
but what an F1 car lacks in aerodynamic drag efficiency, it makes up for in downforce
and horsepower.
Frontal Area
Drag coefficient, by itself is only useful in determining how "Slippery" a vehicle is. To understand
the full picture, we need to take into account the frontal area of the vehicle. One of those new
aerodynamic semi-trailer trucks may have a relatively low Cd, but when looked at directly from
the front of the truck, you realize just how big the Frontal Area really is.
It is by combining the Cd with the Frontal area that we arrive at the actual drag induced by the
vehicle.
Aerodynamic Devices
Scoops
Scoops, or positive pressure intakes, are useful when high volume air flow is desireable and
almost every type of race car makes use of these devices. They work on the principle that the
air flow compresses inside an "air box", when subjected to a constant flow of air. The air box
has an opening that permits an adequate volume of air to enter, and the expanding air box itself
slows the air flow to increase the pressure inside the box. See the diagram below:
NACA Ducts
NACA ducts are useful when air needs to be drawn into an area which isn't exposed to the
direct air flow the scoop has access to. Quite often you will see NACA ducts along the sides of a
car. The NACA duct takes advantage of the Boundary layer, a layer of slow moving air that
"clings" to the bodywork of the car, especially where the bodywork flattens, or does not
accellerate or decellerate the air flow. Areas like the roof and side body panels are good
examples. The longer the roof or body panels, the thicker the layer becomes (a source of drag
that grows as the layer thickens too).
Anyway, the NACA duct scavenges this slower moving area by means of a specially shaped
intake. The intake shape, shown below, drops in toward the inside of the bodywork, and this
draws the slow moving air into the opening at the end of the NACA duct. Vorticies are also
generated by the "walls" of the duct shape, aiding in the scavenging. The shape and depth
change of the duct are critical for proper operation.
Typical uses for NACA ducts include engine air intakes and cooling.
Spoilers
Spoilers are used primarily on sedan-type race cars. They act like barriers to air flow, in order to
build up higher air pressure in front of the spoiler. This is useful, because as mentioned
previously, a sedan car tends to become "Light" in the rear end as the low pressure area above
the trunk lifts the rear end of the car. See the diagram below:
Front air dams are also a form of spoiler, only their purpose is to restrict the air flow from going
under the car.
Wings
Probably the most popular form of aerodynamic aid is the wing. Wings perform very efficiently,
generating lots of downforce for a small penalty in drag. Spoiler are not nearly as efficient, but
because of their practicality and simplicity, spoilers are used a lot on sedans.
The wing works by differentiating pressure on the top and bottom surface of the wing. As
mentioned previously, the higher the speed of a given volume of air, the lower the pressure of
that air, and vice-versa. What a wing does is make the air passing under it travel a larger
distance than the air passing over it (in race car applications). Because air molecules
approaching the leading edge of the wing are forced to separate, some going over the top of the
wing, and some going under the bottom, they are forced to travel differing distances in order to
"Meet up" again at the trailing edge of the wing. This is part of Bernoulli's theory.
What happens is that the lower pressure area under the wing allows the higher pressure area
above the wing to "push" down on the wing, and hence the car it's mounted to. See the diagram
below:
Wings, by their design require that there be no obstruction between the bottom of the wing and
the road surface, for them to be most effective. So mounting a wing above a trunk lid limits the
effectiveness.
Another useful technique is to use the natural high and low pressure areas created by
the bodywork to perform functions. For instance, Mercedes, back in the 1950s placed
radiator outlets in the low pressure zone behind the driver. The air inlet pressure which
fed the radiator became less critical, as the low pressure outlet area literally sucked air
through the radiator.
A useful high pressure area is in front of the car, and to make full use of this area, the
nose of the car is often slanted downward. This allows the higher air pressure to push
down on the nose of the car, increasing grip. It also has the advantage of permitting
greater driver visibility.
• Keep Protrusions Away From The Bodywork. The smooth
airflow achieved by proper bodywork design can be messed up
quite easily if a protrusion such as a mirror is too close to it. Many
people will design very aerodynamic mounts for the mirror, but will
fail to place the mirror itself far enough from the bodywork.
• Rake the chassis. The chassis, as mentioned in the
aerodynamics theory section above, is capable of being slightly
lower to the ground in the front than in the rear. The lower "Nose"
of the car reduces the volume of air able to pass under the car,
and the higher "Tail" of the car creates a vacuum effect which
lowers the air pressure.
• Cover Exposed Wishbones. Exposed wishbones (on open wheel
cars) are usually made from circular steel tube, to save cost.
However, these circular tubes generate turbulence. It would be
much better to use oval tubing, or a tube fairing that creates an
oval shape over top of the round tubing. See diagram below:
Tips: Chassis
The following tips and information focus on how to optimize a race car chassis, specifically the
spaceframe-type chassis. Depending on class rules, these suggestions may or may not be
valid. Always check your regulations.
