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<body><div id='divhlpmain'><sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Lotus Suspension Analysis </font></b><font face="Times New Roman"><b><font face="Arial"> SHARK, Introduction<br>
</font></b></font><font size="2"><br>
<u>Lotus</u></font> Suspension provides a simple to use tool for the design and analysis of suspension geometry. Standard suspension types using individual default pre-filled templates provide easy creation of kinematic models in either <u>2D</u> or <u>3D</u> modes.<br>
<br>
{<center><img data="bm0.bmp" title="bm0.bmp"><br>
Creating a new model using pre-defined template types<br>
</center>
<br>
<br>
Analysis of suspension geometry in Bump, Rebound, Roll and Steering is performed in an interactive environment. <u>Graphical</u> plots of selected derivatives are continually updated as suspension hard points are modified, either singly or as <u>groups</u>.<br>
<br>
{<center><img data="bm1.bmp" title="bm1.bmp"><br>
Graphical Display of Suspension Model<br>
</center>
<br>
<br>
The inclusion of <u>bushes</u>, <u>spring properties</u>, <u>tyre stiffness</u> and <u>external forces</u> allow <u>compliant</u> response to be calculated, including automatic creation of <font face="Times New Roman"><u><font face="Arial">compliance coefficients</font></u></font><font face="Times New Roman"><font face="Arial"> for defined <u>load sets</u></font></font>.<br>
<br>
{<center><img data="bm2.bmp" title="bm2.bmp"><br>
Compliant Suspension Coefficients Display<br>
</center>
<br>
<u>Mass properties</u> and component <u>damping</u> provide <u>modal analysis</u> capability and the prediction of the <u>forced damped</u> response of the system. Individual mode shapes can be viewed animated on the model. The forced response at specific frequencies can be animated together with the complete speed sweep response.<br>
<br>
{<center><img data="bm3.bmp" title="bm3.bmp"><br>
Modal Analysis Frequencies <font face="Times New Roman"><font face="Arial"> Bar Chart<br>
</font></font></center>
<br>
Suspension <u>templates</u> can be either corner models or complete axle models. These complete axles may be because they are rigid axle suspension types or because it is required to model the effect of a connecting link such as the rack, sub-frame or an anti-roll bar.<br>
<br>
{<center><img data="bm4.bmp" title="bm4.bmp"><br>
Example Full Axle Template <font face="Times New Roman"><font face="Arial"> Anti-Roll Bar<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview - Introduction<br>
</font></b><font size="2"><br>
</font>Shark provides an analysis tool for calculating the suspension <u>derivatives</u> of pre-defined types of kinematic suspensions, through an interactive <u>graphical</u> interface. The program calculates the suspension derivatives, i.e. camber, castor, toe angle, roll centre height, etc., over three individual or mixed articulation types, bump/rebound, roll and steering, (steering 3D module only).<br>
<br>
It functions either in <u>2D or 3D forms</u> with increasing level of data requirements and analysis results with the 3D form. All suspension hard points can be <u>edited</u> or <u>dragged</u> through a fully <u>dynamic 3D viewing</u> environment with <u>graphical</u> results updated as the suspension hard points are modified.<br>
<br>
Extensions to the integral solver allow for <u>bush compliant</u> effects and <u>applied external forces</u> to be included to understand the impacts of compliance on the suspension characteristics.<br>
<br>
Mass and damping properties also allow for the rigid body modes to calculated and the modal shapes viewed. The application of spring forces and external forces allow the forced/damped response to be predicted and the displacements viewed at user defined frequencies.<br>
<br>
{<center><img data="bm5.bmp" title="bm5.bmp"><br>
Example screen shot <font face="Times New Roman"><font face="Arial"> Overall appearance of application<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview, Modules<br>
</font></b><font size="2"><br>
The program has two modules, <u>2D</u></font> and 3D. The suspension geometry data used in each module is completely independent of the other module. Switching between modules with the relevant menu or icon will change the display to reflect the model, results and settings of that module.<br>
<br>
It is possible to move a 2D model data into one of the default 3D templates via the <i>Solve / <u>Convert 2D to 3D</u></i><i></i> menu option. You currently cannot automatically simplify 3D data down to 2D, this not considered a likely requirement.<br>
<br>
Many of the commands and menu options are identical between the 2D and 3D modules. Where a menu or action is not relevant to that module it will be <font face="Times New Roman"><font face="Arial">greyed</font></font><font face="Times New Roman"><font face="Arial"> out.<br>
<br>
Again where possible the same functionality and behavior is common between the 2D and 3D modules.<br>
<br>
The 2D module works in the cross car plane only, i.e. Y-Z plane, where Y is cross car and Z is height.<br>
<br>
</font></font>{<center><img data="bm6.bmp" title="bm6.bmp"><br>
Module Icons in the File toolbar<br>
</center>
<br>
A range of displacement <font face="Times New Roman"><font face="Arial">modules</font></font><font face="Times New Roman"><font face="Arial"> are available. In 2D mode displacement can be in either Bump/Rebound or Roll. In 3D mode displacement can be in Bump/Rebound, Roll, Steer or Combined Motion. All Bump/Rebound motion options can be applied as moving ground or moving body. The 3D combined motion mode allows combinations of bump, roll and steer displacements to be applied to the model.<br>
<br>
Bump/Rebound displacement is defined by the vertical displacement (Z direction) of the body (or the ground plane).<br>
</font></font><br>
Roll displacement is defined by the angle of roll of the vehicle body about the original roll centre axis.<br>
<br>
Steering displacement for the default steering rack is defined by the horizontal displacement (Y direction) of the inner track rod ball joint. With the option of a steering box, displacement is the angular rotation of the steering arm.<br>
<br>
The combined mode can mix any of the above three displacements at each calculation position. The bump motion can be different for each wheel.<br>
<br>
{<center><img data="bm7.bmp" title="bm7.bmp"><br>
</center>
<br>
All modules have <font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Extended</font></font><font face="Times New Roman"><font face="Arial"> forms. For 3D in </font></font><font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial"> form you specify the displacement limit and the step size, whilst in </font></font><font face="Times New Roman"><font face="Arial">Extended</font></font><font face="Times New Roman"><font face="Arial"> form you specify the number of positions and the displacement value at each position.<br>
<br>
Note that Vertical displacement modules have separate Bump and Rebound limits and step size for the </font></font><font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> form, whilst Roll and Steer modules have a single limit and step size which is mirrored for both +ve and </font></font><font face="Times New Roman"><font face="Arial">ve directions. In extended mode the bump/rebound travel is entered as either a positive (for bump) or a negative value (for rebound).<br>
</font></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Suspension Types<br>
</font></b></font><font size="2"><br>
In the 2D module there are only two basic suspension <u>types</u></font>;<br>
<br>
<b>1) Double Wishbone<br>
2) Macpherson Strut<br>
</b><br>
Because in the 2D module no provision is included for the modeling of springs, dampers or steering mechanisms, the majority of the 3D module<font face="Times New Roman"><font face="Arial">s templates are covered by the two 2D suspension types.<br>
<br>
This does mean that trailing arm type suspensions cannot be modelled in the 2D module.<br>
<br>
The 2D module works in the cross car plane only, i.e. Y-Z plane, where Y is cross car and Z is height.<br>
<br>
</font></font>{<center><img data="bm8.bmp" title="bm8.bmp"><br>
Selecting the 2D Suspension Type<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Suspension Types<br>
</font></b></font><font size="2"><br>
The 3D module has 30 pre-defined suspension types;<br>
<br>
</font><b> 1) <u>Double Wishbone, damper to lower wishbone</u></b><b></b> <br>
<b> 2) <u>Lower H frame, single upper link</u></b><b></b><br>
<b> 3) <u>Steerable Macpherson Strut</u></b><b></b><br>
<b> 4) <u>Non-Steerable Macph Strut, two lower ball joints, tie to ground</u></b><b></b><br>
<b> 5) <u>5-Link Rigid Axle (Panhard Rod)</u></b><b></b><br>
<b> 6) <u>Double Wishbone, damper to upper wishbone</u></b><b></b><br>
<b> 7) <u>Non/Steerable Macpherson Strut, steering arm to lower wishbone</u></b><b></b><br>
<b> 8) <u>4-Link Rigid Axle (Panhard Rod)</u></b><b></b><br>
<b> 9) <u>4-Link Rigid Axle (Twin Upper)</u></b><b></b><br>
<b>10) <u>Trailing Arm with Two Cross Car Links</u></b><b></b><br>
<b>11) <u>Semi/Trailing Arm</u></b><b></b><br>
<b>12) <u>Steerable Twin Parallel Wishbones with Steering Knuckle</u></b><b><u><br>
</u></b><b>13) <u>Double Wishbone, Damper to Knuckle</u></b><b></b><br>
<b>14) <u>Double Wishbone with Push Rod Suspension</u></b><b></b><br>
<b>15) <u>Double Wishbone, Rocker Arm Damper</u></b><b></b><br>
<b>16) <u>Non/Steerable Lower </u></b><font face="Times New Roman"><b><u><font face="Arial">A</font></u></b></font><font face="Times New Roman"><b><u><font face="Arial"> Arm with Toe Link</font></u></b></font><b></b><br>
<b>17) <u>Double Wishbone, Push Rod, Mono-shock</u></b><b></b><br>
<b>18) <u>Double Wishbone, Upper Toe Link, Drop </u></b><font face="Times New Roman"><b><u><font face="Arial">S</font></u></b></font><font face="Times New Roman"><b><u><font face="Arial"> Link</font></u></b></font><b></b><br>
<b>19) <u>Hinged Trailing Arm, Twin lower Link</u></b><b></b><br>
<b>20) <u>Double Wishbone, Twin Outer Ball Joints</u></b><b></b><br>
<b>21) <u>5-Link Rigid Axle (Watts Linkage)</u></b><b></b><br>
<b>22) <u>Double Wishbone, Twin Outer Ball Joints, Spring Front</u></b><b></b><br>
<b>23) <u>Double Wishbone, Anti-Roll Bar</u></b><b></b><br>
<b>24) <u>Steerable Macpherson Stut, Twin Outer Ball Joints</u></b><b></b><br>
<b>25) <u>Double Wishbone, Twin Lower Outer Ball Joints</u></b><b></b><br>
<b>26) <u>Double Wishbone, Damper to Lower Wishbone, Compliant Rack</u></b><b></b><br>
<b>27) <u>Steerable Macpherson Strut, Twin Lower Link</u></b><b></b><br>
<b>28) <u>4-Link Rear, Transverse Control Link</u></b><b></b><br>
<b>29) <u>Twist Beam </u></b><font face="Times New Roman"><b><u><font face="Arial"> Twin Wheel</font></u></b></font><b></b><br>
<b>30) <u>Generic 5-link Rear</u></b><b></b><br>
<br>
Some of these suspension types are steerable and in which case will appear as options for both front and rear suspension selections. Whilst non-steerable suspension types will only appear in the rear suspension list. The majority of these templates are just corner models, some axle templates are included. Users can convert these or their own corner templates to axle templates using the menu item <font face="Times New Roman"><font face="Arial"><i>Edit / Convert Corner to Axle Model</i></font></font><font face="Times New Roman"><i></i></font>.<br>
<br>
For steerable suspension types the steering mechanism type is selected separately from either a rack or steering box.<br>
<br>
{<center><img data="bm9.bmp" title="bm9.bmp"><br>
Selecting the 3D Front Suspension Type<br>
</center>
<br>
It is possible to define your <u>own 3d templates</u>. These can be loaded automatically and either used as additions to the existing hard coded templates, replacements for or modifications of the hard coded ones. Templates that are loaded automatically are referred to as <font face="Arial">default</font><font face="Times New Roman"><font face="Arial"> templates. Users can also load additional </font></font><font face="Times New Roman"><font face="Arial">user</font></font><font face="Times New Roman"><font face="Arial"> defined templates by browsing for an external file. All templates loaded from external files, (i.e. both default and user), are loaded into a certain template index. Thus it is possible to overwrite an existing hard coded template with a default or user template having the same index number. Similarly it is possible to overwrite a default template with a user template. The default templates are stored in a text file named </font></font><font face="Times New Roman"><font face="Arial">_User_Templates.Dat</font></font><font face="Times New Roman"><font face="Arial"> and is searched for in the programs startup folder. It is scanned for a program start-up and if found it is read and any extra templates loaded.<br>
</font></font><br>
It is possible to re-run the defaults loading process during a session, (without the need to restart), by using the menu item <i>File / Re-Read Default Templates</i>.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Steering Types<br>
</font></b></font><font size="2"><br>
The 3D front suspension templates are restricted to being </font><font face="Times New Roman"><font face="Arial">steerable</font></font><font face="Times New Roman"><font face="Arial">. A steerable template has an identified point attached to the body that is articulated in a prescribed manner for the Steering </font></font><font face="Times New Roman"><font face="Arial">mode</font></font><font face="Times New Roman"><font face="Arial"> of analysis.<br>
<br>
Two types of steering type are available;<br>
<br>
</font></font><b>1) Steering Rack<br>
2) Steering Box (two types)<br>
</b><br>
The steering rack applies a linear displacement of the nominated track rod end along the Y-axis. Note that if the rack is used in an asymmetric suspension and the two rack, inner track rod points are positioned at different x-positions the rack motion is along the line defined rather than pure y-axis linear motion. No additional data points are required to define the steering rack. The defined steering travel is the linear distance in mm.<br>
<br>
The steering box type requires additional geometry points to be added to identify the pitman point and steering arm axis. The defined steering travel for a steering box type is angular rotation of the steering arm. Two steering box types are available, (illustrations of each type are given below).<br>
<br>
{<center><img data="bm10.bmp" title="bm10.bmp"><br>
Steering box graphical display <font face="Times New Roman"><font face="Arial"> Box points highlighted<br>
</font></font></center>
<br>
<br>
Note that steering is not considered in the 2D module as it is by definition a 3D phenomena.<br>
<br>
{<center><img data="bm11.bmp" title="bm11.bmp"><br>
Selecting the 3D Steering Articulation Type<br>
</center>
<br>
The two steering box types are illustrated below. The number of data points are the same but the implied mechanism is different.<br>
<br>
{<center><img data="bm12.bmp" title="bm12.bmp"><br>
Steering Box Type 1<br>
</center>
<br>
<br>
{<center><img data="bm13.bmp" title="bm13.bmp"><br>
Steering Box Type 2<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Graphical Interface<br>
</font></b></font><font size="2"><br>
The graphical interface consists of a conventional Windows style container window, with a top menu bar and a series of status panels along the bottom.<br>
<br>
Optional toolbars are drawn by default to the left of the window, containing short cut icons to some of the main menus. The user can specify the visibility of the toolbars together with their position. Additionally the toolbars can be displayed as </font><font face="Times New Roman"><font face="Arial">floating</font></font><font face="Times New Roman"><font face="Arial"> rather than anchored to one of the edges.<br>
<br>
Floating toolbars can be re-docked to the required edge through picking and dragging to the new position, (note the outline shape will change to indicate docking).<br>
</font></font><br>
The initial positions of the toolbars can be set via the <i>SetUp / Start Options / Default ToolBar Position</i> menu item, with <i>Top, Bottom, Left </i>or <i>Right</i> options available. This change is saved to the users <font face="Times New Roman"><font face="Arial">ini</font></font><font face="Times New Roman"><font face="Arial"> file and will be applied next time the application is re-started. Note that with the introduction of individual user toolbar settings, each toolbar can have its own start position and this setting is only used for the initial definition process.<br>
</font></font><br>
{<center><img data="bm14.bmp" title="bm14.bmp"><br>
Confirming the change in toolbar position<br>
</center>
<br>
The suspension graphics is drawn in the window titled <font face="Times New Roman"><font face="Arial">2D Display</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">3D Display</font></font><font face="Times New Roman"><font face="Arial"> as appropriate for the current module setting. This window cannot be closed, but can be repositioned, re-sized and minimized. Only one graphic window can be opened by the application at a time, (i.e. you cannot open different models at the same time using different graphic windows in the way that a multi-document application like Word would).<br>
<br>
</font></font>{<center><img data="bm15.bmp" title="bm15.bmp"><br>
Example 2D Graphic window<br>
</center>
<br>
Results graphs are displayed in individual windows. Each new graph added opening a new window. The graph windows can be moved, re-sized, closed and minimized. The title of the graph window reflects the plotted variable.<br>
<br>
{<center><img data="bm16.bmp" title="bm16.bmp"><br>
Example 3D Graph window<br>
</center>
<br>
By default on start-up only the graphic window and toolbars are drawn, no graphs are displayed until they are added via the <i>Graph / New/Open</i> menu.<br>
<br>
The settings for window positions, sizes and variables can be saved such that when the application is re-started all windows are re-opened in the same positions, see <i>Window / Save Def. Window Settings</i>.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Hard Point Dragging<br>
</font></b></font><font size="2"><br>
The suspension hard points can be selected from the screen via the mouse and </font><font face="Times New Roman"><font face="Arial">dragged</font></font><font face="Times New Roman"><font face="Arial"> to a new position, the suspension derivatives being re-calculated as the hard point is moved. The selected derivatives that are being displayed graphically are updated during the hard point screen dragging. Point dragging can be in a 2D view along both viewed axes, a single axis or dragging in a 3D view along a selected axis direction.<br>
<br>
</font></font>{<center><img data="bm17.bmp" title="bm17.bmp"><br>
Graphics Screen <font face="Times New Roman"><font face="Arial"> Dragging mode, tracking lines show Y axis direction.<br>
</font></font></center>
<br>
The majority of the point dragging functionality is performed using a combination of left and right mouse buttons. The mouse buttons are also used extensively for the dynamic viewing option and thus this <font face="Times New Roman"><font face="Arial">sharing</font></font><font face="Times New Roman"><font face="Arial"> requires a switch between </font></font><font face="Times New Roman"><font face="Arial">edit</font></font><font face="Times New Roman"><font face="Arial"> mode and </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
<br>
Point dragging is one part of the </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode. The other two parts are direct editing and joggle editing.<br>
<br>
To indicate when the application is in </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode and when in </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode not only are the relevant menus and icons </font></font><font face="Times New Roman"><font face="Arial">checked</font></font><font face="Times New Roman"><font face="Arial"> but also </font></font><font face="Times New Roman"><font face="Arial">corners</font></font><font face="Times New Roman"><font face="Arial"> are added to the graphic display when in </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
</font></font><br>
{<center><img data="bm18.bmp" title="bm18.bmp"><br>
Graphics Screen <font face="Times New Roman"><font face="Arial"> Indicating in Dynamic View mode.<br>
</font></font></center>
<br>
To change to editing mode un-select <font face="Times New Roman"><font face="Arial">dynamic viewing</font></font><font face="Times New Roman"><font face="Arial"> using <i>View / Dynamic Viewing / Off</i></font></font>. Alteratively select the dynamic viewing icon from the <font face="Times New Roman"><font face="Arial">view</font></font><font face="Times New Roman"><font face="Arial"> toolbar.<br>
<br>
</font></font>{<center><img data="bm19.bmp" title="bm19.bmp"><br>
Dynamic Viewing Icon- Shown as <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font></center>
<br>
When in point dragging mode <font face="Times New Roman"><font face="Arial">tracking lines</font></font><font face="Times New Roman"><font face="Arial"> are drawn to indicate the current </font></font><font face="Times New Roman"><font face="Arial">tracking</font></font><font face="Times New Roman"><font face="Arial"> direction(s). To change the current tracking direction the right mouse button will cycle through the available tracking direction options. A similar action is achieved by selecting the mouse icon from the </font></font><font face="Times New Roman"><font face="Arial">view</font></font><font face="Times New Roman"><font face="Arial"> toolbar.<br>
<br>
</font></font>{<center><img data="bm20.bmp" title="bm20.bmp"><br>
Mouse Icon <font face="Times New Roman"><font face="Arial"> Cycles through tracking options.<br>
</font></font></center>
<br>
Selecting any of the <font face="Times New Roman"><font face="Arial">Edit icons</font></font><font face="Times New Roman"><font face="Arial"> changes the mode to edit and cancels the dynamic view mode. In a similar way selecting any of the three dynamic view icons changes to </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
<br>
Hard point joggling operates in a similar way to dragging with regard to available directions. The drawn joggle symbol indicates the number of joggle directions available. To use joggle select either Ctrl + Arrow Key for coarse joggle or Shift + Arrow Key for fine joggle. The joggle fine size is a tenth of the coarse size, the coarse size can be set via <i>SetUp / Gen Defaults&</i></font></font><br>
<br>
{<center><img data="bm21.bmp" title="bm21.bmp"><br>
Example Screen shot of point joggle<br>
</center>
<br>
Point dragging is affected by both Groups and Coincident points. The settings for groups and point coincidence change a single point pick and drag event into a potential single point pick but multiple point drag. In the case of groups, the current groups points are all translated by the same amount. Whilst for point coincidence only the point or points selected from a displayed list are moved, again all selected points are moved by the same amount.<br>
<br>
{<center><img data="bm22.bmp" title="bm22.bmp"><br>
Example Coincident point pick<br>
</center>
<br>
The coincident point selection feature is switched on via the <i>Edit / Point Coincidence Pick</i> menu. When switched off the nearest point to the picked position is always selected. The tolerance used to decide whether two points are coincident can be changed via the <i>SetUp / Gen Defaults&</i> menu. A similar tolerance exists to control whether a point is within the pick region.<br>
<br>
The default/standard method of model change during point dragging is to modify the position of a particular point, (or points for the case of a group), to its new position and hence change its relative position to any other point on the same part that hasn<font face="Times New Roman"><font face="Arial">t been dragged. This </font></font><font face="Times New Roman"><font face="Arial">change</font></font><font face="Times New Roman"><font face="Arial"> mode is referred to as </font></font><font face="Times New Roman"><font face="Arial">Change Part Lengths</font></font><font face="Times New Roman"><font face="Arial">. An alternative </font></font><font face="Times New Roman"><font face="Arial">change</font></font><font face="Times New Roman"><font face="Arial"> mode has been added that allows the existing part geometry to be retained. In this </font></font><font face="Times New Roman"><font face="Arial">Retain Part Lengths</font></font><font face="Times New Roman"><font face="Arial"> mode only the hard points attached to the body (i.e. ground) can be selected and dragged, but when dragged all part lengths and hence point relevant positions are retained on each part in the model.<br>
</font></font><br>
A point may also be dragged along a user defined vector in either the <font face="Times New Roman"><font face="Arial">change point</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">retain part</font></font><font face="Times New Roman"><font face="Arial"> methods.<br>
<br>
The default tracking style is Linear. That is along the specified direction. In addition both spherical and circular methods are available, where the dragged point is projected back on to a defined sphere or defined circular arc.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Groups<br>
</font></b></font><font size="2"><br>
In the 3D mode the hard points can be formed into groups such that when one of that group is selected via the mouse and </font><font face="Times New Roman"><font face="Arial">dragged</font></font><font face="Times New Roman"><font face="Arial">, the other points in the group are dragged by the same amount, i.e. maintaining their relative positions within the group. This can be used for example to mimic moving a wishbone or suspension upright.<br>
<br>
The only visible change to the graphic display when in group mode is that the number of </font></font><font face="Times New Roman"><font face="Arial">pickable</font></font><font face="Times New Roman"><font face="Arial"> points is reduced to those in the group. Pickable points are drawn in a different colour and size to the non-pickable ones, (this can also be seen normally on static position versus incremental position, where only the static position can be picked). A further indicator as to the active use of a group is when in edit mode the drag lines are only drawn through the current groups</font></font><font face="Times New Roman"><font face="Arial"> points.<br>
</font></font><br>
{<center><img data="bm23.bmp" title="bm23.bmp"><br>
Group Selected <font face="Times New Roman"><font face="Arial"> Lower Wishbone Points Grouped<br>
</font></font></center>
<br>
The user can define any number of groups, a single point can be a member of any number of groups. Only one group can be current at a time. The group relationship is thus only applied when the group is current and the relationship taken from the point of making the group current.<br>
<br>
Group data is saved with the model data file for subsequent re-use. Individual groups can be deleted from the model using <i>Edit / Groups / Delete </i>selecting the required group to delete by its label.<br>
<br>
Users can create groups using the <i>Edit / Groups / Create...</i> menu item. Give the new group a unique label when prompted. A group is associated with either the front or rear suspension, you cannot add points to one group from both ends. Creating a group thus involves identifying how many points and which points are associated with the group.<br>
<br>
{<center><img data="bm24.bmp" title="bm24.bmp"><br>
Group Creation <font face="Times New Roman"><font face="Arial"> Selecting the required points for a three point group<br>
</font></font></center>
<br>
The contents of an existing group can be edited through the <i>Edit / Groups / Edit</i> menu.<br>
<br>
Once a group has been created it has no effect on hard point editing until the group is made current. To make a group current select the required group from the <i>Edit / Groups / Current</i> menu.<br>
<br>
{<center><img data="bm25.bmp" title="bm25.bmp"><br>
Making a Group Current<br>
</center>
