Since we are talking about Software & Dynamics let me add my 1p.
I have spent a long time of my professional life working with Multi-Body-Analysis Tools (like ADAMS, DADS etc.) an developing cars. In these complex tools all of the
above described "problems" in the discussions are "automatically" implemented. The only - but huge - disadvantage that it is fairly difficult to filter out any
specific root causes for any specific effects. This "desire" of coming to a better understanding has created many tools - also commercially available - that each have
their claim to fame. Yet, all do fail to some extend more or less with respect to the "big" ones. To me it seems also quite clear that it is difficult for David to
beat Goliath, especially since Goliath is not sitting on his butt doing nothing at all. Even so, these models are still in many ways not as close to reality as I had
expected or would like to have.
So I came to the conclusion - and some others with me - that you either go for the full blown multibody car model and accept it's limitations (and with all risks
included if "driven" by a novice) or one goes for a as simple as possible model that allows a quick verification of most basic principles of Vehicle Dynamics. All other
software "in between" is just an attempt - each of them valid for some degree and probably very well suited for a specific objective but overall still an attempt that
comes only close to a cigar.
Furthermore reading the discussion on what parameters / effects should be considered in the software - and what effects they would/could have on the results - I have
been consistently surprised that the most important of them all are just not considered in many software.
The last 25 years of suspension design have not really brought mind blowing new insights in kinematics but certainly did teach us a lot on suspension compliance. Yet
many of the commercially available tools for suspension design do not consider them nor provide a way of estimating them at least to some degree. Whereas moving
pickup-points on the axis of rotation on for instance a lower wishbone does not affect kinematics it can most definitely change your compliant behavior of the
suspension quite drastically. Often the effects of compliance can be more than the effects of kinematics. Of course arguments are made that racing suspensions are
"stiff" meaning that there would be no need for looking at it, but at the end of the day even the most "rigid" suspension link is to some degree flexible. The huge
progress that has been made in the last 25 years is to start making these ever presented compliance work in favor for you (for instance classic example create Toe-In
under braking on a rear suspension).
With respect to Suspension Stiffness if for instance we take a chain of compliance in a non-bushed solid track-rod link with:
Upright Bracket Stiffness = 25000 N/mm
Rose Joint Stiffness = 25000 N/mm
Link Stiffness = 100000 N/mm
Rose Joint Stiffness = 25000 N/mm
Chassis Bracket = 25000 N/m
The total stiffness adds up - as springs in series - to 5882 N/mm. I might say nly 5882 N/mm. Getting to a number above 10000 N/mm is already quite challenging as one
can see quite easily.
Based on my experience with compliance I think that any vehicle dynamics tool that is not considering the effect of suspension compliance (in one way or another) on
the tire angles is simply not sufficiently correct. Especially on race cars with slick tires, that work with small slip angles, compliance can have a huge impact.
And as we know the tire slip angle is the mother of all forces on the car. So, if the mother of all forces is calculated by not considering the major part of all
suspension parameters that lead to it's creation ....
Cheers,
dynatune,
www.dynatune-xl.com