Spaceframes
The spaceframe chassis is about as old as the motorsport scene. It's construction consists of
steel or aluminum tubes placed in a triangulated format, to support the loads from suspension,
engine, driver and aerodynamics.
Spaceframes are popular today in amateur motorsport because of their simplicity. Most
everyone who has access to a level workshop, a saw, measuring tools, and a welder of some
kind can build one.
There are also some inherent advantages to using spaceframes at the amateur level of
motorsport as well. Spaceframes, unlike the monocoque chassis used in modern Formula 1 or
CART, are easily repaired and inspected for damage.
So how does triangulation work? The diagram below shows a box, with a top, bottom and two
sides, but the box is missing the front and back. The box when pushed, collapses easily
because there is no support in the front or back.
Of course, race cars need to be supported in order to operate properly, and so we triangulate
the box by bracing it diagonally. This effectively adds the front and back which were missing,
only instead of using panels, we use tubes to form the brace. See below:
The triangulated box above imparts strength by stressing the green diagonal in Tension.
Tension is the force trying to pull at both ends of the diagonal. Another force is called
Compression. Compression tries to push at both ends of the diagonal (Shown above in the
horizontal yellow tube). In a given size and diameter tube or diagonal, compression will always
cause the tube to buckle long before the same force would cause the tube to pull apart in
tension. As an experiment, try pulling on the ends of a pop can, one end in each hand. Then, try
crushing the can by pushing on both ends. The crushing is much easier, or at least humanly
possible, compared to pulling the can apart.
Spaceframes are really all about tubes held together in compression and tension using 3D
pyramid-style structures, and diagonally braced tube boxes. A true spaceframe is capable of
holding it's shape, even if the joints between the tubes were hinges. In practice, a true
spaceframe is not practical, and so many designers "cheat" by using stronger materials to
support the open portions of the structure, such as the cockpit opening.
In contrast to spaceframes, the monocoque chassis uses panels, just like the sides of the box
pictured above. Instead of small tubes forming the shape of a box, an entire panel provides the
strength for a given side.
A common shape for 1960s cars of monocoque construction was the "cigar". The cylindrical
shape helped impart something called Tortional rigidity. Tortional rigidity is the amount of twist
in the chassis accompanying suspension movement. See the diagram below.
Tortional rigidity applies to spaceframes too, but because a spaceframe isn't made from
continuous sheet metal or composite panels, the structure is used to approximate the same
result as the difficult to twist "cigar car".
Another reason tortional rigidity is mentioned here is that it greatly affects the suspension
performance. The suspension itself is designed to allow the wheels/tires to follow the road's
bumps and dips. If the chassis twists when a tire hits a bump, it acts like part of the suspension,
meaning that tuning the suspension is difficult or impossible. Ideally, the chassis should be ultra-
rigid, and the suspension compliant.
It is important to ensure that the entire chassis supports the loads expected, and does so with
very little flex.
• Design the chassis after the suspension One of the biggest mistake
novices make is to design the chassis before the suspension. It is much
easier to design a tentative suspension according to the rules and good
geometry, and then build the chassis to conform to suspension mounting
points and springs/damper mounts. See our Design Approaches section
for more information.
• Consider the load paths. A chassis is not about "absorbing" energy, but
rather about support. When considering placement of tubes, visualize the
"load paths". Load paths are defined as the forces resulting from
accellerating and decellerating, in the longtitudinal and lateral directions
which follow the tubing from member to member. The first forces which
come to mind are suspension mounts, but things like the battery and
driver place stresses on the spaceframe structure.
• Maximize CG placement and vehicle balance. Center of gravity affects
the race car like a pendulum. The ideal place for the CG is absolutely
between the front and rear wheels and the left and right wheels. Placing
the CG fore or aft or left or right of this point means that weight transfers
unevenly depending on which way the car is turning, and whether it is
accellerating or decellerating. The further from this ideal point, the more
one end of the car acts like a pendulum, and the more difficult it is to
optimize handling. The CG is also height dependant. Placing an engine
higher off the ground raises the CG, and forces larger amounts of weight
to transfer when cornering, accellerating, or decellerating. The goal of
vehicle design is to keep all four wheels planted if possible, to maximize
grip, so placing all parts in the car at their lowest possible location will
help lower the CG. Of course, in terms of spaceframe design, you have
to leave space for each of the parts.
• Layout the tube members for easy access and maintenance.
Maintaining a race car comes after construction. Placing tubes across
openings is a natural way of ensuring a rigid chassis. However, in
practical terms, you may be making it difficult or impossible to reach the
mainenance demanding components. A good chassis design will allow
quick and easy access to all components, and will not hamper removal or
replacement of any part.