<br>
To revert back to conventional data editing with all hard points available <font face="Times New Roman"><font face="Arial">cancel</font></font><font face="Times New Roman"><font face="Arial"> the group setting using the <i>Edit / Groups / Cancel</i></font></font> menu item.<br>
<br>
A temporary group can be created by the selection of a screen area, the created group will include all points within this selected region. A temporary group created in this way is disabled/canceled in the same way as a conventional group, but once canceled is then lost and would need to be re-created if required again. <br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Dynamic Viewing<br>
</font></b></font><font size="2"><br>
The main graphical window has dynamic viewing via the mouse, that allows translation, scaling and rotation (3D module only), of the suspension graphics.<br>
<br>
Dynamic viewing shares the functional use of the mouse and its buttons with the hard point data editing, joggling and dragging functions. Thus to enable both dynamic viewing and editing to use the mouse you switch between the two modes. The </font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> icon together with the associated menus indicate the status of these two modes, when checked the application is in dynamic view mode and the mouse and its buttons can be used to perform translation, scaling and rotation of the graphics model. Additionally the graphic display has symbols drawn in each corner as a visual indication that the application is in dynamic view mode.<br>
</font></font><br>
{<center><img data="bm26.bmp" title="bm26.bmp"><br>
Dynamic Viewing <font face="Times New Roman"><font face="Arial"> Indicators marked<br>
</font></font></center>
<br>
The dynamic view mode has three options, (two in 2D), being Translation, Scaling and Rotation. Each of these options has its own icon and menu item, <i>View / Translate View, View / Scale View </i> and <i>View / Rotate View</i>. Selecting any of these options will enable dynamic viewing (if in data editing mode), or just change dynamic view type, (if already in dynamic view).<br>
<br>
{<center><img data="bm27.bmp" title="bm27.bmp"><br>
Dynamic Viewing <font face="Times New Roman"><font face="Arial"> View Type Icons<br>
</font></font></center>
<br>
The dynamic view modes use the motion of the mouse between key down and key release to change the view. The translate view mode simply follows the translation of the mouse within the current view plane. The Scale view mode uses the mouse vertical position to scale the current view plane. Moving the mouse up scales the view out, (i.e. model appears further away), whilst moving the mouse down scales the view in.<br>
<br>
The rotate dynamic view, (only available in 2D), has two actions depending on the position of initial mouse selection point. Selecting towards the middle of the image will rotate the line of sight, whilst selecting towards the edge of the view will rotate the view around the line of sight only.<br>
<br>
When in dynamic view mode the right mouse button will cycle through the available dynamic view options.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Module<br>
</font></b></font><font size="2"><br>
The 2D mode works with reduced hard points, i.e. no springs, dampers, pushrods etc., and is in the cross car view only (Y-Z plane). Construction lines are drawn to show instantaneous centres and kinematic roll centre positions. The user can define the required bump/rebound and roll camber, the bump/rebound and roll centre height and the roll centre lateral motion with roll angle. These are compared on the graphs to the current hard points actual solution or with one of the hard points </font><font face="Times New Roman"><font face="Arial">freed off</font></font><font face="Times New Roman"><font face="Arial"> are used to illustrate on the suspension graphical display the point location that meets the derivative targets.<br>
</font></font><br>
Note that steering is not considered in the 2D module as it is by definition a 3D phenomena.<br>
<br>
{<center><img data="bm28.bmp" title="bm28.bmp"><br>
2D module graphics display<br>
</center>
<br>
In most respects the functionality of the 2D module follows that of the 3D module in-terms of windows, graphics and graphs. Where relevant to the 3D module only features and menus will be disabled.<br>
<br>
The 2D module is intended to be a simplified analysis approach with both a reduced variable set and a reduced results set. Its restriction to the cross car plane means that it can not be applied to trailing and semi-trailing type suspensions.<br>
<br>
The 2D module has only two basic suspension types, Double Wishbone and Macpherson Strut.<br>
<br>
{<center><img data="bm29.bmp" title="bm29.bmp"><br>
2D Module template types <font face="Times New Roman"><font face="Arial"> New model menu<br>
</font></font></center>
<br>
The 2D module can be used as a simplified route to a full 3D module. Once you have achieved your required 2D characteristics use the convert to 3D option, <i>Solve / Convert 2D to 3D</i>, to produce a fully populated 3D single axle model.<br>
<br>
Within the 2D module you can use conventional hard point editing, joggling and dragging techniques to modify the suspension derivatives. This the default 2D solve mode as is referred to as <font face="Times New Roman"><font face="Arial">Fix All</font></font><font face="Times New Roman"><font face="Arial">, (<i>Solve / 2D Fix Option / Fix All</i></font></font>). In this Fix mode the suspension is fully defined/constrained and the displayed results are as constrained by the 2D mechanism. A range of alternative Fix modes are available where one of the hard point constraints can be <font face="Times New Roman"><font face="Arial">Freed</font></font><font face="Times New Roman"><font face="Arial"> up to allow the required camber curve and roll centre height to define the suspension. These </font></font><font face="Times New Roman"><font face="Arial">required</font></font><font face="Times New Roman"><font face="Arial"> curves must be defined through the relevant graphs </font></font><font face="Times New Roman"><font face="Arial">User Line</font></font><font face="Times New Roman"><font face="Arial"> data, (use the right mouse menu on the graphs to <i>Edit User Line&</i></font></font>.).<br>
<br>
The various available <font face="Times New Roman"><font face="Arial">Fix</font></font><font face="Times New Roman"><font face="Arial"> modes are set via the <i>Solve / 2D Fix Option</i></font></font> sub menu.<br>
<br>
In the 2D module the point dragging has been extended to include selecting the Kingpin Axis point and changing its angle, selecting the ground offset point to change the Kingpin offset at the ground plane and selecting the tyre contact point to drag and change the track.<br>
<br>
{<center><img data="bm30.bmp" title="bm30.bmp"><br>
2D Module <font face="Times New Roman"><font face="Arial"> Example Double Wishbone Top Outer </font></font><font face="Times New Roman"><font face="Arial">Free</font></font><font face="Times New Roman"><font face="Arial"><br>
</font></font></center>
<br>
<u><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></u><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Suspension Derivatives<br>
</font></b></font><font size="2"><br>
The 2D suspension calculated derivatives for bump/rebound articulations are;<br>
<br>
</font>1) Camber Angle<br>
2) Roll Centre Height<br>
3) Track Change<br>
<br>
Whilst for 2D roll articulation the calculated derivatives are;<br>
<br>
1) Camber Angle<br>
2) Roll Centre Height<br>
3) Roll Centre Lateral<br>
<br>
All other suspension derivatives are either fixed, (such as Kingpin Angle), or not applicable to the 2D module, (such as toe angle).<br>
<br>
{<center><img data="bm31.bmp" title="bm31.bmp"><br>
2D Sample Graph <font face="Times New Roman"><font face="Arial"> Includes User and Scope lines<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Suspension Derivatives<br>
</font></b></font><font size="2"><br>
The 3D mode has four articulation types, bump/rebound, roll, steering and a combined mode. The combined mode allows the user to define a path of combined bump, roll and steering to enable wheel envelopes to be established. The suspension derivatives calculated are split into seven groups;<br>
<br>
1) Standard<br>
</font>Wheel Travel (mm)<br>
Camber Angle (deg) <br>
Toe angle (Plane definition) (deg)<br>
Toe Angle (SAE definition) (deg)<br>
Castor Angle (deg)<br>
Kingpin Angle (deg)<br>
Damper 1 Ratio (-)<br>
Spring 1 Ratio (-)<br>
Anti Dive (%)<br>
Anti Squat (%)<br>
Half Track Change (mm)<br>
Wheel base Change (mm)<br>
Damper 1 Travel (mm)<br>
Spring 1Travel (mm)<br>
Ackermann (%)<br>
Castor Trail (hub) (mm)<br>
Castor Offset (grnd) (mm)<br>
Kingpin Offset (at wheel centre) (mm)<br>
Kingpin Offset (at ground) (mm)<br>
Mechanical Trail (mm)<br>
Roll Centre Height to Body (mm)<br>
Roll Centre Height to Ground (mm)<br>
Handwheel Angle (deg)<br>
Roll Angle (deg)<br>
Steer Travel (mm) or (deg)<br>
Position (pseudo time)<br>
Bump Stop 1 Travel (mm) <br>
<br>
2) Positional<br>
Roll Centre X (mm)<br>
Roll Centre Y (mm)<br>
Roll Centre Z (mm)<br>
TCP X (mm)<br>
TCP Y (mm)<br>
TCP Z (mm)<br>
Hub Centre X (mm)<br>
Hub Centre Y (mm)<br>
Hub Centre Z (mm)<br>
Castored TCP X (mm)<br>
Castored TCP Y (mm)<br>
Castored TCP Z (mm)<br>
Castor Intersect X (mm)<br>
Castor Intersect Y (mm)<br>
Castor Intersect Z (mm)<br>
KPI Normal X (mm)<br>
KPI Normal Y (mm)<br>
KPI Normal Z (mm)<br>
<br>
3) Extended<br>
Tyre Vertical Force (N)<br>
Swing Arm Length (Front) (mm)<br>
Swing Arm ctr Y (Front) (mm)<br>
Swing Arm ctr Z (Front) (mm)<br>
Swing Arm Length (Side) (mm)<br>
Swing Arm ctr X (Side) (mm)<br>
Swing Arm ctr Z (Side) (mm)<br>
TCP dX/dZ Gradient (mm/mm)<br>
Damper 2 Ratio (-)<br>
Spring 2 Ratio (-)<br>
Damper 2 Travel (mm)<br>
Spring 2Travel (mm)<br>
Spring 1 Force (N)<br>
BumpStop 1 Force (N)<br>
Spring 2 Force (N)<br>
BumpStop 2 Force (N)<br>
Turning Circle Radius (mm)<br>
Rack Axis Force (N)<br>
Handwheel Moment (N.mm)<br>
Steering Tie Rod Angle (deg)<br>
Roll Steer Coefficient (%)<br>
Roll Camber Coefficient (%)<br>
KPI Length (mm)<br>
Inner Drive Shaft Angle (deg)<br>
Outer Drive Shaft Angle (deg)<br>
Drive Shaft Length Plunge (mm)<br>
Swing Arm Ctr X {FRONT} (mm)<br>
Swing Arm Ctr Y {SIDE} (mm)<br>
BumpStop 2 Travel (mm)<br>
Opposite Toe Angle (Plane) (deg)<br>
Opposite Toe angle (SAE) (deg)<br>
Ackermann Delta (deg)<br>
Ackermann Average (deg)<br>
Ackermann Error (deg)<br>
Ackermann (%)<br>
Opposite Tyre Vertical Force (N)<br>
Opposite Camber angle (deg)<br>
<br>
<br>
4) Derivative d/dz<br>
d/dz Camber Angle (deg/mm) <br>
d/dz Toe angle (Plane definition) (deg/mm)<br>
d/dz Toe Angle (SAE definition) (deg/mm)<br>
d/dz Castor Angle (deg/mm)<br>
d/dz Kingpin Angle (deg/mm)<br>
d/dz Half Track Change (mm/mm)<br>
d/dz Wheel base Change (mm/mm)<br>
d/dz Damper 1 Travel (mm/mm)<br>
d/dz Spring 1Travel (mm/mm)<br>
d/dz Castor Trail (hub) (mm/mm)<br>
d/dz Castor Offset (grnd) (mm/mm)<br>
d/dz Kingpin Offset (at wheel centre) (mm/mm)<br>
d/dz Kingpin Offset (at ground) (mm/mm)<br>
d/dz Mechanical Trail (grnd) (mm/mm)<br>
d/dz TCP X (mm/mm)<br>
d/dz TCP Y (mm/mm)<br>
d/dz TCP Z (mm/mm)<br>
d/dz Hub Centre X (mm/mm)<br>
d/dz Hub Centre Y (mm/mm)<br>
d/dz Hub Centre Z (mm/mm)<br>
d/dz Damper 2 Travel (mm/mm)<br>
d/dz Spring 2Travel (mm/mm)<br>
d/dz Damper 1 Ratio (1/mm<br>
d/dz Spring 1 Ratio (1/mm)<br>
d/dz Damper 2 Ratio (1/mm)<br>
d/dz Spring 2 Ratio (1/mm)<br>
d/dz KPI Length (mm/mm)<br>
d/dz Drive Shaft Length Plunge (mm/mm)<br>
d/dz Castored TCP X (mm/mm)<br>
d/dz Castored TCP Y (mm/mm)<br>
d/dz Castored TCP Z (mm/mm)<br>
<br>
5) Integral §dz<br>
§dz Camber Angle (deg.mm) <br>
§dz Toe angle (Plane definition) (deg.mm)<br>
§dz Toe Angle (SAE definition) (deg.mm)<br>
§dz Castor Angle (deg.mm)<br>
§dz Kingpin Angle (deg.mm)<br>
§dz Half Track Change (mm.mm)<br>
§dz Wheel base Change (mm.mm)<br>
§dz Damper 1 Travel (mm.mm)<br>
§dz Spring 1Travel (mm.mm)<br>
§dz Castor Trail (hub) (mm.mm)<br>
§dz Castor Offset (grnd) (mm.mm)<br>
§dz Kingpin Offset (at wheel centre) (mm.mm)<br>
§dz Kingpin Offset (at ground) (mm.mm)<br>
§dz Mechanical Trail (grnd) (mm.mm)<br>
§dz TCP X (mm.mm)<br>
§dz TCP Y (mm.mm)<br>
§dz TCP Z (mm.mm)<br>
§dz Hub Centre X (mm.mm)<br>
§dz Hub Centre Y (mm.mm)<br>
§dz Hub Centre Z (mm.mm)<br>
§dz Damper 2 Travel (mm.mm)<br>
§dz Spring 2 Travel (mm.mm)<br>
§dz Damper 1 Ratio (mm)<br>
§dz Spring 1 Ratio (mm)<br>
§dz Damper 2 Ratio (mm)<br>
§dz Spring 2 Ratio (mm)<br>
§dz KPI Length (mm.mm)<br>
§dz Drive Shaft Length Plunge (mm.mm)<br>
<br>
6) Graphic<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
As relevant to the Model<br>
<br>
7) User Defined<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
As added/defined by the user<br>
<br>
<br>
The derivatives can be viewed either individually through the results graphs, select <i>Graphs / New/Open</i> to open a new/additional graph or via the suspension derivative results file (SDF).<br>
<br>
The variable actually displayed on the graph is best changed/set by using the right mouse button on the graph of interest and using the <i>Y-Variable</i> menu list.<br>
<br>
{<center><img data="bm32.bmp" title="bm32.bmp"><br>
</center>
<center>Graph Window <font face="Times New Roman"><font face="Arial"> Showing right mouse button Y-variable menu selection<br>
</font></font></center>
<br>
The SDF file can be displayed via the relevant icon or the <i>Results / Formatted SDF</i> menu. The SDF file can be displayed either as a user specified formatted list or as a set of spline coefficients or just as spline data. These last two have a collection of user definable settings that control which articulation types, which results and which ends are shown in the lists.<br>
<br>
{<center><img data="bm33.bmp" title="bm33.bmp"><br>
</center>
<center>Extract of the formatted SDF file display<br>
</center>
<br>
All displayed graphs and SDF displays can be printed to produce hard copy records via the <i>print</i> menu options provided through the standard WindowsŽ printer dialogues.<br>
<br>
{<center><img data="bm34.bmp" title="bm34.bmp"><br>
</center>
<center>Extract of the SDF splines display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Limit Boxes<br>
</font></b></font><font size="2"><br>
For both modes, hard point </font><font face="Times New Roman"><font face="Arial">limit boxes</font></font><font face="Times New Roman"><font face="Arial"> can be switched on, theses boxes are set to allow only a user specified amount of travel in a specific direction. Thus when switched on, a point, (or a group point), cannot be dragged outside of its limit box. These boxes could perform one of two functions, firstly they could be set to represent packaging limitations, or secondly to indicate production tolerances. In the second case the program can run a tolerance analysis for the chosen hard point at all extremes of the limit box, the spread on the chosen derivatives is displayed on the current graphs.<br>
</font></font><br>
The display of limit boxes have three settings, <font face="Times New Roman"><font face="Arial">On</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Off</font></font><font face="Times New Roman"><font face="Arial"> but visible and finally </font></font><font face="Times New Roman"><font face="Arial">Off</font></font><font face="Times New Roman"><font face="Arial"> and invisible. There is no functional difference between the last two, it merely assists the clarity of the display by removing the additional graphical lines.<br>
<br>
</font></font>{<center><img data="bm35.bmp" title="bm35.bmp"><br>
3D Graphic Display showing Limit Boxes as On<br>
</center>
<br>
The behavior and functionality of Limit boxes is identical between the 2D module and the 3D module with the obvious exception of the reduction of tolerances in only two dimensions.<br>
<br>
To control the status of Limit boxes use the pull down menu <i>Graphics / Point Limits </i> sub menu to set as <i>Visible</i> or to set as <i>Use</i>, (note that in this context use means <font face="Times New Roman"><font face="Arial">On</font></font><font face="Times New Roman"><font face="Arial">. Un-checking <i>Use</i></font></font> will turn limit boxes off but remain visible, whilst un-checking <i>Visible</i> will set limit boxes to <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> irrespective of the current setting).<br>
</font></font><br>
The first use of the <font face="Times New Roman"><font face="Arial">Limit Box</font></font><font face="Times New Roman"><font face="Arial"> is as a constraint on how far a hard points position can be moved in any direction whilst joggling or dragging.<br>
<br>
If limit boxes are in use then you cannot </font></font><font face="Times New Roman"><font face="Arial">Joggle</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">drag</font></font><font face="Times New Roman"><font face="Arial"> a point such that it is moved outside of the limit box. Limit boxes are defined as separate +/- distances in each of the three axes, (or two for the 2D module), i.e. a total of six values for the 3D module and four for the 2D module.<br>
</font></font><br>
Note that it is still possible to edit a point to a position outside of the limit box even when limit boxes are <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">. In this instance the limit box is resized to accommodate the new position.<br>
<br>
If limit boxes are not in use, (visible or not), when a points position is changed by any of the edit modes, (edit, joggle or drag), the limit box is enlarged if the new position falls outside the currently defined points limits.<br>
<br>
Because of this individual point editing, each suspension hard point has its own </font></font><font face="Times New Roman"><font face="Arial">Limit Box</font></font><font face="Times New Roman"><font face="Arial"> dimensions. These can be individually re-set using the <i>Data / Point Tolerances / Edit Point Tolerances&</i></font></font> menu, identify the required axle and point, and finally edit the values.<br>
<br>
{<center><img data="bm36.bmp" title="bm36.bmp"><br>
Selecting the single point prior to editing the limit box settings<br>
</center>
<br>
To re-set the limit boxes for all point in one step, select <i>Data / Point Tolerances / Set All Point Tolerances To&</i> menu and edit the required values, (note that you do not need to enter the negative directions as a <font face="Times New Roman"><font face="Arial">ve value, this is assumed).<br>
<br>
</font></font>{<center><img data="bm37.bmp" title="bm37.bmp"><br>
Editing the point limit box for all points<br>
</center>
<br>
The second use of the <font face="Times New Roman"><font face="Arial">Limit Box</font></font><font face="Times New Roman"><font face="Arial"> is as a design/manufacturing tolerance analysis tool. This is used in conjunction with the <i>Data / Point Tolerances / Point Tolerance Analysis</i></font></font> option to display on the graphs the spread of the current derivative over the defined limit box.<br>
<br>
Tolerance analysis is applied to a single point at a time, the suspension being solved for its current position, each corner and each mid point of the limit box cube, (total of 27 positions for the 3D module, but see below about mid points). Before being able to run the tolerance analysis the analysis hard point needs to be identified, (select from tree style selection box). Subsequent tolerance runs will not request for the analysis hard point as by default the previously selected point will be used. To change to a different tolerance point use the <i>Data / Point Tolerances / Set Tolerance Point&</i> menu and identify the new point.<br>
<br>
{<center><img data="bm38.bmp" title="bm38.bmp"><br>
Example tolerance analysis Graphics and Graph displays<br>
</center>
<br>
With tolerance analysis switched <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> the model can be dynamically viewed and/or edited in exactly the same way as normally. Because of the increased number of solution loops the refresh time will be significantly increased. Once a tolerance point has been defined you can switch between tolerance on/off either via the menu <i>Data / Point Tolerances / Point Tolerance Analysis</i></font></font> or the equivalent toolbar icon.<br>
<br>
{<center><img data="bm39.bmp" title="bm39.bmp"><br>
Tolerance analysis toolbar Icon<br>
<br>
</center>
Tolerance boxes when visible can be picked and dragged just like a suspension hard point. Select a tolerance box corner point with the left mouse button and drag (or joggle) it to the required position.<br>
<br>
The mid points on each side can be optionally excluded from a points tolerance analysis. This is controlled by the <i>Data / Point Tolerances / Solve Mid-Point</i> menu option. When un-selected instead of 27 positions per point, this is reduced to 9 positions. The eight corners and the original position.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Graphs<br>
</font></b></font><font size="2"><br>
</font>The primary results display method for the application is through the derivatives graphs. Each graph show a single user selected derivative normally over the selected suspension articulation. Graph x-axis can also be set to any selected suspension result. Any number of graphs can be opened and positioned within the display using either the <i>Graphs / New-Open</i> menu or equivalent icon.<br>
<br>
{<center><img data="bm40.bmp" title="bm40.bmp"><br>
New Graph toolbar Icon<br>
</center>
<br>
In addition to plotting SDF on the graphs users can also plot Results from some of the graphical elements that have been added to the template, such as the distance between two points. These are then displayed and updated in the same way as SDF graphs. The only restriction is that Graphical element results are not involved in user lines and hence the optimizer.<br>
<br>
The appearance and settings of each graph can be changed through either the <i>Graphs</i> pull down menu or the graph<font face="Times New Roman"><font face="Arial">s right mouse menu. By selecting a graph with the right mouse button this implies that any changes made from the menu items is applied to the selected graph only.<br>
</font></font><br>
{<center><img data="bm41.bmp" title="bm41.bmp"><br>
Graph right mouse button menu<br>
</center>
<br>
As each new graph is opened the y-variable is taken as the next in the available list. To change the displayed variable, use the right-mouse menu and select from the available <i>Y-Variable</i> list.<br>
<br>
{<center><img data="bm42.bmp" title="bm42.bmp"><br>
Graph Y-variable list - right mouse button menu<br>
</center>
<br>
For a model with both front and rear axles defined, two data lines will be drawn one for each suspension end. They will use different symbols, line colours and show a key to aid identification of the two results. Similarly if both left and right hand wheels are displayed on the graphical display, so both lines will be drawn on the graphs, again using different line colours to identify them.<br>
<br>
Eight lines per wheel can be displayed on each results graph, (ignoring repeat lines with tolerance analysis). These lines being the <b>Data Line</b> the <b>User Line</b> and 5x <b>Scope Lines</b>. The data line is the current hard points results. The user line is an editable curve principally for visually identifying the required targets for the derivative. The scope lines are for saving incremental results to enable comparison of subsequent changes to the stored plots.<br>
<br>
A number of menus are available to aid moving data between the Line data sets. These include;<br>
<br>
Graphs / Copy Front/2D Data to User<br>
<i>Graphs / Copy Rear Data to User<br>
Graphs / Copy Front/2D Scope to User<br>
</i>Graphs / Copy Rear Scope to User<br>
Graphs / Clear Current User Line<br>
<br>
The <b>Scope</b> line data is <font face="Times New Roman"><font face="Arial">grabbed</font></font><font face="Times New Roman"><font face="Arial"> by using the menu <i>Graphs / Scope Line Store</i></font></font> and is cleared by using <i>Graphs / Clear Scope Store</i>. Scope lines are stored in positions 1 to 5. An exclusive option is available to just store the current to position one and empty all other scope lines as well as an option to grab the current line into scope position one having first shuffled any other scope lines down one position.<br>
<br>
{<center><img data="bm43.bmp" title="bm43.bmp"><br>
Example graph showing all three line types displayed<br>
</center>
<br>
The deviation between the Data Line and the current Scope and User lines can be listed as a numerical sum. The displayed value is the cumulative sum of the difference for each calculated position. To display these values use <i>Graphs / Visibility Deviation Values</i>. The scope line used for the difference number can be changed to any of the five positions.<br>
<br>
{<center><img data="bm44.bmp" title="bm44.bmp"><br>
Example graph showing all deviation values displayed<br>
</center>
<br>
As a useful aid to identifying suspension characteristics, the gradient of the displayed curves can be listed both next to each individual point and for the ride condition. To turn these on use the <i>Graphs / Visibility / Deviation Values</i>.<i><br>
</i><br>
{<center><img data="bm45.bmp" title="bm45.bmp"><br>
Example graph showing static gradient value highlighted<br>
</center>
<br>
<b>Additional Graph properties that can be defined are;<br>
</b><br>
<i>Axis Scales</i>: Set the minimum and maximum x and y axis values. The autoscale option can also be used to automatically set the scales.<br>
<br>
{<center><img data="bm46.bmp" title="bm46.bmp"><br>
</center>
<br>
<i>Visibility</i>: Set the visibility of individual graph items, Grid Lines, Deviation Values, Point Symbols, Data Values, Derivative Values, Scope Line User Line, Fit Line, Plot Title, Extended Axis Labels and Animated Cursor.<br>
<br>
<i>Colours</i>: Sets the colour of individual graph items, Grid Lines, Background, Axis Lines + Text, Border Region, Data Line 2D/3D Front, Data Line 3D Rear, Scope Line 2D/3D Front, Scope Line 3D Rear and User Line.<br>
<br>
{<center><img data="bm47.bmp" title="bm47.bmp"><br>
</center>
<br>
<i>Line Markers</i>: Set the marker for individual graph lines, Data Line 2D/3D Front, Data Line 3D Rear, Scope Line 2D/3D Front, Scope Line 3D Rear, User Line 2D and User Line 3D.<br>
<br>
{<center><img data="bm48.bmp" title="bm48.bmp"><br>
</center>
<br>
<i>Switch x-y</i>: Switches the position of the x-y axis from the conventional x horizontal y vertical setup.<br>
<br>
{<center><img data="bm49.bmp" title="bm49.bmp"><br>
</center>
<br>
<i>Marker Sizes</i>: Sets the size of the markers used for each line type, Data Marker, Scope Marker and User marker.<br>
<br>
<i>Text Sizes</i>: Sets the size of the text labels for, Graph Data Values, Compliance Title, Compliance Label and compliance value.<br>
<br>
<i>Decimal Points Display</i>: Defines the number of decimal points used to display numerical values. Individual values are X-Data Listing, Y-Data Listing, Derivative Data Listing, Scope Deviation, User Deviation, x-axis label, y-axis label and compliance graph.<br>
<br>
<i>Plot As Derivative, Plot as Integral</i>, changes the drawn lines on the picked graph to instead of being the selected y variable, instead draws it as the derivative or integral as required.<br>
<br>
<i>Plot As Left and Right, Plot As Left </i><font face="Times New Roman"><i><font face="Arial"> Right, Plot As Left + Right,</font></i></font> changes the drawn lines on the picked graph, when showing both sides, to be either individual lines for left and right (default behavior) or Left side minus the Right side or Left side plus the Right side.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Enhanced Graphics<br>
</font></b></font><font size="2"><br>
Enhanced graphical elements can be switched on for improved visualization of the defined model. These options have no impact on the numerical results being just aids to model viewing.<br>
<br>
</font>{<center><img data="bm50.bmp" title="bm50.bmp"><br>
Enhanced Graphics Menu Item<br>
</center>
<br>
The elements affected by enhanced graphics are;<br>
<br>