• Check out cars which are competitive in your class. Cars which are
competitive are usually built well, and with appropriate materials and
methods. Observe these cars at the track and in the pits, and you can
infer a great deal about what makes them winners.
• Optimize the tubing shape for the job. Square tubing, which is known
for it's ease of cutting and joining is better in situations where bending
forces occur. However, round tubing is generally stronger in all other
cases, albeit at a penalty in the complexity of construction.
• Optimize the tubing size and gauge for the job. Tubing which is used
in tension, can be of a lighter gauge than that used in compression.
Keeping this in mind can save considerable weight, although it requires
additional joining work and variety of tubing.
Tips: Suspension
The following tips and information focus on how to optimize a race car suspension. Because of
the numerous types of suspension, we suggest you read some excellent books that cover this
topic in much more detail. Depending on class rules, these suggestions may or may not be
valid. Always check your regulations.
Unsprung Weight
Unsprung weight is a measurement of the weight of everything outboard of the wishbones or
suspension links, plus 1/2 of the weight of the wishbones or links and spring/shock. It has a
great effect on handling. The diagram below demonstrates why unsprung weight is so
important:
The more weight outboard of the car, the more force bumps exert on the suspension (and
ultimately the chassis). This force must be dealt with using springs, dampers and anti-roll bars
(described below), and the more force, the more difficult it is to keep the tire planted on the
road. This is especially true of lighter weight cars. In the example above, if the car weighs 1000
lbs, a 2G bump would result in a vertical force of 10% of the car's weight. This will at the very
least reduce the grip of the car, because the weight of the car is what keeps the tire planted,
and pushing a car up into the air with that much force will inevitably reduce the weight on the
tire, and hence grip.
Tires
As the first point of contact with the road, the tires work in conjunction with the suspension
geometry and weight transfer dynamics to provide grip. Many different types of tires exist, but
provided you are building for a specific class, you can easily select a particularly good or
popular tire.
The grip provided by a tire is linked to the coefficient of friction (Cf) of the rubber compound and
to the tire's construction (Radial/bias). This coefficient indicates the lateral grip the tire is
capable of providing for a given weight being placed on it. Racing slicks are very high Cf tires, in
the range of 1.0 or more. Street radials, on the other hand, rarely even approach 1.0. So what is
in a number? If you were to place 500 lbs weight onto each of four tires with a Cf of 1.0, you
could expect 2000 lbs (actually a little less) of lateral grip. Without aerodynamic aids to add to
vehicle weight, the car would almost achieve a 1G turn.
Wheels
Of course, the wheel is what the tire mounts on. Wheels also come in a myriad of widths, sizes
and materials.
The primary types of wheels used in racing are alloy and steel.
Alloy wheels can be constructed to very minimal weights, as alloying materials such as
aluminum and magnesium can be used. They are also generally much more expensive than
their steel counterparts, but they also lack the dent resistance of steel wheels. An alloy wheel,
when struck by a curb will sometimes shatter, and possibly worse, crack (only later to fly apart!).
Nonetheless, for most motorsports series, alloys are the choice.
Steel wheels can also be constructed to amazingly low weights. Their cost is quite a bit less
than the alloys, due mostly to lower cost construction. Steel wheels are deformable when struck,
and will usually allow air to leak out of the tire, as opposed to shattering. NASCAR, and the
general stock car scene use steel wheels due to the extreme forces encountered by 2 ton cars.
Kingpin Inclination determines steering feel to a great extent. In the front view above, the red
line on the right represents the center line of the tire/wheel. The kingpin inclination is several
degrees, the angle between the center line and the line running through the upright or knuckle.
The kingpin inclination determines steering effort, and feedback.
Scrub radius is the distance from the centerline of the tire/wheel to where the kingpin line
intersects with the road surface. The larger the distance, the more effort is required to turn the
wheel, as the wheel has to "scrub" slightly to turn around the kingpin axis.
Camber is the angle between vertical (perpendicular to a flat road surface) and the "lean" of the
tire/wheel. In the diagram above, negative camber of about 2 or 3 degrees is shown. Negative
camber is often used to offset the normally positive change in camber as the wheel moves up.
The concept of camber is simply to keep the tire contact patch as large as possible through the
complete range of suspension motion.
Toe-In/Out is a slight steering angle that is preset into the suspension. Toe-in has the tires
pointing slightly toward the center of the car's front. Toe-out has the cars pointing slightly away
from the car. In the diagram above, there is zero toe-in/out. Toe-in/out is used to offset the
natural change in toe position caused by braking and accelleration.
Caster is the angle from vertical of the upright/knuckle, when viewing the wheel/tire from the
side. This angle is used to create a gyroscopic effect on steering. This is easily demonstrated by
turning the steering wheel in the car and then letting go of the wheel (Do this in an empty
parking lot!). The caster causes the steering to correct itself back to straight ahead, instead of
turning, without the need for driver input.
As you can well imagine, all these factors work together to produce a varying contact patch and
steering feel in the car. Software exists for designing suspensions, and a computer makes it
easy to see changes and how they affect the contact patch of the tire.
Like the wheel and tire, weight here plays an important part as well.
Wishbones/Control Arms
Wishbones and control arms connect the previously mentioned upright or knuckle to the car
chassis. The wishbones or control arms (depending on suspension type) affect the previously
mentioned factors as well. Camber, castor, and toe are all affected to some degree.
Essentially the wishbones connect to the chassis with rod-ends or spherical bearings, allowing
the wishbones to pivot up and down with the wheel's movement and triangulating the
suspension to prevent the wheel from moving fore or aft of it's designated position. Outboard, at
the upright or knuckle, there are two ball joints, one for each wishbone. See the diagram below
for a better visual representation:
The toe link, shown in blue above, is attached to the steering rack at the front of the car, and to
the chassis at the rear. Toe adjustments are made by varying the length of this link.
The following tips and information focus on how to optimize race car safety and ergonomics.
Depending on class rules, these suggestions may or may not be valid. Always check your
regulations.
Safety
Safety in a race car is the art of protecting the human occupant, at whatever cost to the car.
Designing the car to be damaged minimally while hindering driver safety is definitely the wrong
approach.
So how do we protect the driver? Well first we need to consider the basic physiological weak
points of the human body.
The diagram above shows that pretty much any part of the body exposed to the chassis of the
race car is at risk. Injuries occur because the body sustains impacts beyond the G (gravities)
level that it can sustain.
The brain is particularly succeptible to injury, because it is really just a soft tissue mass stored
inside a very solid bone container, the skull. The key to avoiding injury in the brain is to avoid
instantaneous decelleration of the skull. That is, when the skull strikes something hard, it
decellerates instantaneously. The brain inside unfortunately keeps on moving, causing head
trauma.
Neck and spinal injuries also present a serious threat to life and career. These "Connector" type
elements in our body are flexible and stretchable, to a point, and can sustain tremendous G
loads before breaking. However, depending on angle of impact, they can break rather easily.
Other bone injuries (breakages) are not as life-threatening or career ending, but still are to be
prevented. The bones in our arms, legs and spine are designed to be stressed in tension and
compression along their length. In the case of impacts they are often stressed in shear or
bending, and therefore snap relatively easily.
Safety In Engineering
Safety in race cars consists of optimizing the chassis and bodywork to provide maximum
support for normal driving situations, and maximum protection and energy absorption in crash
situations.
First, the driver needs to be supported, so movement under normal driving is very limited. This
means a seat with lateral head support, a head rest, and good lower and upper body lateral
support. Most racing seats provide these three elements.
Secondly, the car's chassis needs to hold the seat and driver in place, in all situations, driving
and crashing. This is of course accomplished with a chassis mount for the seat, and a 5 or 6
point harness.
Thirdly, measures must be taken to prevent intrusion into or the crushing of the driver's limbs
and extremities. On formula cars, the problem of suspension wishbones breaking and piercing
the driver's legs is solved by anti-intrusion panels that prevent pieces of the car from intruding
into the driver's cockpit. As well, the cockpit "Safety cell" needs to be very strong. The "Safety
cell" is the last piece of material between danger and the driver, and so should be well
constructed, and not prone to collapsing onto the driver.
Finally, the car needs to absorb the energy via structures that are crushable. As stated
previously, the human body does not like to be decellerated from 80 or 100 km/h to 0 instantly.
Therefore, we need to find a way that "quickly" decellerates the body. The only possibilities on a
race car are the structures which surround the driver's safety cell. Designing these structures to
collapse in an impact ensures that G levels are reduced because the car is literally decellerating
over a small distance, instead of ZERO distance.
Below is a diagram:
Ergonomics
Ergonomics, or the study of human-machine interfacing, is important to race cars because the
ultimate control of the car belongs to the driver. Poorly placed controls mean the driver must
lose concentration on the race, and instead focus on the cockpit.
A technique frequently used in racing is to rotate the gauges so that all needles or
indicators are pointed to the directly vertical position when operating normally. The
driver does not need to conciously scan the gauges, but can instead use his/her
peripheral vision to determine the state of the car.
• The Pedals - The pedals, like the steering wheel are a leverage item.
The driver's legs will tire if not given a position of leverage. Likewise, the
driver's legs may tire anyway, due to an inappropriate leverage fulcrum in
the actual pedal system. Assuming the pedals and levels are well
designed, we can focus on the driver's legs. To be most effective the
driver's legs should be bent slightly when the pedals are fully engaged,
and should be bent somewhat more when the pedals are not engaged.
The calf portion of the leg should probably not be at less than 120
degrees angle in relation to the thigh when the pedals are disengaged.
See below:
Alvaro Garcia