Spring, Damper, Wheel (and tyre), Pivot Axes, Grid, Body, Tubes, Tri-Facets, Triad Symbol, Origin marker, C of G marker, Moving ground and wheels and Roll Axis. An additional set of <font face="Times New Roman"><font face="Arial">enhanced graphics</font></font><font face="Times New Roman"><font face="Arial"> that indicate a distance measure also form part of the Enhanced graphics function. These provide distance (either in component form or resultant form) from point to point, point to line, line to line etc. Other graphics primitives such as circles, spheres, planes and cylinders also form part of the </font></font><font face="Times New Roman"><font face="Arial">enhanced graphics</font></font><font face="Times New Roman"><font face="Arial"> set.<br>
</font></font><br>
For the Body element it is not sufficient to turn this <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> to get the graphical body image drawn, unless a body type has already been defined either in the file or from the <i>Data</i></font></font> menu. To add/modify a default Body to the model use the <i>Data / Body Type </i>sub menu<br>
<br>
{<center><img data="bm51.bmp" title="bm51.bmp"><br>
Enhanced Graphics body data menu<br>
</center>
<br>
The settings for enhanced graphics visibility are stored to the users ini file.<br>
<br>
To toggle the enhanced graphics visibility<font face="Times New Roman"><font face="Arial">s use the <i>Graphics / Enhanced Visibility</i></font></font> menus or the equivalent view toolbar icons.<br>
<br>
{<center><img data="bm52.bmp" title="bm52.bmp"><br>
Enhanced Graphics toolbar icons highlighted<br>
</center>
<br>
It is possible to view/edit all graphic settings through one single interface. This <font face="Times New Roman"><font face="Arial">Settings</font></font><font face="Times New Roman"><font face="Arial"> display can be opened via the <i>Edit / All Settings</i></font></font> menu item or the <i>Ctrl +E</i> shortcut. This provides a single control point for all graphics settings with recourse to a large number of individual pull-down menu selections.<br>
<br>
{<center><img data="bm53.bmp" title="bm53.bmp"><br>
Graphics <font face="Times New Roman"><font face="Arial">Settings</font></font><font face="Times New Roman"><font face="Arial"> Display </font></font><font face="Times New Roman"><font face="Arial"> Graphics Tab Selected<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Defaults<br>
</font></b></font><font size="2"><br>
All user definable settings are saved by the application when it has a normal program exit to its </font><font face="Times New Roman"><font face="Arial">ini</font></font><font face="Times New Roman"><font face="Arial"> file. The location of this ini file depends on the version of Windows currently being used. The file name is </font></font><font face="Times New Roman"><b><font face="Arial">shark.ini</font></b></font><font face="Times New Roman"><b></b></font> and will be saved to either C:\windows or C:\winnt. In some installations rather than being saved to the Windows folder it is stored on a by-user basis, in this instance it is stored under the Documents and Settings folder by individual login folder. This file is not directly editable by the user but there are occasions when it is useful to understand where it is and what it stores.<br>
<br>
All colours, symbols, visibility, line types and graphics size defaults that can be set by the user are saved to this file. In addition it will retain window sizes, folder settings, and recent open files.<br>
<br>
At application start-up this file is searched for in the relevant Windows folder and if found read in to overwrite the internal default settings.<br>
<br>
In some extreme instances this file can become corrupt preventing the application from correctly starting. It may in this instance be thus necessary to delete this file. Deleting this file will return all defaults to the internally <font face="Arial">hard coded</font><font face="Times New Roman"><font face="Arial"> values.<br>
</font></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Data Entry<br>
</font></b></font><font size="2"><br>
Data entry is through standard Windows style dialogue boxes. These employ standard text and numeric widgets, together with check boxes and selection boxes. Spread sheet style entry where used supports cut and paste from external applications via the clipboard.<br>
<br>
</font>{<center><img data="bm54.bmp" title="bm54.bmp"><br>
Example spread sheet data entry<br>
</center>
<br>
When using <font face="Times New Roman"><font face="Arial">paste</font></font><font face="Times New Roman"><font face="Arial"> into a Shark spread sheet it is only necessary to select the location of the top left hand cell of the paste are that the paste is intended to fill, do not drag and highlight the entire target area.<br>
<br>
The main data entry to the program will be of the suspension hard points x,y,z co-ordiantes. The normal route to enter this is to select <i>File / New </i></font></font> and identify the required suspension end, (or both) and the required suspension template type(s). Each suspension template has default co-ordiante data associated with it to provide a easy model creation process. These default co-ordinates can be changed singularly through the on screen data edit modes of Edit, Joggle and Drag or be edited collectively through a spread sheet. The suspension data can be edited directly from the <font face="Times New Roman"><font face="Arial">File </font></font><font face="Times New Roman"><font face="Arial"> New</font></font><font face="Times New Roman"><font face="Arial"> dialogue box at the point of model creation by selecting the relevant icon. Alternatively it can be accessed at any time after model creation via the relevant Data toolbar icon.<br>
</font></font><br>
{<center><img data="bm55.bmp" title="bm55.bmp"><br>
Data toolbar icon <font face="Times New Roman"><font face="Arial"> suspension co-ordinates display<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Saving Hard Points<br>
</font></b></font><font size="2"><br>
In the 3D module the suspension hard points can be saved either to a temporary storage for later recall during the program run, or saved to a new data file to provide a permanent record of the data input for subsequent program runs. The temporary storage facility is not available with the 2D module, the only recourse being to save the to disc as data files.<br>
<br>
The menu item <i>Data / Coordinates Save&</i></font>option will open a text entry box to enable a unique <font face="Times New Roman"><font face="Arial">save-set</font></font><font face="Times New Roman"><font face="Arial"> label to be entered. This label is how the user can identify, re-load and delete it at a later stage. Coordinate sets saved in this way are only to temporary storage. Once the application is exited all coordinate save-sets are lost.<br>
</font></font><br>
{<center><img data="bm56.bmp" title="bm56.bmp"><br>
3D Save-Set <font face="Times New Roman"><font face="Arial"> Label Entry<br>
</font></font></center>
<br>
Once a coordinate set has been saved it can be recalled via the relevant menu entry under <i>Data / Coordinates / Recall Saved</i> sub menu. Additional <font face="Times New Roman"><font face="Arial">Save-Set</font></font><font face="Times New Roman"><font face="Arial"> menu items are available to delete either individual save sets, (<i>Data / Coordinates / Delete /&.</i></font></font>) or all save-sets, (<i>Data / Coordinates / Delete All</i>).<br>
<br>
{<center><img data="bm57.bmp" title="bm57.bmp"><br>
3D Save-Set <font face="Times New Roman"><font face="Arial"> Recalling a saved coordinate set<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Animation<br>
</font></b></font><font size="2"><br>
Both the 2D and 3D modules support animation of the defined models. The suspension system will be animated through a sequence of steps, appropriate to the current view mode. In the simplest mode this is over its current articulation distance, i.e. bump/rebound, roll, steer or combined. During the animation users can continue to edit and change co-ordinates, dynamically view the model or any other menu function as normally. To switch the animation on/off select the menu item <i>View / Animation (On/Off)</i></font>.<br>
<br>
{<center><img data="bm58.bmp" title="bm58.bmp"><br>
Graphics Toolbar icons - Animate Icon highlighted<br>
</center>
<br>
When in bump/rebound displacement type the animation display is affected by the current setting for ground plane solution type, (<i>Solve / Motion / Ground Plane)</i>. In one instance the body points are fixed and the ground plane is moved, whilst in the alternative case the ground plane is fixed and the body points are moved. This does not alter the numerical results for the suspension characteristics only the visual appearance of the animation.<br>
<br>
{<center><img data="bm59.bmp" title="bm59.bmp"><br>
File Toolbar icons <font face="Times New Roman"><font face="Arial"> Ground plane Icons highlighted<br>
</font></font></center>
<br>
The animation function also applies to view modes other than displacement articulation. These include deformed geometry, modal shape and Forced-Damped response. A screen display mode tool, <i>View / Set Display Mode Tool&</i> allows control of these display modes.<br>
<br>
{<center><img data="bm60.bmp" title="bm60.bmp"><br>
Setting the Screen Display Mode<br>
</center>
<br>
An AVI file writer is also available that can be used to save an animation file. Simple options are available to automatically create the animation sequence or users can build up the animation sequence by single frame picking.<br>
<br>
{<center><img data="bm61.bmp" title="bm61.bmp"><br>
AVI file Writer Dialogue Display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Edit Undo<br>
</font></b></font><font size="2"><br>
After a number of changes to the suspension hard points coordinates, it is possible to step back through the changes undoing them step by step. The menu item <i>Edit / Undo</i></font> can be used for this or more conveniently the equivalent short cut key strokes <b>Ctrl+Z</b>. If this menu is not available then no edit events are left in the buffer to undo.<br>
<br>
The undo buffer length can be modified from the default value, (20 steps), via the <i>SetUp / Undo Buffer Length</i> menu item.<br>
<br>
{<center><img data="bm62.bmp" title="bm62.bmp"><br>
Edit undo buffer length setting<br>
</center>
<br>
The edit undo buffer is always emptied whenever a model is loaded or saved. Thus either of these actions will lose the stored changes and hence the ability to undo any previous changes.<br>
<br>
The undo buffer can be completely disabled if required by setting the <font face="Times New Roman"><font face="Arial">Buffer Length</font></font><font face="Times New Roman"><font face="Arial"> to zero. The only conceivable reason for doing this would be if it was causing an unexplained failure or it was required to run two instances of the product on the same machine, (presuming you are licensed to do so), where the undo scratch files would attempt to overwrite each other.<br>
</font></font><br>
A by-product of the edit undo feature is that it is used to trap for machine / application failures. The temporary undo files are searched for on start-up and if found indicate a improper previous shut-down of the application. If detected the user is notified and the opportunity given to re-store the latest scratch file.<br>
<br>
{<center><img data="bm63.bmp" title="bm63.bmp"><br>
<font face="Times New Roman"><font face="Arial">Data Recovery</font></font><font face="Times New Roman"><font face="Arial"> dialogue box<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Converting 2D to 3D<br>
</font></b></font><font size="2"><br>
Suspension hard points in the 2D mode can be converted to full 3D data set via a program option. The user selects the 3D suspension type required and gives the additional data requirements requested, i.e. wheelbase, kingpin angle etc. Thus migration from a simple 2D concept suspension model to a full 3D suspension is a simple procedure.<br>
<br>
Once the required 2D model has achieved the required suspension characteristics, to convert to 3D select <i>Solve / Convert 2D to 3D</i></font>. The displayed dialogue box requires the user to identify which of the valid default template types should be used, (this list will vary depending on the 2D template type used). In addition specific 3D properties need to be entered to assist in defining the properties in the third dimension.<br>
<br>
{<center><img data="bm64.bmp" title="bm64.bmp"><br>
2D to 3D conversion data<br>
</center>
<br>
It is not possible to add a 2D converted model as the rear axle to an existing 3D model that has a front axle already defined. The existing 3D model data will be lost.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Managing User Lines<br>
</font></b></font><font size="2"><br>
User Lines are displayed on the <u>graph</u></font> results to visually identify the required suspension characteristics as hard point geometry is modified. Since these user lines are not considered to be part of the model, they are not saved to the data file. Thus any entered target user lines are lost whenever the application is closed.<br>
<br>
The mechanism for the creation, saving and data-basing of user lines is the <font face="Times New Roman"><font face="Arial">Manage User Lines</font></font><font face="Times New Roman"><font face="Arial"> function. Managing user lines is through </font></font><font face="Times New Roman"><font face="Arial">Data Sets</font></font><font face="Times New Roman"><font face="Arial">, any number of data sets can be created on either the local machine or a networked server. Each data set can then contain any number of user line sets, (in this instance a </font></font><font face="Times New Roman"><font face="Arial">user line set</font></font><font face="Times New Roman"><font face="Arial"> refers to a user line for each possible characteristic over each possible articulation mode).<br>
</font></font><br>
The data set references are stored in the users <u>ini file</u> such that on program start-up these data sets are searched for and if found added to the menu list. Once on the menu list individual user line sets can be loaded from a data set and hence used within the result graphs.<br>
<br>
To create a new data set select <i>Graphs / User Lines / Manage User Lines / Create New DataSet&</i> and browse to the required file location, (creating a new folder if necessary).<br>
<br>
{<center><img data="bm65.bmp" title="bm65.bmp"><br>
Creating a new Data Set<br>
</center>
<br>
As part of the data set creation you will be required to define a unique label for the data set. This unique label is how the data set will be referred to when selecting sets from, sets to, or deleting from the list.<br>
<br>
{<center><img data="bm66.bmp" title="bm66.bmp"><br>
Defining the data set label<br>
</center>
<br>
Creating a data set will automatically add it to the <font face="Times New Roman"><font face="Arial">loaded</font></font><font face="Times New Roman"><font face="Arial"> data sets list. If you require to pick up a data set created by an other user, (and perhaps saved to another networked machine/server), use the <i>Graphs / User Lines / Manage User Lines / Include DataSet&</i></font></font> use the browser in the conventional way to locate the required data set.<br>
<br>
When initially created a data set will have no saved user line sets. You must subsequently add your user line sets to the required data set to make it available on subsequent re-use.<br>
<br>
{<center><img data="bm67.bmp" title="bm67.bmp"><br>
Adding the current user lines definition to a data set.<br>
</center>
<br>
Once a data set contains user lines these can be subsequently used by selecting <i>Graphs / User Lines / Manage User Lines / Load From</i> and then select the required data set and user line set, (remember that one data set can contain many user line sets).<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance Solving<br>
</font></b></font><font size="2"><br>
The standard solution technique within SHARK is for rigid body kinematic motion only. A separately licensed feature enables a linear compliant analysis to be superimposed on top of the incremental kinematic solutions. This allows users to perform modal analysis and Forced-Damped response.<br>
<br>
To invoke the compliant solution select the <i>Solve / 3D Compliance</i></font> menu option, (note that the compliant solver is not available in the 2D module). If this menu item is <font face="Times New Roman"><font face="Arial">greyed out</font></font><font face="Times New Roman"><font face="Arial"> you are not licensed for this feature, (check with your software vendor or local support staff).<br>
</font></font><br>
{<center><img data="bm68.bmp" title="bm68.bmp"><br>
File toolbar icon - Enabling the compliant solver<br>
</center>
<br>
In its simplest form the compliant solver requires no additional data to be added to the model, (default values are assumed for tyre vertical stiffness and suspension spring rate and preload). It will treat all connection points as <font face="Times New Roman"><font face="Arial">spherical rigids</font></font><font face="Times New Roman"><font face="Arial">. In this form the rigids do have a stiffness value, but a high value. The default value for the rigids can be modified by the user, see <i>Data / Compliance Data / General Data&</i></font></font><br>
<br>
{<center><img data="bm69.bmp" title="bm69.bmp"><br>
Editing the default <font face="Times New Roman"><font face="Arial">Rigids</font></font><font face="Times New Roman"><font face="Arial"> stiffness value<br>
</font></font></center>
<br>
With all rigid joints in the model, the only significant deflection will be caused by the flexibility of the tyre vertical stiffness. The deflection is caused by the suspension spring load. Tyre vertical stiffness values can be accessed through the <i>Data / Compliance Data / Tyre Properties&</i> menu (when in compliant mode) or through the equivalent <font face="Times New Roman"><font face="Arial">Graph + Data</font></font><font face="Times New Roman"><font face="Arial"> toolbar icon. Whilst the spring properties are accessed through the <i>Data / Compliance Data / Spring Properties&<br>
</i></font></font><br>
{<center><img data="bm70.bmp" title="bm70.bmp"><br>
Editing the compliance data spring properties<br>
</center>
<br>
Additional graphical display features are used within the compliant solver, the visibility of which is set under the <i>Graphics / Compliance Visibility</i> sub menu and their properties under the<i> Graphics / Compliance Colours </i>and <i>Graphics / Compliance Sizes</i> sub menus.<br>
<br>
{<center><img data="bm71.bmp" title="bm71.bmp"><br>
Example <font face="Times New Roman"><font face="Arial">all-rigid</font></font><font face="Times New Roman"><font face="Arial"> compliant model graphical display.<br>
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With the compliance model enabled additional results options are available. These include deflections and forces of the joints. Whilst deflections of the joints will be small, until we add compliant bushes, the joint forces can be used to list forces in the system due to the spring load.<br>
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All rigid joints can be edited to have <u>compliant bush</u> properties with three translation and three rotation stiffnesses defined. The orientation of the bushes can be aligned along any user specified local coordinate system.<br>
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Additional <u>external forces</u> can be applied to the model, any number of forces can be attached to individual parts under user defined magnitude and direction.<br>
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The majority of the kinematic plotting, editing and viewing functions are unchanged when using the compliant solver. The only exception involves the data editing of a suspension hard point. With the compliant solver on the data edit window is extended to include the points bush properties.<br>
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You can toggle between kinematic and compliant solver types with no loss of data. Compliant bush properties and external forces are all saved as part of the model. Note that even if a model contains compliant data when it is first loaded into the application it will appear in kinematic mode.<br>
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The Advanced analysis options for modal analysis and forced-damped response are also packaged under the compliance module, and thus you must be both licensed for and using the compliance module to be able to view these options.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance Bushes<br>
</font></b></font><font size="2"><br>
The joints in a compliant model can be either rigid, (in which case they use the default high stiffness value), or bushed. Bushed joints require the user to define three translational stiffness rates values and three rotational stiffness rates, (although some may be zero, particularly the rotational rates).<br>
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In compliant solver mode picking a suspension hard point to edit will display not only the points coordinates but also its bush properties. To switch between a </font><font face="Times New Roman"><font face="Arial">Ball Joint</font></font><font face="Times New Roman"><font face="Arial"> (rigid) and a </font></font><font face="Times New Roman"><font face="Arial">Bush</font></font><font face="Times New Roman"><font face="Arial"> (compliant) check the required box in the edit display. When set to </font></font><font face="Times New Roman"><font face="Arial">compliant</font></font><font face="Times New Roman"><font face="Arial"> the bush properties can then be edited.<br>
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{<center><img data="bm72.bmp" title="bm72.bmp"><br>
Bush Editing display <font face="Times New Roman"><font face="Arial"> Compliant option ringed.<br>
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The bush definition requires a local coordinate system to be defined and then three translation stiffnesses and three rotational stiffnesses. The stiffnesses are defined in this local bush axis.<br>
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Bush coordinate systems have their origin at the suspensions hard point coordinates. The local z-axis is then defined as either, an absolute position, a position relative to the origin, or as another point in the model. In the case of the <font face="Times New Roman"><font face="Arial">point in the model</font></font><font face="Times New Roman"><font face="Arial"> this is a continuous setting such that if the reference point is moved the bush coordinate system is automatically modified.<br>
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To complete the axis definition a second point is defined that is assumed to lie in the x-z plane. The point in a plane approach is used rather than a second axis point as it is easier to identify a plane rather than an orthogonal axis. This x-z plane point can be either in absolute coordinates or relative coordinates, (note relative to the origin not relative to the z-axis point).<br>
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The defined bush coordinate system can be seen on the 3D graphics display. Both the definition points and the actual orthogonal axes are drawn, subject to separate visibility switches. To ensure both are visible use <i>Graphics / Compliance Visibility / Bush Axis Points</i> and <i>Graphics / Compliance Visibility / Bush Local Axes</i>. When these items are <font face="Times New Roman"><font face="Arial">checked</font></font><font face="Times New Roman"><font face="Arial"> they will be drawn on the 3D display.<br>
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{<center><img data="bm73.bmp" title="bm73.bmp"><br>
Setting the visibility options for the Bush axes.<br>
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If the bush axes definition points are visible they can be dynamically picked and edited on screen just like any hard point, (the only difference is that to avoid cluttering the display, the current <font face="Times New Roman"><font face="Arial">tracking lines</font></font><font face="Times New Roman"><font face="Arial"> are not drawn through them). Remember that if a z-axis point is defined as a model point then </font></font><font face="Times New Roman"><font face="Arial">dragging</font></font><font face="Times New Roman"><font face="Arial"> the hard point will also drag the z-axis definition point.<br>
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If using coincident points, bush axes definition points will appear on the point lists as model hard point number + 1000 or model hard point number + 2000. The +1000 point is the z-axis point whilst the +2000 point is the x-z plane point.<br>
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{<center><img data="bm74.bmp" title="bm74.bmp"><br>
3D Display - Bush axes visibility<br>
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The bush axes definition points are displayed with labels Pz and Px-z, The local axis points have labels X<font face="Times New Roman"><font face="Arial">, Y</font></font><font face="Times New Roman"><font face="Arial"> and Z</font></font><font face="Times New Roman"><font face="Arial">.<br>
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To enable a Forced-Damped response to be predicted in the </font></font><font face="Times New Roman"><font face="Arial">compliance</font></font><font face="Times New Roman"><font face="Arial"> mode, damping values for each bush need to be defined. Default values are applied in a similar manner to stiffness, the setting for which can be edited through <i>Data / Compliance Data / General Data</i></font></font>. Note that for a bush the damping is defined in terms of a loss angle (deg). Damping is also included for the damper(s), this is editable as a property of the damper and is defined in conventional damping terms (N.s/m).<br>
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{<center><img data="bm75.bmp" title="bm75.bmp"><br>
Damping <font face="Times New Roman"><font face="Arial"> Editing the Damper Value<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance External Forces<br>
</font></b></font><font size="2"><br>
External forces can be applied as part of the compliant model. External forces are defined in </font><font face="Times New Roman"><font face="Arial">sets</font></font><font face="Times New Roman"><font face="Arial">. The external forces can be applied either in isolation or in addition to the defined spring force. It is also possible to switch all external forces off, or individual force sets, (note you could turn both spring and external forces off and thus have no forces or compliant displacements in the model).<br>
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</font></font>{<center><img data="bm76.bmp" title="bm76.bmp"><br>
Controlling the inclusion of the Spring Force<br>
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The force set intended for interactive user use is the <font face="Times New Roman"><font face="Arial">zero</font></font><font face="Times New Roman"><font face="Arial"> position set. By default an additional 7 further force sets are pre-filled to simulate Lotus </font></font><font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> analysis load cases. The </font></font><font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> sets are saved to the users ini file such that they may be modified to suit particular end users requirements. /users can add/delete user force sets as required. Each force set can contain any number of forces, each force having a defined magnitude attachment point and orientation. To edit the external force data select <i>Data / Compliance Data / External Forces&</i></font></font> <br>
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The edit display shows one force set and one force in the set at a time to view the properties of other forces or sets use the two sets of arrow keys to migrate through the defined forces.<br>
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Each force is associated to a suspension corner of the model, and a part of the model for that corner. Its properties include a magnitude and a direction defined by two points. The two points define the <font face="Times New Roman"><font face="Arial">head</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">tail</font></font><font face="Times New Roman"><font face="Arial"> of the force. Head and tail definitions can be in absolute coordinates or relative coordinates. The relative coordinates being relative to a chosen hard point, (note that added to the hard points list is the tyre contact point).<br>
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{<center><img data="bm77.bmp" title="bm77.bmp"><br>
External Force Data Edit <font face="Times New Roman"><font face="Arial"> Add force to set highlighted<br>
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Each force set has its own <font face="Times New Roman"><font face="Arial">on/off</font></font><font face="Times New Roman"><font face="Arial"> setting, likewise each individual force within a force set has a separate </font></font><font face="Times New Roman"><font face="Arial">on/off</font></font><font face="Times New Roman"><font face="Arial"> allowing complete customisation of the defined forces.<br>
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</font></font>{<center><img data="bm78.bmp" title="bm78.bmp"><br>
External Force 3D Display <font face="Times New Roman"><font face="Arial"> Longitudinal Force to TCP<br>
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External forces are displayed on the 3D graphical display. The display shows both the definition points and the force vector. The external force visibilities are set via <i>Graphics / Compliance Visibilities</i> individual menu items are available the force vector and the force definition axis. External force vectors can be drawn either in fixed length form or at a scaled length, (scaled length based on magnitude). To change the fixed length size, or the magnitude scalar, edit the relevant fields in <i>Graphics / Compliance Sizes / Edit Sizes&</i> Note that changing the visibility setting of forces to <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> does not imply that they are not used in the calculation of forces.<br>
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{<center><img data="bm79.bmp" title="bm79.bmp"><br>
Setting external force visibilities and style<br>
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If the force axis definition points are visible they can be dynamically picked and edited on screen just like any hard point, (the only difference is that to avoid cluttering the display, the current <font face="Times New Roman"><font face="Arial">tracking lines</font></font><font face="Times New Roman"><font face="Arial"> are not drawn through them). Remember that if an axis point is defined as relative to a model point then </font></font><font face="Times New Roman"><font face="Arial">dragging</font></font><font face="Times New Roman"><font face="Arial"> the hard point will also drag the axis definition point.<br>
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If using coincident points, force axes definition points will appear on the point lists as force number + 3000 or force number + 4000. The +3000 point is the head axis point whilst the +4000 point is the tail axis point.<br>
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Only one force set can be displayed on the 3D display at any one time. By default this is the zero set. The results displayed in the graphs will also be those of the currently displayed force set. Thus when changing to a different force set both the 3D display and the graphs change to reflect the new load set.<br>
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The main use of multiple load sets is to provide a set of <u>compliance coefficients</u> based on standard analysis cases. These can show at a glance the overall compliant response of the suspension model.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance Coefficients<br>
</font></b></font><font size="2"><br>
The compliance coefficients function is aimed at providing a single display of the overall compliant behavior of the vehicle model when subjected to a series of standard forces.<br>
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A number of <u>external force</u></font> sets are defined that together specify a series of tests. Each force set can contain a number of different forces that are applied to various parts with defined magnitude and direction. To assess the compliant response to these force sets using the <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> graphs is time consuming and not immediately visual. The compliant coefficients display provide a overall user definable summary of the compliant response.<br>
</font></font><br>
To display the coefficients display select <i>Results / Compliance Bar Values&</i> The display shows for each force set, (including force set 0), a series of bar charts. The number of bars displayed on each forces sets chart depends on both the number of axles modelled and the number of variables selected.<br>
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{<center><img data="bm80.bmp" title="bm80.bmp"><br>
Compliance Coefficients display<br>
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Each bar represents the difference between the kinematic value and the compliant value of the chosen variable at the static ride condition. The compliant value can optionally include the spring force, (see right mouse menu on display).<br>
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The height of the bar is controlled by a notional scalar, each variable in each force set has its own full screen deflection scalar. To edit the scalar values select the required variables bars with right mouse button and select <i>Edit Scale Setting</i>. Note that the right mouse menu will appear in either <font face="Times New Roman"><font face="Arial">brief</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">long</font></font><font face="Times New Roman"><font face="Arial"> form depending if the right mouse pick is on a bar area or just on the chart.<br>
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{<center><img data="bm81.bmp" title="bm81.bmp"><br>
Compliance Coefficients <font face="Times New Roman"><font face="Arial">long</font></font><font face="Times New Roman"><font face="Arial"> menu form<br>
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Variables can be added to or removed from a individual load sets display using the <i>Add Extra Variable </i>and <i>Remove Selected Variable</i> right mouse menu items.<br>
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Each bar can have its own guide limit line added to its display, (by default all values are set as 0 and hence don<font face="Times New Roman"><font face="Arial">t appear). This is intended to provide a visual guide to the target curve without needing to read the numerical values of each bar.<br>
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</font></font>{<center><img data="bm82.bmp" title="bm82.bmp"><br>
Guide Lines Added to Set 1 display<br>
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By default, force set zero is the set displayed on the 3D display and in the graphs. This is indicated on the Compliance display by the red box around its chart. To change the display<font face="Times New Roman"><font face="Arial">s to show one of the other force sets use the <i>Make Force Set Default</i></font></font> option from the right mouse menu. The red highlight will then indicate the change and the displays refreshed.<br>
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The right mouse menu also provides an easy method for turning individual force sets <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">, (<i>Turn Force Set </i></font></font><font face="Times New Roman"><i><font face="Arial">Off</font></i></font><font face="Times New Roman"><i><font face="Arial">)</font></i></font>, gaining access to the external force data, (<i>Open External Force Edit),</i> make all force sets on, (<i>Turn All Force Sets On</i>) and toggle the inclusion of the spring force in the compliance calculations, (<i>Include Spring force in Set)</i>.<br>
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Compliance coefficients can also be listed in textual form, <i>Results / Compliance Text Values&</i>. This text listing can be modified in a similar way to the original bar chart display by positioning the cursor at the relevant point in the text, (ensure you actually select the position), and using the right mouse button to pull up the appropriate menu options. This gives access to the same functionality as the bar charts.<br>
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{<center><img data="bm83.bmp" title="bm83.bmp"><br>
Example Compliance Coefficients Text Listing<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Deformed Geometry Animation<br>
</font></b></font><font size="2"><br>
As with the kinematic solution the compliant model can be <u>animated</u></font> over the currently specified articulation. The additional feature of animating the displacements of the compliant model is the inclusion to the display of the calculated forces. To set the visibility of the calculated forces set <i>Graphics / Compliance Visibility / Calculated Forces.</i><br>
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The additional animation type that can be applied to a compliant model is that of the deformed geometry. This is similar in concept to the <font face="Times New Roman"><font face="Arial">mode shape</font></font><font face="Times New Roman"><font face="Arial"> animation used in Finite Element packages. <br>
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{<center><img data="bm84.bmp" title="bm84.bmp"><br>
Example Deformed Geometry Plot<br>
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Deformed geometry animation, cycles through a series of display steps between the kinematic solutions positions and the compliant position. This animation is performed for a specific articulation position, (normally the ride position), although the user can select which animation position to animate at, (<i>View / Set Display Mode Tool</i>). Where 0 is the ride position 1 is the first bump/roll or steer position, (as appropriate). If the position number entered is greater than the number of increments it will be clipped to the maximum.<br>
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Because the deformations can be small animating in steps between kinematic and compliant may need scaling to enhance visualization. The deformed geometry scalar can be set by <i>View / Set Display Mode Tool</i>. The setting of this will distort all displayed 3D compliant images, so should be set back to 1.0 when not required.<br>
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{<center><img data="bm85.bmp" title="bm85.bmp"><br>
Setting the deformed geometry scalar<br>
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Deformed geometry animation can be turned <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> with one of two options, <i>View / Animation (On/Off), </i></font></font>with Screen Display Mode set to <i>Deformed Geometry</i>. The two options are with or without spring forces. Whilst both options function in the same way the second option will illustrate the bush deflection due to the applied external forces only and not the combination of external forces and spring force. The <font face="Times New Roman"><font face="Arial">Set Display Mode</font></font><font face="Times New Roman"><font face="Arial"> tool allows a convenient single point to control animation and display modes, <i>View / Set Display Mode Tool</i></font></font>.<br>
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{<center><img data="bm86.bmp" title="bm86.bmp"><br>
Specifying Deformed Geometry Display via the <font face="Times New Roman"><font face="Arial">display mode</font></font><font face="Times New Roman"><font face="Arial"> tool.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Hard Point Joggle<br>
</font></b></font><font size="2"><br>
The suspension hard points can be selected from the screen via the mouse and </font><font face="Times New Roman"><font face="Arial">joggled</font></font><font face="Times New Roman"><font face="Arial"> to a new position, the suspension derivatives being re-calculated as the hard point is moved. The selected derivatives that are being displayed graphically are updated during the hard point screen joggling. Point joggling can be in a 2D view along both viewed axes, a single axis or joggling in a 3D view along a selected axis direction.<br>
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</font></font>{<center><img data="bm21.bmp" title="bm21.bmp"><br>
Graphics Screen <font face="Times New Roman"><font face="Arial"> Joggling mode, tracking lines show Y axis direction.<br>
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The majority of the point joggling functionality is performed using a combination of left and right mouse buttons. The mouse buttons are also used extensively for the dynamic viewing option and thus this <font face="Times New Roman"><font face="Arial">sharing</font></font><font face="Times New Roman"><font face="Arial"> requires a switch between </font></font><font face="Times New Roman"><font face="Arial">edit</font></font><font face="Times New Roman"><font face="Arial"> mode and </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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Point joggling is one part of the </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode. The other two parts are direct editing and point <u>dragging</u></font></font>.<br>
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To indicate when the application is in <font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode and when in </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode not only are the relevant menus and icons </font></font><font face="Times New Roman"><font face="Arial">checked</font></font><font face="Times New Roman"><font face="Arial"> but also </font></font><font face="Times New Roman"><font face="Arial">corners</font></font><font face="Times New Roman"><font face="Arial"> are added to the graphic display when in </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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{<center><img data="bm18.bmp" title="bm18.bmp"><br>
Graphics Screen <font face="Times New Roman"><font face="Arial"> Indicating in Dynamic View mode.<br>
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To change to editing mode un-select <font face="Times New Roman"><font face="Arial">dynamic viewing</font></font><font face="Times New Roman"><font face="Arial"> using <i>View / Dynamic Viewing / Off</i></font></font>. Alteratively select the dynamic viewing icon from the <font face="Times New Roman"><font face="Arial">view</font></font><font face="Times New Roman"><font face="Arial"> toolbar.<br>
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</font></font>{<center><img data="bm19.bmp" title="bm19.bmp"><br>
Dynamic Viewing Icon- Shown as <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font></center>
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When in point joggling mode <font face="Times New Roman"><font face="Arial">tracking lines</font></font><font face="Times New Roman"><font face="Arial"> are drawn to indicate the current </font></font><font face="Times New Roman"><font face="Arial">tracking</font></font><font face="Times New Roman"><font face="Arial"> direction(s). To change the current tracking direction the right mouse button will cycle through the available tracking direction options. A similar action is achieved by selecting the mouse icon from the </font></font><font face="Times New Roman"><font face="Arial">view</font></font><font face="Times New Roman"><font face="Arial"> toolbar.<br>
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</font></font>{<center><img data="bm20.bmp" title="bm20.bmp"><br>
Mouse Icon <font face="Times New Roman"><font face="Arial"> Cycles through tracking options.<br>
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Selecting any of the <font face="Times New Roman"><font face="Arial">Edit icons</font></font><font face="Times New Roman"><font face="Arial"> changes the mode to edit and cancels the dynamic view mode. In a similar way selecting any of the three dynamic view icons changes to </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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The joggle symbol indicates the number of tracking directions available and also which of the four arrow keys, (left, right, up and down), is likely to be used. To use joggle select either Ctrl + Arrow Key for coarse joggle or Shift + Arrow Key for fine joggle. The joggle fine size is a tenth of the coarse size, the coarse size can be set via <i>SetUp / Gen Defaults&</i></font></font><br>
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{<center><img data="bm87.bmp" title="bm87.bmp"><br>
Setting the default Coarse Joggle Step Size<br>
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Point joggling is affected by both <u>Groups</u> and <u>Coincident points</u>. The settings for groups and point coincidence change a single point pick and joggle event into a potential single point pick but multiple point joggle, (using a temporary group). In the case of groups, the current groups points are all translated by the same amount. Whilst for point coincidence only the point or points selected from a displayed list are moved, again all selected points are moved by the same amount.<br>
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{<center><img data="bm22.bmp" title="bm22.bmp"><br>
Example Coincident point pick<br>
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The coincident point selection feature is switched on via the <i>Edit / Point Coincidence Pick </i>menu. When switched off the nearest point to the picked position is always selected. The tolerance used to decide whether two points are coincident, can be changed via the <i>SetUp / Gen Defaults&</i> menu. A similar tolerance exists to control whether a point is within the pick region.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Point Coincidence<br>
</font></b></font><font size="2"><br>
The Point Coincidence function controls the modification of hard point coordinates. When enabled selecting a point that is in close proximity to another the user is prompted to identify, which of the points within the coincidence tolerance is to be edited. To enable point coincidence select <i>Edit / Point Coincidence</i></font>.<br>
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{<center><img data="bm88.bmp" title="bm88.bmp"><br>
Enabling point coincidence<br>
</center>
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Coincidence tolerance defines the radius in the view plane from the picked point that is used to check for coincident points. If coincident points are found a menu is displayed listing the points found. You can then either select one of the identified points or <font face="Times New Roman"><font face="Arial">All Points</font></font><font face="Times New Roman"><font face="Arial">. Selecting </font></font><font face="Times New Roman"><font face="Arial">all points</font></font><font face="Times New Roman"><font face="Arial"> is equivalent creating a temporary group, all points are then moved by the same amount, (note that this does not make them coincident).<br>
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</font></font>{<center><img data="bm22.bmp" title="bm22.bmp"><br>
Example Coincident point pick<br>
</center>
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When the coincident point function is switched off the nearest point to the picked position is always selected. The tolerance used to decide whether two points are coincident, can be changed via the <i>SetUp / Gen Defaults&</i> menu.<br>
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{<center><img data="bm89.bmp" title="bm89.bmp"><br>
Setting the Coincident point tolerance<br>
</center>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Data File Text Editor<br>
</font></b></font><font size="2"><br>
The Data file text editor is a dialogue box that can be used to view and edit data files in a purely textual environment. This is an advanced user feature only that is primarily intended for debugging use and is not recommended as a normal working practice. This is primarily because the data file format is not formally declared.<br>
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To load a saved data file into it use the local menu <i>File / Open</i></font> alternatively to load the current model into the display select from the local menu <i>File / Load Current</i>.<br>
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Any edited changes can either be saved to a file , <i>File / Save </i> or <i>File / Save As</i> or the current model can be updated with the contents of the text display using <i>File / Make Current</i>.<br>
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Note that the current model and the data text display are only synchronized when a <i>Load Current </i>or <i>Make Current</i> command has just been made. Once a data change in either has been made they will only then be synchronized when the change is <font face="Times New Roman"><font face="Arial">made current</font></font><font face="Times New Roman"><font face="Arial"> to the other.<br>
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{<center><img data="bm90.bmp" title="bm90.bmp"><br>
Screen Shot <font face="Times New Roman"><font face="Arial"> Text Data File Editor<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Hard Point Editing<br>
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Hard point editing is the simplest method of editing single suspension hard points values. In the 3D <u>module</u></font> complete display and editing of the hard points can be carried out via the alternative <u>spread sheet display</u>.<br>
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The mouse buttons are used extensively for both editing and the dynamic viewing option and thus this <font face="Times New Roman"><font face="Arial">sharing</font></font><font face="Times New Roman"><font face="Arial"> requires a switch between </font></font><font face="Times New Roman"><font face="Arial">edit</font></font><font face="Times New Roman"><font face="Arial"> mode and </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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Direct editing is one part of the </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode. The other two parts are point dragging and joggle editing.<br>
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To indicate when the application is in <font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode and when in </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> mode not only are the relevant menus and icons </font></font><font face="Times New Roman"><font face="Arial">checked</font></font><font face="Times New Roman"><font face="Arial"> but also </font></font><font face="Times New Roman"><font face="Arial">corners</font></font><font face="Times New Roman"><font face="Arial"> are added to the graphic display when in </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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</font></font>{<center><img data="bm18.bmp" title="bm18.bmp"><br>
Graphics Screen <font face="Times New Roman"><font face="Arial"> Indicating in Dynamic View mode.<br>
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To change to editing mode un-select <font face="Times New Roman"><font face="Arial">dynamic viewing</font></font><font face="Times New Roman"><font face="Arial"> using <i>View / Dynamic Viewing / Off</i></font></font>. Alteratively select the dynamic viewing icon from the <font face="Times New Roman"><font face="Arial">view</font></font><font face="Times New Roman"><font face="Arial"> toolbar.<br>
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</font></font>{<center><img data="bm19.bmp" title="bm19.bmp"><br>
Dynamic Viewing Icon- Shown as <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">.<br>
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When in edit mode <font face="Times New Roman"><font face="Arial">tracking lines</font></font><font face="Times New Roman"><font face="Arial"> are drawn to indicate the current </font></font><font face="Times New Roman"><font face="Arial">tracking</font></font><font face="Times New Roman"><font face="Arial"> direction(s). This is not relevant to the hard point-editing mode as tracking only applies to the dragging and joggle edit modes.<br>
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Selecting any of the </font></font><font face="Times New Roman"><font face="Arial">Edit icons</font></font><font face="Times New Roman"><font face="Arial"> changes the mode to edit and cancels the dynamic view mode. In a similar way selecting any of the three dynamic view icons changes to </font></font><font face="Times New Roman"><font face="Arial">dynamic view</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
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When in direct editing mode to edit a point select it with the left mouse button on the graphics display. The displayed dialogue box will be different if in the 2D module or the 3D module.<br>
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{<center><img data="bm91.bmp" title="bm91.bmp"><br>
2D Direct Data Editing<br>
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3D data editing lists the selected hard points x, y and z co-ordinate. To change simply edit and select <font face="Times New Roman"><font face="Arial">Ok</font></font><font face="Times New Roman"><font face="Arial">. Note that the cancel button or the </font></font><font face="Times New Roman"><font face="Arial">Esc</font></font><font face="Times New Roman"><font face="Arial"> key will close the edit box and ignore any changes. To subsequently undo a change, use the <u>undo</u></font></font> function.<br>
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{<center><img data="bm92.bmp" title="bm92.bmp"><br>
3D Direct Data Editing<br>
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For the 3D module, in addition to the points x, y and z co-ordinates, other properties are also displayed that can be edited. These include;<br>
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<b>Point Long Label</b>, the long-label used in graphics, menus and listings to identify this point. Maximum of 80 characters long.<br>
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<b>Point Short Label</b>. the alternative short-label or point No. used to identify this point. Can be numeric or textual up to a maximum of 8 characters.<br>
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<b>Co-ordinate</b>, note that the co-ordinates may be either global or local values, depending on the definition co-ordinates system. If local values they will have the string <font face="Times New Roman"><font face="Arial">(local)</font></font><font face="Times New Roman"><font face="Arial"> on their description.<br>
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<b>Definition Coordinate System</b>, identifies if the point is in the default global co-ordinate system or one of the optional user defined local axis systems.<br>
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Optionally visible variables<br>
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<b>Part 1 for Point</b>, identifies the first part that the point is associated with. A point must be associated with at least one part and a maximum of two parts. (a point associated with two parts indicates the connection point between these two parts, i.e. a joint. Normally the association of points to parts is made directly by the template definition or by graphics picking when the point is created.<br>
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<b>Part 2 for Point</b>, identifies the second part that the point is associated with. A point must be associated with at least one part and a maximum of two parts. (a point associated with two parts indicates the connection point between these two parts, i.e. a joint. Normally the association of points to parts is made directly by the template definition or by graphics picking when the point is created. For a point associated with only one part this option would be set to <font face="Times New Roman"><font face="Arial">None</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Import and Export to Adams Sub Systems<br>
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A utility routine is provided that enables suspension hard point coordinates to be transferred to and from an Adams sub-system model. This transfer is facilitated by the use of a supplementary text string that can be assigned to each hard point within Lotus Suspension Analysis (LSA). This text string is the label that is used within the Adams sub-system (and thus relies on consistent naming within your Adams sub-systems). The routine works on one end at a time since an Adams sub-system model would normally only have a single suspension corner modeled. Thus if the LSA model is a full vehicle, the user needs to identify which LSA end is to be used. See local menu setting under </font><font face="Times New Roman"><font face="Arial"><i>Data / Import to Front</i></font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial"><i>Data /Import to Rear</i></font></font><font face="Times New Roman"><font face="Arial">. The same setting is assumed on Export only the local menu text changes.<br>
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{<center><img data="bm93.bmp" title="bm93.bmp"><br>
The Import/Export Display , Shown for Import, <font face="Times New Roman"><font face="Arial">scale</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">shift</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">switch</font></font><font face="Times New Roman"><font face="Arial"> items highlighted.<br>
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The import and export routine also has the option to shift the values, scale the values and switch the axis order. On import the <font face="Times New Roman"><font face="Arial">shift</font></font><font face="Times New Roman"><font face="Arial"> is added to the value in the Adams sub-system, whilst on export the </font></font><font face="Times New Roman"><font face="Arial">shift</font></font><font face="Times New Roman"><font face="Arial"> is subtracted from the LSA value. A shift value can be defined independently for x, y and z. A similar editing display is provided for the </font></font><font face="Times New Roman"><font face="Arial">scale</font></font><font face="Times New Roman"><font face="Arial"> settings, the default values for which are 1.0.<br>
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</font></font>{<center><img data="bm94.bmp" title="bm94.bmp"><br>
Editing The <font face="Times New Roman"><font face="Arial">Shift</font></font><font face="Times New Roman"><font face="Arial"> values for Import and Export.<br>
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The axis switch settings are set through a selection display. The default setting is for direct association of equivalent axes, i.e. x with x etc. This can be changed should a switch be required.<br>
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{<center><img data="bm95.bmp" title="bm95.bmp"><br>
Editing The <font face="Times New Roman"><font face="Arial">Switch</font></font><font face="Times New Roman"><font face="Arial"> settings for Import and Export.<br>
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The individual point text strings are stored as part of the template descriptions. Thus they can either be edited through the normal template editor dialogue display on the <font face="Times New Roman"><font face="Arial">points</font></font><font face="Times New Roman"><font face="Arial"> tab or they can be edited from within the Import/Export window via the <i>Data / Edit Point Label Strings</i></font></font> menu option. In both case these settings would need to be saved either with the data file, (by enabling template save to the data file, see settings menu options) or by saving the modified template as a user defined or custom template. Each point can have three associated text strings, the first is for the point position whilst two others are provided to identify local bush axis positions. All text fields are optional and can be set to <font face="Times New Roman"><font face="Arial">Not Defined</font></font><font face="Times New Roman"><font face="Arial"> if not required or unknown. A special text description </font></font><font face="Times New Roman"><font face="Arial">DERIVED</font></font><font face="Times New Roman"><font face="Arial"> is used for some points such as the stub axle point and the strut lower slider axis point. These are not extracted directly from the sub system file but are calculated either in the case of the strut point from the other points or as in the case of the stub axle point, from additional extracted data values. The point strings can also be math</font></font><font face="Times New Roman"><font face="Arial">s functions such as [(P1+P2)/2.0]. The use of a math</font></font><font face="Times New Roman"><font face="Arial">s function is indicated by the use of square brackets [ ] to bound the string. This indicates that the point string should be treated as a math</font></font><font face="Times New Roman"><font face="Arial">s string with reference to other points via their position in the template i.e. P4 is the fourth point in the template. As points are processed in order it is possible to use this sequence to use a math</font></font><font face="Times New Roman"><font face="Arial">s function to define point 5 and then reference point 5 in a latter points definition, say point 8. Note that the point number is position in the template and not the local </font></font><font face="Times New Roman"><font face="Arial">point number</font></font><font face="Times New Roman"><font face="Arial"> as defined in column 1 of the </font></font><font face="Times New Roman"><font face="Arial">settings</font></font><font face="Times New Roman"><font face="Arial"> tab of the template editor. The math</font></font><font face="Times New Roman"><font face="Arial">s function reader is loosely based around Fortran syntax. Key intrinsic functions recognized include, SQRT, SIN, COS, TAN, SIND, COSD, TAND, ASIN, ATAN, ACOS, ASIND, ACOSD, ATAND, LOG10, SINH, COSH, TANH, LOG, EXP AND ABS. The standard symbols +, -, * (for multiply), /, **(for power) are used whilst simple round ( ) brackets can be used within the string to force computation sequence.<br>
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{<center><img data="bm96.bmp" title="bm96.bmp"><br>
Editing the Text <font face="Times New Roman"><font face="Arial">Strings</font></font><font face="Times New Roman"><font face="Arial"> through the Template Editor.<br>
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From within the Import display three menu items are provided to access the three text fields, <i>Data / Edit Point Label Strings, Data / Edit Bush Z-axis Label Strings</i> and <i>Data / Edit Bush X-Z Plane Label Strings</i>. These provide a local means of editing the template settings. <br>
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{<center><img data="bm97.bmp" title="bm97.bmp"><br>
Editing the point label strings from the import display.<br>
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Additional strings are used to identify supplementary model data. They also provide a means by which <font face="Times New Roman"><font face="Arial">left</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">right</font></font><font face="Times New Roman"><font face="Arial"> is identified since this may be subject to local language issues. The <i>Data / Edit General Label Strings</i></font></font> menu item displays these current settings. Because they are considered local user settings rather than model specific they are saved as part of the users ini file. <br>
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{<center><img data="bm98.bmp" title="bm98.bmp"><br>
Changing the <font face="Times New Roman"><font face="Arial">General</font></font><font face="Times New Roman"><font face="Arial"> Settings Strings.<br>
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To import hard points from a sub model first ensure that the relevant point strings and general strings are correct for the current template. Open the import display and use the <i>File / Open (sub system) </i>to locate and load the required sub system model. The data extraction can be previewed in the lower display section using the <i>File / Import Hard Points (Preview)</i> menu option.<br>
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{<center><img data="bm99.bmp" title="bm99.bmp"><br>
Example Hard Point Import, template type 1.<br>
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To populate the current LSA model with the values extracted from the sub-system use the <i>File / Import Hard Points.</i> If settings have been changed from the default for the <font face="Times New Roman"><font face="Arial">shift</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">scale</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">switch</font></font><font face="Times New Roman"><font face="Arial"> they are applied in the order </font></font><font face="Times New Roman"><font face="Arial">Shift</font></font><font face="Times New Roman"><font face="Arial"> then </font></font><font face="Times New Roman"><font face="Arial">Scale</font></font><font face="Times New Roman"><font face="Arial"> and then </font></font><font face="Times New Roman"><font face="Arial">Switched</font></font><font face="Times New Roman"><font face="Arial">.<br>
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The Export function works in the same manner as Import but the order of shift, scale and switch is reversed. <br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Adding a Hard Point to a Model<br>
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The number of hard points in a model is controlled by the appropriate template. Points can be added by modifying the template using the standard template editor, see <i>File / Edit Templates</i></font> menu item. Additional points can be added to a model directly through the graphical viewer via the <i>Edit / Add to Model / Add Point</i> menu items. These added points would not normally be used to modify the overall connectivity but more likely be used to add additional user graphics.<br>
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{<center><img data="bm100.bmp" title="bm100.bmp"><br>
Adding a Hard Point to the existing model, add options highlighted.<br>
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Points can be added through the menu either to ground (i.e. the body) or to any picked part. When adding to the body the user must provide the new position in global coordinates. A point added to an existing part can be added in absolute coordinates, relative to a point or between two points. When adding points to a part, once the part is picked the display will switch to just show that part and its associated points in a similar manner to the free body display. When in <font face="Times New Roman"><font face="Arial">Part</font></font><font face="Times New Roman"><font face="Arial"> pick mode, the part labels are made visible and the part </font></font><font face="Times New Roman"><font face="Arial">centre</font></font><font face="Times New Roman"><font face="Arial"> points drawn.<br>
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{<center><img data="bm101.bmp" title="bm101.bmp"><br>
Adding a Hard Point via the template editor, .<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Adding Graphics to a Model<br>
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Graphical elements are stored as part of the template structure and control the visual appearance of a model. The user can add additional graphics elements by direct editing of the template through the standard template editor, see <i>File / Edit Templates</i></font> menu item. Additional graphical elements can be added to a model directly through the graphical viewer via a series of menu items under the <i>Graphics / Add Graphic</i> and <i>Graphics / Add Measure</i> sub-menus.<br>
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{<center><img data="bm102.bmp" title="bm102.bmp"><br>
Adding a Graphical Element to the existing model, add options highlighted.<br>
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Each added element is appended to the current template list, thus by adding graphics from the menu the user is modifying the template. To retain these changes users need to ensure they save the modified template either by inclusion into the data file, or by saving the template to a custom or user template file. <br>
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Graphical elements can be picked on screen and deleted if required. Again this will remove them from the current template and permanent changes would need to be saved as indicated above.<br>
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The list of available graphical elements is broken down into seven sub sections listed below;<br>
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Line<br>
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Cylinder<br>
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Circle<br>
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Sphere<br>
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Facet<br>
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Plane<br>
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Components<br>
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The list of available measure elements is broken down into two sub sections listed below;<br>
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Distance<br>
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Angle<br>
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Each sub section has a number of specific ways of defining the associated primitive.<br>
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Lines:<br>
</b><font color="#0000ff">Pnt-Pnt Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, points need not be on the same part.<br>
</font></font><font color="#0000ff">Pnt-Vector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required, a line is drawn through the first point who</font></font><font face="Times New Roman"><font face="Arial">s direction is set by the vector defined by the second and third picks, points need not be on the same part. The first and second picks can be the same point. The line is drawn to a global clipped length.<br>
</font></font><font color="#0000ff">Pnt-Xvector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global X axis direction. The line is drawn to a global clipped length.<br>
</font></font><font color="#0000ff">Pnt-Yvector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global Y axis direction. The line is drawn to a global clipped length.<br>
</font></font><font color="#0000ff">Pnt-Zvector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global Z axis direction. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Pnt-Plane-Norm:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction normal to the selected plane. The plane is identified by three point picks. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Pnt-UserVector:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction defined by a user vector. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Pnt-Vector^Vector Line:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction defined by the cross product of two user defined vectors. The line is drawn to a global clipped length.<br>
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<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Cylinders:<br>
</b><font color="#0000ff">Pivot:</font> Adds a new Pivot graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, both points need not be on the same part.<br>
</font></font><font color="#0000ff">Tube:</font> Adds a new Tube graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, both points need not be on the same part.<br>
</font></font><font color="#0000ff">Vector-Radius-Length:</font> Adds a new cylinder graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Drawn through the selected point in a direction defined by the second and third point picks. The radius and length of the cylinder are defined directly.<br>
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<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Circles:<br>
</b><font color="#0000ff">Pnt-Pnt-Pnt:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required through which is drawn a circle, both the circle centre and radius are calculated and displayed as part of the graphical display.<br>
</font></font><font color="#0000ff">Cntr-Rad-Norm:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn centered at the first point of a defined radius and who</font></font><font face="Times New Roman"><font face="Arial">s normal is defined by the second and third picks. The first and second picks can be the same point.<br>
</font></font><font color="#0000ff">Cntr-Pnt-Plane:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn centered at the first point and is drawn through the second point, (i.e. defines the radius), in a plane that contains the third picked point. All picked points must be different.<br>
</font></font><font color="#0000ff">Pnt-Normal:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn through the first point about the defined normal vector. All picked points must be different. The derived circle centre and radius is drawn as part of the graphical element display.<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spheres:<br>
</b><font color="#0000ff">Pnt-Pnt Radius:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two unique hard point picks are required. The sphere is centered at the first pick and the radius is set by the second pick.<br>
</font></font><font color="#0000ff">Pnt Radius:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required. The sphere is centered at the pick and given the radius specified by the user.<br>
</font></font><font color="#0000ff">Pnt-Pnt Dia:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two unique hard point picks are required. The sphere is centered at the mid point of the two picks, the radius being half the distance between them.<br>
</font></font><font color="#0000ff">Pnt-Pnt-Pnt-Pnt:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Four unique hard point picks are required. The sphere is drawn through the selected four points. Four points will define a unique sphere who</font></font><font face="Times New Roman"><font face="Arial">s calculated radius and centre position is identified as part of the drawn graphical element.<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Facets:<br>
</b><font color="#0000ff">Pnt-Pnt-Pnt Facet:</font> Adds a new Triangular Facet graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required, points need not be on the same part.<br>
</font></font><font color="#0000ff">Pnt-Pnt-Pnt-Pnt Facet:</font> Adds a new Four noded Facet graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Four unique hard point picks are required, points need not be on the same part. Whilst points need not be in a plane, any facet drawn of non-planar nodes is not fully defined.<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Planes:<br>
</b><font color="#0000ff">Pnt-Pnt-Pnt Plane:</font> Adds a plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three unique hard point picks are required, points need not be on the same part. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
</font></font><font color="#0000ff">Pnt-X-Y Plane:</font> Adds an X-Y plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
</font></font><font color="#0000ff">Pnt-X-Z Plane:</font> Adds an X-Z plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
</font></font><font color="#0000ff">Pnt-Y-Z Plane:</font> Adds an Y-Z plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
</font></font><font color="#0000ff">Pnt-UserVector Plane:</font> Adds an plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. The orientation of the plane is controlled by two user defined vectors. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Distance<br>
</b><font color="#0000ff">Pnt-Pnt Dist:</font> Adds a point to point distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The display shows the total distance between the two points.<br>
</font></font><font color="#0000ff">Pnt-Line Dist:</font> Adds a point to line distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The last two picks define the required line. The display shows the total perpendicular distance between the point and the line.<br>
</font></font><font color="#0000ff">Line-Line Dist:</font> Adds a minimum distance between two lines graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first two picks define one line whilst the last two picks define the other required line. The display shows the minimum normal distance between the two lines as a total distance.<br>
</font></font><font color="#0000ff">Pnt-Plane Dist:</font> Adds a points<font face="Times New Roman"><font face="Arial"> distance from a plane as a graphical element to the selected ends</font></font><font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first point is the required point whilst the last three picks define the required plane. The display shows the normal distance between the point and the plane as a total distance.<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Components<br>
</b><font color="#0000ff">Pnt-Pnt Comps:</font> Adds a point to point distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The display shows the distance between the two points in its x, y and z components. <br>
</font></font><font color="#0000ff">Pnt-Line Comps:</font> Adds a point to line distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The last two picks define the required line. The display shows the perpendicular distance between the point and the line in its x, y and z components. <br>
</font></font><font color="#0000ff">Line-Line Comps:</font> Adds a minimum distance between two lines graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first two picks define one line whilst the last two picks define the other required line. The display shows the minimum normal distance between the two lines in its x, y and z components.<br>
</font></font><font color="#0000ff">Pnt-Plane Comps:</font> Adds a points<font face="Times New Roman"><font face="Arial"> distance from a plane as a graphical element to the selected ends</font></font><font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first point is the required point whilst the last three picks define the required plane. The display shows the normal distance between the point and the plane in its x, y and z components.<br>
</font></font><br>
<b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Angles:<br>
</b><font color="#0000ff">Pnt-Pnt-Pnt Angle:</font> Adds an angle between three points graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The middle picks is the point for which the angle is given. The display shows the angle created by the three point picks in degrees. <br>
</font></font><font color="#0000ff">Pnt-Pnt Z-Axis Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global Z-axis vector. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt Z-Axis X-X component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global Z-axis vector but only the component around the X-X axis. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt Z-Axis Y-Y component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global Z-axis vector but only the component around the Y-Y axis. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt X-Axis Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global X-axis vector. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt X-Axis Z-Z component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global X-axis vector but only the component around the Z-Z axis. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt X-Axis Y-Y component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global X-axis vector but only the component around the Y-Y axis. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt Y-Axis Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global Y-axis vector. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt Y-Axis Z-Z component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the global axis vector. The display shows the angle created by the two point picks in degrees.<br>
</font></font><font color="#0000ff">Pnt-Pnt Y-Axis X-X component Angle:</font> Adds an angle between a vector and an axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The two picks define a vector, (the first point being the start of the vector) and the angle is relative to the appropriate global axis vector. The display shows the angle created by the two point picks in degrees.<br>
</font></font><br>
<br>
Individual graphical element types have their own specific data requirements some are unique to each element and others are relevant to each class of element. These settings and values can be edited by picking the relevant element. Hint, hover over the approximate centre of an element and check the status bar prompt to confirm required element will be selected.<br>
<br>
<br>
{<center><img data="bm103.bmp" title="bm103.bmp"><br>
</center>
<center>A <font face="Times New Roman"><font face="Arial">Pnt-Plane Dist</font></font><font face="Times New Roman"><font face="Arial"> Graphical Element added to a type 1 model.<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Free Body Graphical Display<br>
</font></b></font><font size="2"><br>
The free body display mode can be switched on via the <i>View / Free Body Diagram& </i></font>pull down menu. When enabled the display changes to show only the selected part and it<font face="Times New Roman"><font face="Arial">s associated points, graphical elements and forces. In this mode the interface functions exactly as normal, i.e. dynamically viewed, animated, edited etc but only that parts elements are involved. A small selection box is used to control the free body mode enabling the user to select the required corner and part.<br>
</font></font><br>
{<center><img data="bm104.bmp" title="bm104.bmp"><br>
Setting the Part for Free Body Display.<br>
</center>
<br>
The free body mode can be cancelled either by un-checking the menu item that was used to enable it, or by closing the free body selection box.<br>
<br>
{<center><img data="bm105.bmp" title="bm105.bmp"><br>
Example free body display for a lower wishbone in compliant mode.<br>
</center>
<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Kinematic Sum Display<br>
</font></b></font><font size="2"><br>
The kinematic sum display is a means by which the weighted sum of the deviations of selected results when compared to a target value can be displayed. This single value allows a simple metric to be used to compare a change in a particular suspension property effect over a whole range of results.<br>
<br>
</font>{<center><img data="bm106.bmp" title="bm106.bmp"><br>
Kinematic Sum Display.<br>
</center>
<br>
Results that can be included into the <font face="Times New Roman"><font face="Arial">sum</font></font><font face="Times New Roman"><font face="Arial"> include all graphs results, (visible or otherwise), and all compliance bar graphs. Individual weighting factors can be applied to each selected result. A number of convenience functions are provided to automatically set these weighting values mostly based around the current display axes settings. <br>
<br>
The sum value is the cumulative of all individual deviations from target. In the case of the compliance coefficients these targets are set by selecting each bar chart in turn and defining the required value. In the case of the characteristic graphs, (i.e. toe, camber castor etc.), the target line is the user line set for each graph. The deviation is then the difference between either the single target value (for the compliance coefficients) or the average of the differences of the actual curve from the defined line for a characteristic graph.<br>
</font></font><br>
{<center><img data="bm107.bmp" title="bm107.bmp"><br>
Example Characteristic Graph, showing its contribution to the sum.<br>
</center>
<br>
The importance of the <font face="Times New Roman"><font face="Arial">Kinematic Sum</font></font><font face="Times New Roman"><font face="Arial"> is that since it can be used by the user to view the impact of a single change on a set of potential compromise results, it can also be used by an optimization routine as indicating the direction of change for achieving an optimum design. This optimization potential is covered in the next section.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> The Internal Optimizer<br>
</font></b></font><font size="2"><br>
The kinematic sum is used to apply a sensitivity-based optimization to the model. Parameters are defined that have a start value, range and increment. Parameters can be point position, bush stiffness and bush orientation. The Kinematic sum as discussed previously can optionally include any characteristics graph or compliance coefficient.<br>
<br>
</font>{<center><img data="bm108.bmp" title="bm108.bmp"><br>
Expanded Optimizer Display, <i>View / Details</i> option checked.<br>
<br>
</center>
<br>
The settings for the optimization are editable through a single display. With sections for defining which results to include, weightings to apply and settings for parameters.<br>
<br>
{<center><img data="bm109.bmp" title="bm109.bmp"><br>
Optimizer Parameter Summary.<br>
</center>
<br>
Parameters are applied in reverse sensitivity order, the most sensitive applied last. A sensitivity threshold value is applied such that parameters that do not significantly affect the sum can be automatically screened. As the optimization is proceeding the graphical display is updated and a rolling display shows the changes to the <font face="Times New Roman"><font face="Arial">sum</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm110.bmp" title="bm110.bmp"><br>
Optimizer Rolling Sum Display.<br>
</center>
<br>
Once the optimizer run has finished the user is asked to confirm acceptance of the changes. Selecting <font face="Times New Roman"><font face="Arial">no</font></font><font face="Times New Roman"><font face="Arial"> will return the model to the pre-run condition. User can stop a run early either through manual interjection or through a software defined minimum target value.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Display Units<br>
</font></b></font><font size="2"><br>
The units used in the display of both the data and the results can be changed from the default settings of Angle - deg, Length </font><font face="Times New Roman"><font face="Arial"> mm, Mass - kg and Force - N to other available options. The options are given below for each variable type. A user defined </font></font><font face="Times New Roman"><font face="Arial">unit</font></font><font face="Times New Roman"><font face="Arial"> option is also available for each parameter.<br>
<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Angle:&nbsp;&nbsp;
Radian<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MilliRadian<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Degree (default)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Minutes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
User-Defined<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Length:&nbsp;
Meter<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
milliMeter (default)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
User-Defined<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mass:&nbsp;&nbsp;&nbsp;
Kilogram (default)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
User-Defined<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Force:&nbsp;&nbsp;
Newton (default)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
decaNewton<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
User-Defined<br>
<br>
It must be remembered that this is a <font face="Times New Roman"><font face="Arial">viewing</font></font><font face="Times New Roman"><font face="Arial"> option only and data files will always be saved using the original </font></font><font face="Times New Roman"><font face="Arial">default</font></font><font face="Times New Roman"><font face="Arial"> unit settings. This also applies to the text editor within the program since this is merely an editor of </font></font><font face="Times New Roman"><font face="Arial">saved</font></font><font face="Times New Roman"><font face="Arial"> data files.<br>
</font></font><br>
The units can be set either from the <font face="Times New Roman"><font face="Arial">New Model display</font></font><font face="Times New Roman"><font face="Arial"> or directly from the menu items <i>SetUp / Change Units</i></font></font>. <br>
<br>
{<center><img data="bm111.bmp" title="bm111.bmp"><br>
</center>
<center>Opening the units Tool from the <font face="Times New Roman"><font face="Arial">New model</font></font><font face="Times New Roman"><font face="Arial"> display.<br>
</font></font></center>
<br>
The settings for each unit includes a scale factor, the number of decimal points (to add or remove compared to the default settings) and the label.<br>
<br>
{<center><img data="bm112.bmp" title="bm112.bmp"><br>
</center>
<center>Changing the units display.<br>
</center>
<br>
</center>
These view unit settings are saved as part of the users configuration <font face="Times New Roman"><font face="Arial">ini</font></font><font face="Times New Roman"><font face="Arial"> file and are not saved with the data file. Whilst the units can be changed at any time, it should not be carried out when you have a data display window open as this could lead to incorrect data unit conversions. <br>
</font></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Modal Analysis<br>
</font></b></font><font size="2"><br>
Modal analysis can be applied to any compliant model. To correctly predict modal frequencies and shapes the part masses and bush stiffness</font><font face="Times New Roman"><font face="Arial"> must be defined. The modal analysis calculates as many natural frequencies as there are degrees of freedom in the model. Frequencies are sorted into ascending order and the user can select an individual mode to view/animate. Mode shapes can be selected and animated via the <i>View / Set Display Mode Tool</i></font></font>.<br>
<br>
{<center><img data="bm113.bmp" title="bm113.bmp"><br>
Setting the display mode to Mode Shape <font face="Times New Roman"><font face="Arial"> 8th mode Selected.<br>
</font></font></center>
<br>
The required mode shape can either be set via the selection box to the right of <font face="Times New Roman"><font face="Arial">mode shape</font></font><font face="Times New Roman"><font face="Arial"> toggle or through the </font></font><font face="Times New Roman"><font face="Arial">Modal Frequencies</font></font><font face="Times New Roman"><font face="Arial"> results plot. To display the Modal Frequencies results plot select <i>Results / Modal Analysis Display</i></font></font>.<br>
<br>
{<center><img data="bm114.bmp" title="bm114.bmp"><br>
Modal Frequencies Screen Shot <font face="Times New Roman"><font face="Arial"> 8th mode Selected.<br>
<br>
</font></font></center>
The selected modal shape is also shown drawn or animated in the main 3d view with an associated scalar. This allows the user to view each mode shape in turn.<br>
<br>
{<center><img data="bm115.bmp" title="bm115.bmp"><br>
Modal Frequencies Main View <font face="Times New Roman"><font face="Arial"> 5th mode Selected.<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Forced-Damped Analysis<br>
</font></b></font><font size="2"><br>
The Forced damped analysis takes a compliant modal and calculates the amplitudes of all points in the model over a specified frequency range under the current force set. Defining the required force set is important as this controls which natural modes will be excited. The force can optionally include the spring force(s). Damping is added to the model for both the damper elements and the bushes. Bush damping is defined by a loss angle setting whilst the damper elements have their damping directly defined.<br>
</font><br>
{<center><img data="bm116.bmp" title="bm116.bmp"><br>
Changing the View to Forced Damped <font face="Times New Roman"><font face="Arial"> 15.4 Hz selected<br>
</font></font></center>
<br>
The forced-damped display can be for any specified frequency. This can be set either via the slider in the <font face="Times New Roman"><font face="Arial">set display mode</font></font><font face="Times New Roman"><font face="Arial"> dialogue box or directly in the value entry. In addition the response of the system through a complete frequency sweep can be displayed, <i>Results / Forced-Damped Speed Sweep Display</i></font></font>. The displayed graph can be control to set the required range and amplitude scales. Because this speed sweep is relatively time consuming to perform, (in Shark terms at least), this speed sweep display is only updated when first opened or when the <font face="Times New Roman"><font face="Arial">refresh</font></font><font face="Times New Roman"><font face="Arial"> option is selected.<br>
</font></font><br>
{<center><img data="bm117.bmp" title="bm117.bmp"><br>
Forced-Damped Speed Sweep Display <font face="Times New Roman"><font face="Arial"> 15.4 Hz point shown<br>
</font></font></center>
<br>
As with the modal analysis the forced-damped response for the current frequency can be viewed/animated in the main window with a defined scaler.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Creating a Full Axle Model<br>
</font></b></font><font size="2"><br>
The simplest type of template is for an independent suspension based on a single corner, (one wheel). For some suspension types such as rigid axles you will always need to model both wheels in the initial template. Whilst with independent suspensions you have the option to make them single wheel or double wheel template. If it is required to analyze the impact of suspension parts that connect both corners together such as steering rack, anti-roll bar and sub-frames then a full axle model would be required.<br>
</font><br>
To convert a corner template to a full axle you can either edit the template directly through the template editor, <i>File / Edit Templates </i>or use the convenience data menu options. If you edit the template directly you will need to duplicate all the existing points changing the default Y co-ordinate to be the mirror of its partner, tag the specific points such as upper ball joint(2) and set the point symmetry options. Far simpler is to use the convenience function <i>Edit / Convert Corner to Axle Model</i> which completes all this for you.<br>
<br>
{<center><img data="bm118.bmp" title="bm118.bmp"><br>
Default Template 1 converted to full axle model<br>
</center>
<br>
Once converted to a full axle template you can now add features such as the compliant rack and anti-roll bar. Further convenience functions are available to simplify these tasks. The compliant rack add menu <i>Edit / Add to Model / Two Part Rack to Model</i> option requires the user to identify which part the roll-bar drop link should be attached to. Once selected the user is prompted for a point position and then all necessary modifications are made to the template. It should be remembered that this template modification needs to be saved, either as a custom template, user template or saved with the data file (<i>Setup / Include User Templates In Data Files).<br>
</i><br>
{<center><img data="bm119.bmp" title="bm119.bmp"><br>
Anti-roll Bar Added to Full axle version of Default Template 1.<br>
</center>
<br>
To add a compliant rack to the template use <i>Edit / Add to Model / Two Part Rack</i>, this just requires both the left and right steering attachment points have been tagged in the template so that the rack can be correctly included into the model.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> User Defined Custom Controls<br>
</font></b></font><font size="2"><br>
Users who wish to build their own custom displays can do so through the <i>Window / Open New Custom Control Display</i></font> menu option. Dialogue boxes created in this way can be distributed to other users as saved specification files. Individual user settings are saved as part of the ini file such that they are available for repeat use.<br>
<br>
{<center><img data="bm120.bmp" title="bm120.bmp"><br>
Example custom template dialogue box- showing data sliders<br>
</center>
<br>
These custom displays are completely editable not only in terms of widget content but also the associated commands, data values and results. Thus a custom display can be used to group a set of specific data variables together into a single window with some specific menu commands. Alternatively they may provide a collection of results graphs for standard results viewing.<br>
<br>
{<center><img data="bm121.bmp" title="bm121.bmp"><br>
Example custom template dialogue box - showing data and results options<br>
</center>
<br>
To create your own custom display, select the <i>Window / Open New Custom control Display</i> menu option. This will display a new empty display, (save for simple text widgets). To change the display, select the 'Edit' option. You can modify, add and delete widgets from the display.<br>
<br>
{<center><img data="bm122.bmp" title="bm122.bmp"><br>
New display in 'edit' mode<br>
</center>
<br>
To delete an existing widget(s) select the widget with the mouse and 'delete'. The right mouse menu has a number of functions that allow you to align widgets to improve appearance.<br>
<br>
Widget types that can be added include, Buttons, Toggles, Sliders, Text Display/Entries, Value Display/Entries, Icon Buttons, Gauges, SDF Graphs, Bar charts and Bars. Each has a set of properties that can be edited via the 'Properties' option. The properties specific to the dialogue box can be edited through the right mouse menu.<br>
<br>
{<center><img data="bm123.bmp" title="bm123.bmp"><br>
Properties display for dialogue box<br>
</center>
<br>
Users can save the settings for a particular display such that it can be shared with other users. Custom control settings are automatically include in a users ini file for future use. To save it for use by other users, in 'Edit' mode select the save option and define the required file name and location. Users can then use the 'load' option to use this file to create their own copy of it. A custom control display is not lost by simply closing the display, its settings are saved and is available from the list of displays at any time in the future. To permanently remove a custom display from the list you must use the 'WinDelete' option whilst in 'Edit' mode.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Auto-Search and Load<br>
</font></b></font><font size="2"><br>
The <i>Auto-search and load</i></font> facility provides a semi-automatic means by which the current models hard point positions can be modified by an external application during a live Shark session. This facility uses an intermediary shared text file, Shark checks the status of this file at a pre-defined time interval to check for changes. If the file has been modified since last read then its contents are checked and any identified co-ordinates extracted.<br>
<br>
{<center><img data="bm124.bmp" title="bm124.bmp"><br>
Activating the Auto Search and Load facility<br>
</center>
<br>
This facility can be run in one of three modes. The first is a single Scan, <font face="Times New Roman"><i><font face="Arial">Scan Once</font></i></font><font face="Times New Roman"><i></i></font>. On selection it will scan for the defined file and attempt to identify and extract hard point data irrespective of the files last modification status. The second is a repeated scan but with a prompt and confirmation from the user before any updating is applied. The third is a fully automatic repeated scan that will apply any changes it identifies without requesting user authorization or announcing a change.<br>
<br>
{<center><img data="bm125.bmp" title="bm125.bmp"><br>
Auto-load prompt for option 2 new points found<br>
</center>
<br>
The repeated scans, (options 2 and 3) are performed at a prescribed interrupt time interval. The default value for this is 3000 mSecs but the use can edit this through the <font face="Arial"><i>Edit Timer</i></font><font face="Times New Roman"><i></i></font> menu item.<br>
<br>
{<center><img data="bm126.bmp" title="bm126.bmp"><br>
Editing the interrupt time<br>
</center>
<br>
No restrictions are placed on the position of intermediate text file, thus it could be on the local disc or even a shared network drive. The menu option <font face="Arial"><i>Edit File Name</i></font><font face="Times New Roman"><i></i></font> provides a simple file dialogue box with browser to define/locate the shared ASCII text file.<br>
<br>
{<center><img data="bm127.bmp" title="bm127.bmp"><br>
Editing the shared file name and location<br>
</center>
<br>
The format currently used in the shared file is one based on simple ASCII text. Each line contains a record that is read as a string and then that string checked for a match against the point labels used in the current models template(s). If a <font face="Arial">full</font><font face="Times New Roman"><font face="Arial"> match is found, (note partial matches are ignored), then the string is re-read to identify the number of values on the line. They are assumed to be global co-ordinates in the order of X, Y and then Z.. It is not necessary to have all three values present but the X, Y, Z order is always applied. As well as looking for a match with the template </font></font><font face="Times New Roman"><font face="Arial"><i>point labels</i></font></font><font face="Times New Roman"><font face="Arial"> the </font></font><font face="Times New Roman"><font face="Arial"><i>Adams Point import label</i></font></font><font face="Times New Roman"><font face="Arial"> is also checked for a match.<br>
</font></font><br>
{<center><img data="bm128.bmp" title="bm128.bmp"><br>
Matching Labels with the Current model Template<br>
</center>
<br>
An example of what the shared file may look like is given below for a simple two-point example. Note that the first record is a simple version flag, (currently set as 1). This is to allow for future expansion with potential expansion into user specific formats and greater data options, (i.e. bush properties, graphics etc.).<br>
<br>
{<center><img data="bm129.bmp" title="bm129.bmp"><br>
Sample shared file format<br>
</center>
<br>
To stop the repeating auto-search and load options either select the cancel option when the relevant prompt is displayed or use the <font face="Times New Roman"><font face="Arial"><i>Off</i></font></font><font face="Times New Roman"><font face="Arial"> menu option.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Component-Setup Toolbox<br>
</font></b></font><font size="2"><br>
The Component toolbox is a utility that allows the user to create a library of </font><font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> alternatives for each part in the current models template(s). Each part in the toolbox has a characteristic length and the alternatives have different length properties. The parts that can appear in the toolbox are Wishbones, Tie Rods and Spacers, (currently uprights with their potential for up to six defining lengths are not included). The toolbox can thus be used to investigate the effect on suspension derivatives when mixing these alternative standard components.<br>
</font></font><br>
{<center><img data="bm130.bmp" title="bm130.bmp"><br>
Initial Opened empty Toolbox <font face="Times New Roman"><font face="Arial"> Select to Add Parts<br>
</font></font></center>
<br>
To open the toolbox utility select the appropriate menu from the <font face="Times New Roman"><font face="Arial">data</font></font><font face="Times New Roman"><font face="Arial"> pull down menu. On initial opening it will be empty. You can add as many or as few of the current parts to the toolbox. To add parts to the toolbox select on the top horizontal panel with the left mouse. Here you can select individual parts from a list or use the </font></font><font face="Times New Roman"><font face="Arial">Auto-load all Parts and Spacers</font></font><font face="Times New Roman"><font face="Arial"> option to load all valid parts.<br>
<br>
This is initial add will place the part in the toolbox and add one </font></font><font face="Times New Roman"><font face="Arial">alternative</font></font><font face="Times New Roman"><font face="Arial"> for each added part, this alternative being the baseline as extracted from the current model. If you select on the parts top header box menu options are given to Remove the part from the toolbox (and any alternative options of it), Edit the label used for the part, add an option to the part or Auto-create a range of alternative options for this part.<br>
</font></font><br>
{<center><img data="bm131.bmp" title="bm131.bmp"><br>
Parts Added <font face="Times New Roman"><font face="Arial"> Alternative options menu shown<br>
</font></font></center>
<br>
Along the bottom of the toolbox can be seen the current model the values for Toe, Camber and Castor angle for each corner and the total deviation from any defined/open SDF graph user lines. These values are given to assist in later options presented that include running the optimizer to minimize the deviation or auto-setting a part length to match static angles.<br>
<br>
Adding an option to a part places a new entry in the column beneath the default option. Each option has the same set of menu options, to modify its label, its value, to remove it from the toolbox, to make the option current or to auto-adjust its length to match the target static value for either Toe, Camber or Castor. Users can thus add as many options as required to Parts with the properties perhaps that reflect the physical alternatives available, and then mix these options to assess overall impact on all relevant suspension derivatives.<br>
<br>
As an alternative to adding parts to the top list users can also add graphical elements that themselves control part sizes. These are manipulated in exactly the same way with alternative options.<br>
<br>
To make a particular part option current, pick it with the mouse and select the <font face="Times New Roman"><font face="Arial"><i>make option current</i></font></font><font face="Times New Roman"><i></i></font> menu item. This option will then be shown as indented and in <font face="Arial"><font color="#ff0000">red</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm132.bmp" title="bm132.bmp"><br>
Making a Part option current<br>
</center>
<br>
After a number of part option changes you may require to adjust a tie-rod or toe-link to reset one of the main static angles. To do this pick an option from the required part with the left mouse and select the <font face="Times New Roman"><i><font face="Arial">Adjust Option length to re-set static Toe</font></i></font><font face="Times New Roman"><i></i></font>. Note that at the end of the menu option is the target static value for this particular angle. Similar menus exist for camber and castor. The current static angles are displayed in the status bar at the bottom of the dialogue box. Obviously using the <font face="Arial">adjust option length</font><font face="Times New Roman"><font face="Arial"> on a parts option will change its length property.<br>
</font></font><br>
The component toolbox utility can be left open whilst the existing model is modified in the normal ways. This can lead to the situation where the <font face="Times New Roman"><font face="Arial">baseline</font></font><font face="Times New Roman"><font face="Arial"> part options no longer have the correct length properties. If required they can be re-aligned using the local menu option </font></font><font face="Times New Roman"><font face="Arial"><i>File / Align (All) Baseline Length Properties with Model</i></font></font><font face="Times New Roman"><i></i></font>. This will reset the baseline option lengths as necessary for all loaded parts.<br>
<br>
The internal optimizer can be used to sort through the available part options to identify which combination of options gives the best (lowest) score. The scoring is performed in exactly the same way as the normal optimization process, see <u>The Internal Optimizer</u>. To run through this loop, (in which every permutation is tried), select the local menu item <font face="Arial"><i>File / Run Optimizer Scoring on Toolbox Options</i></font><font face="Times New Roman"><i></i></font>.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><b><font face="Arial"> Definition Values<br>
</font></b><font size="2"><br>
The usual way in which a suspension model is modified is by changing part positions or part lengths and then reviewing the resulting suspension derivatives and their static values. Whilst users can use the <i>Data / Set Static Angles</i></font> menu option to directly set Static Toe and Static Camber all other static values must normally be achieved by manipulating the point positions to achieve a particular required value.<br>
<br>
{<center><img data="bm133.bmp" title="bm133.bmp"><br>
Setting Static Toe and Camber <font face="Times New Roman"><font face="Arial"> Original Approach<br>
</font></font></center>
<br>
This iterative loop is not in keeping with the approach of LSA and thus an additional facility is provided where users can set static angles and offsets directly, the model hard points being adjusted accordingly. The <font face="Times New Roman"><font face="Arial">definition values</font></font><font face="Times New Roman"><font face="Arial"> options are shown graphically on the model when in one of the three orthogonal views. To turn on use the <i>Graphics / View Definition Values</i></font></font> menu option. Depending on the current orthogonal view changes which particular static values can be seen and edited. The static values that can be edited in each view are;<br>
<br>
Y-Z plane: (front view)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Camber Angle, (deg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Kingpin Angle, (deg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Kingpin Offset (wheel centre), (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Kingpin Offset (ground), (mm)<br>
<br>
X- Z plane: (side view)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Castor Angle, (deg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Castor Trail (hub), (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Castor Offset (ground), (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mechanical Trail (ground), (mm)<br>
<br>
X-Y plane, (plan view)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toe Angle, (deg)<br>
<br>
{<center><img data="bm134.bmp" title="bm134.bmp"><br>
</center>
<center>Screen shot for the three orthogonal views <font face="Times New Roman"><font face="Arial"> Definition values visible<br>
</font></font></center>
<br>
The definition values points are drawn with a small <font face="Times New Roman"><font face="Arial">hot spot</font></font><font face="Times New Roman"><font face="Arial"> box and the associated value alongside. The </font></font><font face="Times New Roman"><font face="Arial">hot spot</font></font><font face="Times New Roman"><font face="Arial"> is the position to pick rather than the value. Using the </font></font><font face="Times New Roman"><font face="Arial">hot spots</font></font><font face="Times New Roman"><font face="Arial"> these definition values can be edited, joggled or dragged in the same way as any hard point.<br>
</font></font><br>
The changes to static angles and offsets involves modifying a number of hard point positions. The actual hard points modified depend on the particular definition value and the current settings for that definition values. The particular method used to achieve the required value is changed via the <i>View / SetUp Definition Values</i> display. Each definition value has its own <font face="Times New Roman"><font face="Arial">tab</font></font><font face="Times New Roman"><font face="Arial"> which identifies if the change method is a translation, axis rotation or complete part rotation. Then a series of relevant sub options are given to define how a axis or part may be rotated.<br>
</font></font><br>
{<center><img data="bm135.bmp" title="bm135.bmp"><br>
</center>
<center>Joggling the Static Kingpin Angle<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Drive Shafts<br>
</font></b></font><font size="2"><br>
To extend the compliant analysis capability, drive shaft loads can be included in a simple to use manner. This is done such that rather than users needing to calculate the resulting loads applied to the upright, they can specify gearbox output torques and the drive shaft geometry such that LSA </font><font face="Times New Roman"><font face="Arial"> Shark can determine the actual loads applied to the upright. The drive shaft type that is modeled is one with three shafts and two constant velocity (CV) joints.<br>
<br>
The automatic option provided within LSA for adding drive shafts to a model</font></font><font face="Times New Roman"><font face="Arial">s template, use menu option <i>Edit / Add to Model / Drive shaft(s)</i></font></font>, does not add parts and joints to represent the drive shafts instead it adds a number of points and graphics. These points are tagged within the template to be identified as the outer drive shaft centre, the inner drive shaft centre and a point on the inner drive shaft axis. By default when you add the drive shaft the outer CV centre is placed at the currently defined wheel spindle point, (thus no new point is added for this position).<br>
<br>
{<center><img data="bm136.bmp" title="bm136.bmp"><br>
Drive shaft Added to Model<br>
</center>
<br>
For full axle models drive shafts are added to both wheels, the second sides<font face="Times New Roman"><font face="Arial"> points having point tag types that indicate they are for the other wheel.<br>
<br>
The objective of the drive shaft points are to take a user defined torque,( gearbox/differential output), that is applied to the inboard end of the drive shafts. Using the drive shaft geometry this torque is calculated through the system to identify forces and moments at each joint and hence the forces and moments applied to the upright. Remember that this is a compliance mode calculation and thus you are required to be in compliance mode to view the calculated loads. In addition there is a separate solver switch to enable/disable drive shaft loads, <i>Solve / Drive Shaft Loads</i></font></font>, this will be checked when drive shaft loads are included.<br>
<br>
The loads applied to the upright include. A fore/aft reaction force at the tyre contact patch, a drive torque along the axis of the stub axle, a torque applied at the outer CV centre and a force applied to the outer CV centre. The orientation of these outer CV forces and torques is dictated by the shaft geometry.<br>
<br>
The loads applied to each drive shaft are edited via the <i>Data / Compliance Data / Drive Shaft Torques</i> menu. A single number is available for each corner to allow asymmetric loading effects to be investigated. The sign of the loads is important and is based on the right hand grip rule for the relevant drive shaft inboard axis, (from inner axis point to inner drive shaft centre).<br>
<br>
{<center><img data="bm137.bmp" title="bm137.bmp"><br>
Editing the Drive Shaft Loads<br>
</center>
<br>
Joint losses can be included as a function of the joint angle. An optional look-up table is available for each joint listing % loss against joint angle. This is enabled once you define a number of points in the table. To edit the joint loss table select <i>Data / Compliance Data / Drive Shaft Losses&</i><br>
<br>
{<center><img data="bm138.bmp" title="bm138.bmp"><br>
Editing Drive Shaft Losses<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> User Defined SDFs<br>
</font></b></font><font size="2"><br>
Whilst the number of SDF</font><font face="Times New Roman"><font face="Arial">s available directly continues to increase with each new release, users will always require the option to create their own. The User Defined SDF dialogue box allows users this option. They are constructed as a semi-formatted text string that the solver can interpret and solve in a structured way. The string can be made up of existing SDF results, point positions, or point forces. Additionally a selection of standard maths functions are recognized and can thus be interspersed within the text string.<br>
</font></font><br>
{<center><img data="bm139.bmp" title="bm139.bmp"><br>
User Defined SDF<font face="Times New Roman"><font face="Arial">s edit display<br>
</font></font></center>
<br>
User defined SDF<font face="Times New Roman"><font face="Arial">s once created are available to be plotted on the x-y graphs or added to any of the text results listings. They are saved as part of the users ini file and can even be shared with other users via an external data file transfer.<br>
<br>
To create a new SDF select the </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> button, this will increase the counter by one a display a default title and an empty function string. Set the title as required.<br>
<br>
To add a field to the function string either enter directly or use the supplied selection boxes to locate required field. Note that square brackets [ and ] are used extensively to identify the start and end of a field. Available fields are grouped into a number of sections;<br>
</font></font><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Standard SDF<font face="Times New Roman"><font face="Arial">s, example [Castor Angle]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front Point by Label, example [Lower wishbone front pivotX]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear Point by Label, example [upper wishbone rear pivotZ]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front Point by Number, example [frontP2Y]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear Point by Number, example [rearP5X]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front Graphic, example [frontG3]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear Graphic, example [rearG1]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front Force by Label, example [Outer track rod ball jointFZ]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear Force by Label, example [Inner track rod ball jointFR]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front Force by Number, example [frontP6FY]<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear Force by Number, example [rearP1FX]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point type, example [Twheel centreY]<br>
<br>
Fields are built up into more complex functions using the supplied maths functions, such as +,-,*,/. For more complex functions the standard brackets, <font face="Times New Roman"><font face="Arial">(</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">)</font></font><font face="Times New Roman"><font face="Arial">, should be used to confer solution precedence. Other trigonometric maths functions such as COS, SIN, TAN etc are available in both degree and radian forms.<br>
<br>
An example of a fictitious function string might be;<br>
</font></font><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
COSD(<font face="MS Sans Serif">[TWheel centreX]/[frontG8])<font face="Arial"><br>
<br>
A subset of supported maths functions are specifically aimed at vector calculations. They all start with the letter </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> to indicate this. Some produce a vector output whilst others produce a scaler output. Vector functions should only use vectors as arguments, (see example below).<br>
<br>
</font></font><font face="MS Sans Serif">VCROSS([Wheel spindle pointV],[Wheel centre pointV])<br>
</font><font face="Arial"><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Control Elements<br>
</font></b></font><font size="2"><br>
Control elements provide users with the opportunity to change a part length or point position with an actuator. The actuator changes the selected property using a sensor. The sensor returns the change in length of a specified point to point distance, (e.g. damper length), and based on a look-up table identifies the required actuator change.<br>
<br>
As indicated above two actuator types are available, the </font><font face="Times New Roman"><font face="Arial">Length Actuator</font></font><font face="Times New Roman"><font face="Arial"> and the </font></font><font face="Times New Roman"><font face="Arial">Position Actuator</font></font><font face="Times New Roman"><font face="Arial">. The length actuator replaces the fixed length between two points, (which must be on the same part), with a varying length element. The position actuator turns a hard point, (which must be attached to ground), plus an optional additional point, (e.g. on a wishbone both attachment points to ground), into a point(s) that can be moved along a particular defined axis.<br>
</font></font><br>
{<center><img data="bm140.bmp" title="bm140.bmp"><br>
Adding a Control Element- menu options<br>
</center>
<br>
To add a length control element to the model, use the appropriate menu and select the two points that define a distance you wish to replace with a length actuator. The graphics will change to reflect the addition of the actuator, (note that by default the input sensor distance for the added actuator will be set to the damper1 points.<br>
<br>
{<center><img data="bm141.bmp" title="bm141.bmp"><br>
Length Control Element added to Lower Wishbone<br>
</center>
<br>
The relationship between the change in length of the transducer and the actuator is defined in a look-up table the values for which can be edited, (as well as the other properties such as transducer points), by editing the element in the same way as you would for any graphical element, change to edit mode and select the length transducer <font face="Times New Roman"><font face="Arial">hot spot</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm142.bmp" title="bm142.bmp"><br>
Editing Length Actuator Properties <font face="Times New Roman"><font face="Arial"> Table and transducer points indicated<br>
</font></font></center>
<br>
To add a positional control element to the model select the appropriate menu and then pick the relevant hard point, (remember that it must be attached to ground). By default the optional second point is not added and the motion vector is aligned along the y-axis.<br>
<br>
{<center><img data="bm143.bmp" title="bm143.bmp"><br>
Position Control Element added to Upper Wishbone, single point and second point shown<br>
</center>
<br>
The properties of the positional transducer are edited in the normal way, in <font face="Times New Roman"><font face="Arial">edit</font></font><font face="Times New Roman"><font face="Arial"> mode pick the transducer. This allows you to change the secondary position, the vector and the look-up table.<br>
<br>
</font></font>{<center><img data="bm144.bmp" title="bm144.bmp"><br>
Editing Position Actuator Properties<br>
</center>
<br>
Because of the potential for solution instability, control elements have a one step delay. This means that they use the length change of the previous calculation step. This may be an issue when running the solver in combined mode with large jumps between successive points.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Spacers<br>
</font></b></font><font size="2"><br>
Spacers can be added to a model in the same way that they are used in a motorsport application. They are added either to a point between parts, or at a point to ground. Spacers have a length property and an initial vector orientation. Spacers can be included in the </font><font face="Times New Roman"><font face="Arial">Component toolbox</font></font><font face="Times New Roman"><font face="Arial"> utility and thus have length options created for them and used to adjust static settings. They can also be modified via the standard edit, joggle and drag options.<br>
<br>
</font></font>{<center><img data="bm145.bmp" title="bm145.bmp"><br>
Adding Spacers <font face="Times New Roman"><font face="Arial"> Menu Selection<br>
</font></font></center>
<br>
To add a spacer to the model select the appropriate menu option, then select the part you require to add the spacer too, (pick the part centre). The display will change to just show the selected parts and its points. Now pick the part you require to add a spacer too. You are then prompted to define the initial orientation of the spacer in global co-ordinates.<br>
<br>
{<center><img data="bm146.bmp" title="bm146.bmp"><br>
Setting the Spacer Global Orientation<br>
</center>
<br>
For some instances such as wishbone pivot points, the application will identify that there is a second point that is associated with this connection, (i.e. for a suspension wishbone the two pivots points would be considered as associated), and you are given the option of including the this associated point with the spacer. Points connected in this way will work as a pair such that you only need to change the length property for one and this is reflected in the other. This is required if the original part is to remain correct, since changing only one spacer on a wishbone would lead to a corruption of the original parts geometry, (i.e. it is no longer the same part).<br>
<br>
{<center><img data="bm147.bmp" title="bm147.bmp"><br>
Including the 2nd Point for a Spacer<br>
</center>
<br>
Finally you are asked to define the initial spacer length.<br>
<br>
{<center><img data="bm148.bmp" title="bm148.bmp"><br>
Setting the Initial spacer Length Property<br>
</center>
<br>
Once a spacer has been to the model it is drawn as a cylinder with its length property drawn and an arrow indicating the orientation vector.<br>
<br>
{<center><img data="bm149.bmp" title="bm149.bmp"><br>
Spacer to Ground Added to Wishbone Pivots <font face="Times New Roman"><font face="Arial"> Secondary point Shown<br>
</font></font></center>
<br>
To edit the properties of the spacer either drag/modify the associated vector to re-define the orientation. To change its length either change to edit mode and select the spacer graphic in the normal way or you could joggle the length when in one of the relevant <font face="Times New Roman"><font face="Arial">change modes</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm150.bmp" title="bm150.bmp"><br>
Editing the Spacer Properties <font face="Times New Roman"><font face="Arial"> Spacer Length Shown<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Batch Mode<br>
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Normal use of the Shark module of LSA is via the full graphical interface. Within the application is support for a </font><font face="Times New Roman"><font face="Arial">batch</font></font><font face="Times New Roman"><font face="Arial"> mode. Use of the batch mode can vary from within the graphical interface running a script file in batch mode through to running the entire application in batch mode.<br>
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The Batch mode uses user entered text commands rather than graphical menu selections, and it is these graphical commands that can be buffered into a simple ASCII text file and then used as a </font></font><font face="Times New Roman"><font face="Arial">script file</font></font><font face="Times New Roman"><font face="Arial">. Most relevant pull down menu entries in the graphical interface have an equivalent batch short text command. Batch commands are also arranged into groups that match the pull down menu groups. For example the main pull down menus are arranged under <b>File, Module, Data, Edit, View, Tracking </b></font></font>etc. and the batch commands are grouped in the same way.<br>
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A short 2/3 letter text syntax is used for the batch commands. So for File you would type FI, for Module you would type MO. Note that because of duplication not all commands are simply based on the first two characters of the full menu and example of this is that for Graph you would type GP as GR is already used for Graphics.<br>
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{<center><img data="bm151.bmp" title="bm151.bmp"><br>
Example Batch Commands- Top level commands shown<br>
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Special text commands are available to migrate up a command level <font face="Times New Roman"><font face="Arial">/</font></font><font face="Times New Roman"><font face="Arial"> list a description of the current available commands </font></font><font face="Times New Roman"><font face="Arial">?</font></font><font face="Times New Roman"><font face="Arial">, quit the application </font></font><font face="Times New Roman"><font face="Arial">QU</font></font><font face="Times New Roman"><font face="Arial">. Batch commands can also be strung together such that the equivalent of the pull down menu <i>File / New </i></font></font> would be FI NE. Some batch commands also support arguments, the case of the File / New (FI NE) command is one of these. Where it does support additional arguments the <font face="Times New Roman"><font face="Arial">?</font></font><font face="Times New Roman"><font face="Arial"> listing will indicate this as bracketed terms [ ] after the menu command, (see below).<br>
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{<center><img data="bm152.bmp" title="bm152.bmp"><br>
Example Optional Arguments <font face="Times New Roman"><font face="Arial"> File / New example shown<br>
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To open the application in Batch mode use the appropriate desktop shortcut icon. This should have been added as part of the install and labeled as <font face="Times New Roman"><font face="Arial">Shark (Batch)</font></font><font face="Times New Roman"><font face="Arial">. The properties of the shortcut are set such that the command line argument has the string </font></font><font face="Times New Roman"><font face="Arial">BATCH</font></font><font face="Times New Roman"><font face="Arial"> added to it. This then causes the application to open in Batch mode.<br>
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</font></font>{<center><img data="bm153.bmp" title="bm153.bmp"><br>
Desktop Top Icon Properties <font face="Times New Roman"><font face="Arial"> </font></font><font face="Times New Roman"><font face="Arial">Batch</font></font><font face="Times New Roman"><font face="Arial"> argument ringed<br>
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The batch mode display opens as a simple scrollable text window. It will open in top level and wait for commands to be entered. You can switch at any time into the full graphical interface by entering INT at the top level.<br>
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The batch mode can also be started from within the graphical interface via the appropriate menu File / Manage Batch Files / Open Batch Command Window&<br>
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{<center><img data="bm154.bmp" title="bm154.bmp"><br>
Opening the Batch Command Window from the Interface<br>
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Batch commands can be assembled into an ASCII text file and run as a script file. Thus complete procedures can be fully automated. It is important with script file to ensure that commands placed on subsequent lines have sufficient <font face="Times New Roman"><font face="Arial">/</font></font><font face="Times New Roman"><font face="Arial"> characters to return to the top level before moving down another command tree. An extract of a simple script file is shown below.<br>
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</font></font>{<center><img data="bm155.bmp" title="bm155.bmp"><br>
Example Script File <font face="Times New Roman"><font face="Arial"> Batch commands used<br>
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This script file illustrates the use of the ! character to indicate that this line is a comment line, it then uses the File / Open command with the optional Filename argument. If the filename had been omitted a file browser would appear to prompt for the missing argument. The <font face="Times New Roman"><font face="Arial">//</font></font><font face="Times New Roman"><font face="Arial"> lines are inserted to ensure the position is moved back to the top level prior to moving down a different command tree. The SO BU command runs the solver in bump articulation, whilst the final line lists the Fitted SDF Results.<br>
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A simple tool is provided to allow the user to manage script files. To add, remove, edit and run from a single dialogue box.<br>
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{<center><img data="bm156.bmp" title="bm156.bmp"><br>
Managing the Script Files from within the Interface<br>
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For a full list of the supported batch commands and their equivalent short string see <u>Batch Commands</u><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> User Language<br>
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The default language for the interface of Lotus Suspension Analysis is English. An option to switch the language to a user defined set is made through the menu <i>SetUp / Language / User defined</i></font>. This setting is saved to your INI file. To take full effect the application needs to be restarted.<br>
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Please note some customer sites have a customized approach to the editing and storing of the custom dictionary and may thus differ from the locations and approach outlined here. They may also be protected by a local password file, (please refer to your local system support).<br>
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The user defined approach allows for as many (or as few) <font face="Times New Roman"><font face="Arial">string</font></font><font face="Times New Roman"><font face="Arial"> elements to be defined. It is applied on a string by string replacement basis. Thus a user would need to create this library from user input. The user-defined library is stored in the file </font></font><font face="Times New Roman"><font face="Arial">_Custom.dic</font></font><font face="Times New Roman"><font face="Arial"> which is saved to the startup folder.<br>
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The editor in the software, allows the authorized user to sort through each string entry and enter a replacement. The entries are given a short and a full equivalent. Normally only the </font></font><font face="Times New Roman"><font face="Arial">short</font></font><font face="Times New Roman"><font face="Arial"> string is used. The full menu is a guide to indicate where it is used. Some common words appear in both the UPPER case and lower case if not part of a menu.<br>
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Search provides a way of find/repeat default English words. If an entry is left blank the English word is used, thus only partial language definition can be implemented or added to at a later date.<br>
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{<center><img data="bm157.bmp" title="bm157.bmp"><br>
Editing the user language Entry for Camber Angle<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Reports<br>
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</font><font face="Times New Roman"><font face="Arial">Report Files</font></font><font face="Times New Roman"><font face="Arial">, are script files that allow a user to formulate the process of generating consistent reported output from the program. They rely on batch commands and batch files so users should be familiar with these. By combining the functionality of batch commands with additional format statements such as </font></font><font face="Times New Roman"><font face="Arial">new page</font></font><font face="Times New Roman"><font face="Arial"> different report formats can be merged into a single report document. In a similar way to batch files report files are run, edited and managed through a utility tool. Report files can be shared between users either through common file location or local copies of the same files. </font></font><font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial"> report files can added to interface menus and lists by and these lists are saved as part of the INI file. Reports created in this way can be sent straight to printer or file, alternatively they can be displayed in a rich text editor that provides the opportunity to edit/format the content before printing.<br>
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{<center><img data="bm158.bmp" title="bm158.bmp"><br>
The Reports Display<br>
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Report files are used to standardise and streamline the process of producing reports from the suspension analysis. They make use of batch commands and files to load solve and list results, whilst additional formatting options such as line feed and new page are included to allow the creation of <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> report formats.<br>
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Report files are ASCII text files which whilst they are similar in form to Batch files have some specific layout and formats and thus would not normally be edited through a simple </font></font><font face="Times New Roman"><font face="Arial">text</font></font><font face="Times New Roman"><font face="Arial"> editor. The interface provides a </font></font><font face="Times New Roman"><font face="Arial">mange</font></font><font face="Times New Roman"><font face="Arial"> tool just as with batch files but the edit option opens a unique spreadsheet editing tool.<br>
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As mentioned above report file can reference existing batch files, whilst in turn batch file can run/reference report files so users should ensure that recursive loops are avoided.<br>
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Report files are made up of a sequence of lines, each line defines an action a result or some other relevant action. The following list the available items and their associated arguments.<br>
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<b>Single Line of Text:</b> Adds a single line of text to the report document. Arguments are; text string, font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Line Feed and Font type.<br>
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<b>Text file:</b> Adds the contents of the supplied text file to the report document. Arguments are; file name, font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Line Feed and Font type.<br>
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Single Blank Line: Adds a blank line (hence implied line feed) to the report document. No arguments.<br>
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<b>Single Space:</b> Adds a single blank space to the report document at the current position. No arguments.<br>
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<b>Single Character:</b> Adds a single character to the report document at the current position and using the current font attributes. Single argument, the Character.<br>
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<b>New Page:</b> Adds a page break to the report document. No arguments.<br>
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<b>Single Batch Command Line:</b> Performs a batch command or series of batch commands. It does not add results to the report, it just allows for the required data changes, solver changes etc that may be required to enable the required results to be subsequently included. Arguments are; batch command string.<br>
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<b>Batch Command File:</b> In the same way as the <font face="Times New Roman"><font face="Arial">single batch command line</font></font><font face="Times New Roman"><font face="Arial"> this does not add results to the report. The defined batch file will contain command strings necessary to make data changes solver changes etc, so that the required results can subsequently be added to the report. Arguments are; batch command file.<u><br>
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</u></font></font><b>Formatted SDF:</b> Includes the specified corners Formatted SDF results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and format set number.<br>
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<b>SDF Spline Fits:</b> Includes the specified corners SDF Spline fits results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and format set number.<br>
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<b>SDF Spline Data:</b> Includes the specified corners SDF Spline data results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and format set number.<br>
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<b>Bush Deflections:</b> Includes the specified corners Bush Deflection results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type and Corner number.<br>
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<b>Joint-Bush Rotations:</b> Includes the specified corners Joint-Bush Rotation results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type and Corner number.<br>
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<b>Bush Forces:</b> Includes the specified corners Bush Force results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type and Corner number.<br>
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<b>Formatted Point Forces:</b> Includes the specified corners formatted point force results in the report document using the defined format set. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and format set number.<br>
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<b>List All Point Coords for User Position:</b> Includes a list of all points for the specified corner at the defined user position. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number, bump travel, steer travel and roll travel.<br>
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<b>List a Point Coords at All Positions:</b> Includes a list of specified point for the required corner at all current solution points. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and Point label (or point No.).<br>
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<b>List All Point Coords at a Position:</b> Includes a list of all points for the specified corner at the identified position. Arguments are; font colour, font size, Bold on/off, Italic on/off, Underline on/off, Strikeout on/off, Superscript on/off, Subscript on/off, Justify, Font type, Corner number and Position label (or position No.).<br>
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<b>Insert User Window:</b> Inserts a user window/control as an embedded image in the report. Arguments are; User Window No. (or User window label), Line feed and Justify.<br>
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<b>Insert Visible Graph:</b> Inserts a visible graph as an embedded image in the report. Only currently open graphs are available, so batch commands will need to be used to ensure they are open before being included. Arguments are; Graph No. (or SDF Label), Line Feed and Justify.<br>
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<b>Insert Current Graphics:</b> Inserts the current graphical view as an embedded image in the report document. Arguments are; Line Feed and Justify.<br>
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<b>Insert Current AVI as File:</b> Inserts the current animation sequence as an embedded AVI object in the report document, (included like this within a word document it can be viewed/animated directly from Word when the document is distributed). Arguments are; Line Feed and Justify.<br>
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{<center><img data="bm159.bmp" title="bm159.bmp"><br>
Editing a Report File<br>
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Report files can be run from within the application whilst in <font face="Times New Roman"><font face="Arial">Command Mode</font></font><font face="Times New Roman"><font face="Arial"> (not to be confused with the Windows Command Prompt). For example you would enter the following short command, <font color="#0000ff">RE RE RU report1.rpt </font></font></font>or <font color="#0000ff">RE RE RU &lt;install&gt;report1.rpt</font><br>
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The Run (<font color="#0000ff">RU</font>) option does just that in command mode, it will only run the report file. If you want to subsequently view the report file you will need to open the rich text display (<font color="#0000ff">DI</font>) or to print the current report select the print (<font color="#0000ff">PR</font>) command. Note that you can give both the display and print commands an optional filename so that it will open or print using the new report file. (Note that display and print does not currently support file number it must be the file name).<br>
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The application provides a list of standard <font face="Times New Roman"><font face="Arial">report</font></font><font face="Times New Roman"><font face="Arial"> files. These can be added to/organised via a tool in the main graphical interface. In the command mode you can list the standard files via the <font color="#0000ff">RE RE LI</font></font></font> short string command. They are listed by number and can then be run either by using the filename or more simply by its number, (see comment above on display and print options).<br>
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Within the command mode options are provided to browse (<font color="#0000ff">BR</font>) for a report file, list (<font color="#0000ff">DIR</font>) current directory contents or change (<font color="#0000ff">CD</font>) the current directory. Note that for specific server based installations the use of the <font face="Times New Roman"><font face="Arial">&lt;install&gt;</font></font><font face="Times New Roman"><font face="Arial"> string is supported as part of the file name where </font></font><font face="Times New Roman"><font face="Arial">&lt;install&gt;</font></font><font face="Times New Roman"><font face="Arial"> is automatically replaced by the software with the actual software installation folder location.<br>
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Printing is control by local printing properties which can be edited through the local printer setup <font color="#0000ff">(SE)</font> command.<br>
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Report files can be run directly from the <i>Results </i>menu. In the same way as with running in command mode a list of <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> report files is given together with the option to browse for a file. Running a results file from the graphical interface will cause the </font></font><font face="Times New Roman"><font face="Arial">results report</font></font><font face="Times New Roman"><font face="Arial"> rich text display to be opened and the created report document displayed.<br>
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Once the report file has finished the displayed report can be edited using the functionality of the rich text editor. Alternatively it can be sent to a printer, saved to a rich text document or opened directly in Word.<br>
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To add an existing report file to the defaults list either use the main menu option <i>Results / Manage Report Batch Files / Add File to List&</i>and use the browser to locate the required file or from the same sub menu open the <i>Report Batch File List Status&</i><br>
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The <font face="Times New Roman"><font face="Arial">Report Batch File list </font></font><font face="Times New Roman"><font face="Arial"> status</font></font><font face="Times New Roman"><font face="Arial"> display allows you to add other report files in the same way as the previous item via a conventional browser. It also provides access to a number of other report file features. These include changing the order of the files in the list, Remove (All) file, Edit a file from the list, Run a file from the list or create/edit a new report file.<br>
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{<center><img data="bm160.bmp" title="bm160.bmp"><br>
The Report <font face="Times New Roman"><font face="Arial">status</font></font><font face="Times New Roman"><font face="Arial"> Display<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font></center>
<b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Flexible Parts<br>
</font></b></font><font size="2"><br>
The basic compliant module within LSA is based around rigid parts joined to each other by 6 dof bushes. A rigid part is usually taken as the complete part i.e. a wishbone, arm or upright. This concept of rigid parts can be extended to consider an individual suspension link as being made up of a sequence of rigid parts again connected by bushes. In this way the structural flexibility of a suspension link can be modeled by converting the single part to a series of </font><font face="Times New Roman"><font face="Arial">meshed parts</font></font><font face="Times New Roman"><font face="Arial">.<br>
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A part meshing tool is available that will automatically convert a single part to a user defined group of parts. This involves changes to the template which are made by this utility as part of the <font face="Times New Roman"><font face="Arial">meshing</font></font><font face="Times New Roman"><font face="Arial"> process.<br>
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The template modifications include the use of special tags to indicate that these points and parts are purely for compliant use. This is so that the kinematic solution is not burden with any additional constraint equations, only the burden of post calculating the new kinematic positions of the mesh node points is involved.<br>
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Parts to be meshed need a minimum of three <font face="Times New Roman"><font face="Arial">connection</font></font><font face="Times New Roman"><font face="Arial"> points to enable them to be meshed using this utility.<br>
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The utility, <i>Edit / Mesh Rigid Part</i></font></font>, needs the user to pick the required part and the three points on the part. The mesh is applied from the vector between the first two points, progressing towards the third point. Thus the new meshed parts are four-sided with the last mesh being triangular. The meshed parts compliant connections rather than being at the <font face="Times New Roman"><font face="Arial">nodal</font></font><font face="Times New Roman"><font face="Arial"> points</font></font><font face="Times New Roman"><font face="Arial"> are made via a third point placed mid way between the two nodal points. This is to allow the flexibility of the part to be defined more in the style of a series of </font></font><font face="Times New Roman"><font face="Arial">beam</font></font><font face="Times New Roman"><font face="Arial"> elements than actual plate style finite elements.<br>
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The screen shot below shows the lower wishbone of a conventional double wishbone suspension that has been meshed from the inboard pivots out to the lower ball-joint with six meshed parts replacing the original one part.<br>
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{<center><img data="bm161.bmp" title="bm161.bmp"><br>
Flexible Part - Example<br>
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Each connection between the mesh parts is made by three points, two of them are <font face="Times New Roman"><font face="Arial">tagged</font></font><font face="Times New Roman"><font face="Arial"> in the template as </font></font><font face="Times New Roman"><font face="Arial">zero stiffness mesh point</font></font><font face="Times New Roman"><font face="Arial"> and the third point is </font></font><font face="Times New Roman"><font face="Arial">tagged</font></font><font face="Times New Roman"><font face="Arial"> as the </font></font><font face="Times New Roman"><font face="Arial">structural mesh point</font></font><font face="Times New Roman"><font face="Arial">. The compliant solver then adds a zero stiffness bush at the first and uses the default rigid stiffness values for x, y and z and the default value for compliant rotation stiffness for x-x, y-y and z-z. These can be individually re-defined by the user in the same way as any other bush.<br>
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It should be noticed that when you mesh a part the connection of the suspension spring will be modified if it was attached to the original part prior to meshing. Its connection is moved to the nearest part, (note that the co-ordinates of the connection are not changed only the associated part). If you subsequently alter the spring attachment points position, it will still be associated to the original nearest meshed part. Thus it may be necessary to re-assign the associated part to reflect the new position.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Overview </font></b><font face="Times New Roman"><b><font face="Arial"> Interactive Template Builder<br>
</font></b></font><font size="2"><br>
Most users will find that LSA with its 30+ standard templates will have one that suits their requirements. There are cases where you may wish to make small changes to templates to meet a particular requirement. In the first instance these simple changes can be incorporated using the range of </font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> menu options provided that enable points, graphics and standard items such as roll bars to be simply included.<br>
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For users wanting to make greater changes or need to build a template from scratch the 3D template builder module provides a fully interactive tool for adding parts, making connections etc. The alternative to the Interactive method would require using the template spread sheet tool, <i>File / Edit Templates</i></font></font>. The two methods are interchangeable in that you can work in both interactive template mode and then review settings in the spread sheet, make changes as required and then return and continue in the interactive template module.<br>
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To enter the interactive template builder mode select the <i>Module / Shark / 3D Template Builder</i> menu. Alternative pick the equivalent icon from the Template builder toolbar. These toolbars by default are turned off. Use the <i>SetUp / Toolbar Visibility</i> menus to make the two Template Builder Toolbars visible.<br>
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Once In the Template builder mode the graphics display changes to indicate this change showing the <font face="Times New Roman"><font face="Arial">Template Builder</font></font><font face="Times New Roman"><font face="Arial"> text around the periphery. The display also includes a series of selectable lists for </font></font><font face="Times New Roman"><font face="Arial">Tag Type</font></font><font face="Times New Roman"><font face="Arial"> </font></font><font face="Times New Roman"><font face="Arial">Points</font></font><font face="Times New Roman"><font face="Arial"> </font></font><font face="Times New Roman"><font face="Arial">Parts</font></font><font face="Times New Roman"><font face="Arial"> </font></font><font face="Times New Roman"><font face="Arial">Graphics</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Status</font></font><font face="Times New Roman"><font face="Arial">. Each of this lists can be moved, re-sized or have their visibility toggled on and off. The lists also provide a series of </font></font><font face="Times New Roman"><font face="Arial">hot spots</font></font><font face="Times New Roman"><font face="Arial"> that enables position sensitive right mouse pop-up menus.<br>
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To start building a new template select the <i>File / New</i> menu in the normal way& Then select if this is going to be a steerable, non-steerable or copied from an existing template.<br>
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{<center><img data="bm162.bmp" title="bm162.bmp"><br>
New Template Menu<br>
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You are also offered the chance to specify the label for this new template, (note that the label entry dialogue indicates the slot number that the template is using.<br>
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{<center><img data="bm163.bmp" title="bm163.bmp"><br>
New Template Label Entry<br>
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</center>
You can now start to build your new template adding parts by selecting the relevant icon from the <font face="Times New Roman"><font face="Arial">parts bin</font></font><font face="Times New Roman"><font face="Arial"> toolbar. You then join parts together by merging two points or attach a part to ground a selected point. These builder </font></font><font face="Times New Roman"><font face="Arial">actions</font></font><font face="Times New Roman"><font face="Arial"> are available either from the second template toolbar or through the <i>Edit / Template Builder Actions</i></font></font> menu entries.<br>
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The current builder actions include;<br>
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Join Part to Part (at Mean of Two Points)<br>
Join Part to Part (at Point 1)<br>
Join Part to Part (at Point 2)<br>
Join Point to Part (at the Point)<br>
Join Point to Ground (at Point)<br>
Split Parts (at Point)<br>
Split Part from Ground (at Point)<br>
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Once Parts and Points have been added to the template, additional builder actions are available through the context sensitive right-mouse menus. These include:<br>
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Delete Point<br>
Delete Part<br>
Delete Graphic<br>
Flip this Parts Points in Y<br>
Mirror this Part across in Y<br>
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The normal process of building the template is to add parts, join them together as required, whilst checking the number of unknowns and number of equations shown in the <font face="Times New Roman"><font face="Arial">status</font></font><font face="Times New Roman"><font face="Arial"> section. Once all parts/points are added (and assuming the no. of equations equals the no. of unknowns) then the final stages of the build is to add any extra graphical elements for visualization and </font></font><font face="Times New Roman"><font face="Arial">tag</font></font><font face="Times New Roman"><font face="Arial"> any points that may have special functions, such as </font></font><font face="Times New Roman"><font face="Arial">lower ball joint</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">steering attachment</font></font><font face="Times New Roman"><font face="Arial"> etc.<br>
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At this stage the template can be used by simply switching to one of the <font face="Times New Roman"><font face="Arial">active</font></font><font face="Times New Roman"><font face="Arial"> 3D modules, such as 3D Bump but it is good practice to ensure you save the template first using the <i>File / Template File options</i></font></font> sub-menus.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Start-up Steps<br>
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Starting the program can be considered to consist of the following steps;<br>
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1) Start the executable, locate either from the <b>Start</b></font> menu, (normally <i>Start / Programs / Lotus Engineering Software / Lotus Suspension Analysis</i>), or through explorer. Browse to the installed folder (normally c:\lesoft), and run the suspension analysis executable <b>shark.exe.</b> (note that an alternative executable <b>sharknonVc.exe</b> is also available that whilst identical in functionality/results etc. does not make use of virtual memory and is sometimes required rather than the default virtual common version.)<br>
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2) Select the solution module required from either 2D or 3D, and the required articulation type. The default is to open in the 3D module under bump/rebound articulation.<br>
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3) Set the required display units.<br>
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4) Optionally load any required user defined templates.<br>
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5) Enter the required suspension data, either from an existing saved file or through the new file options. <br>
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{<center><img data="bm164.bmp" title="bm164.bmp"><br>
</center>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Program Start-up<br>
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During program start-up a number of system checks are performed. The users ini file is searched for and if found, loaded to overwrite the internal defaults. User line data bases if referenced are also checked for and added to the relevant menus.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Start-up Errors<br>
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During program start-up the searching for a subsequent loading of the <u>users </u></font><font face="Times New Roman"><u><font face="Arial">ini</font></u></font><font face="Times New Roman"><u><font face="Arial"> file</font></u></font> can in exceptional circumstances, results in an error message. This implies a corrupt ini file possibly due to a previous partial save or inappropriate editing, (the ini file should not be edited by hand).<br>
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{<center><img data="bm165.bmp" title="bm165.bmp"><br>
Error message ini file read failure<br>
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Selecting okay will continue to start the program, but with only a partial reading of the ini file, (partial up to the point of read error). Partial reading of the ini file may cause problems which may require the program to be closed and restarted. If the problems persists, (as it may, since the invalid settings will be written back into ini file when the program has a normal exit), the only option may be to delete the ini file, see <u>Defaults</u>.<br>
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Whilst strictly not a start-up error, the other possible start-up event that may occur is the detection of a previous runs temporary scratch file. This is interpreted as a previous run incorrectly shutting down, as these temporary scratch files used for the undo feature, are deleted on normal program exit.<br>
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If a scratch file(s) is identified, the user is given the option of recovering the one before the most recent file and thus avoids potential data loss. The reason for selecting the one before the most recent rather than the most recent, is that this may simply re-apply the same conditions that caused the original crash.<br>
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{<center><img data="bm166.bmp" title="bm166.bmp"><br>
Data Recovery Message<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Graphics Frame Types<br>
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The interfaces main <u>graphics</u></font> display has two alternative drivers. The default device driver is a Windows GDI, (<i>Setup / Graphics Frame Type / Windows GDI),</i> which whilst it works with all Hardware options does so at the expense of both speed and capability. The GDI driver is unable to support depth buffered display and hence the view styles <i>View / Fill Style / Hidden Line </i>and <i>View / Fill Style / Depth Buffered (Flat shaded )</i> do not function correctly. The alternative device driver is Open GL, (<i>Setup / Graphics Frame Type / Open GL</i>), which is both faster and supports depth buffering/hidden line display types.<br>
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Not all hardware is able to use the Open GL device type, typical failures are inability to refresh and lack of correct hidden line display. This can normally be fixed using the two options <i>Setup / Use Segment Display</i> and <i>Setup / Use Software Double Buffer</i>. Alternatively some users may wish to resolve issues by changing the level Hardware acceleration used by the graphics card. Moving towards <font face="Times New Roman"><font face="Arial">None</font></font><font face="Times New Roman"><font face="Arial"> in incremental steps can identify how much hardware acceleration can be successfully used.<br>
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The OpenGL graphics frame is preferred not just because it enables shaded image displays to be used, but also because it provides the option of using the <font face="Times New Roman"><font face="Arial">Segmented Display</font></font><font face="Times New Roman"><font face="Arial"> option, (menu <i>Setup / Use Segment Display</i></font></font>). Segmentation significantly improves animation and viewing refresh speeds since rather than having to re-calc and redraw all the graphics primitives only the viewing matrix is refreshed and then the existing saved graphics segment re-drawn.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Window Descriptions<br>
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The application window layout utilizes a Multi Document interface (MDI) style. Where display and graph windows are displayed as children of the main window. The main window has a top menu bar and four toolbars which have optional positions. The graphical display is drawn in a 3D viewing window, whilst individual <u>graphs</u></font> have separate windows.<br>
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{<center><img data="bm5.bmp" title="bm5.bmp"><br>
Example screen shot <font face="Times New Roman"><font face="Arial"> Overall appearance of application<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Module Type<br>
</font></b></font><font size="2"><br>
On program start-up by default the application will go into the 3D module, and in bump/rebound articulation mode. Since the 2D and 3D module data sets are completely separate, change to the required module before starting data entry.<br>
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</font>{<center><img data="bm167.bmp" title="bm167.bmp"><br>
Setting the application module <font face="Times New Roman"><font face="Arial"> Toolbar Icons<br>
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The menu entry <i>Module / Shark </i>sub menu can be used to select the required module and articulation type.<br>
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{<center><img data="bm168.bmp" title="bm168.bmp"><br>
Setting the application module <font face="Times New Roman"><font face="Arial"> pull-down menu options<br>
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Note that it is possible for the application to detect that a data file being loaded is a 2D or 3D data file and if necessary it will switch to the appropriate module.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Data Entry<br>
</font></b></font><font size="2"><br>
At start-up the main form of data entry to the program is the suspension hard points coordinates, (irrespective of module). To load an existing data file use the <i>File / Open...</i></font> menu item, (note that the five most recently opened files are appended to the <i>File</i> menu). To create a new model select the <i>File / New</i> menu item set the required suspension end(s) to model and the required <u>suspension type</u>. All new models created in this way will be fully populated with default values, not only for the suspension hard points but also all other data requirements, (i.e. tyre sizes).<br>
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{<center><img data="bm169.bmp" title="bm169.bmp"><br>
Creating a new model<br>
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These default values can now be edited whilst still within the <font face="Times New Roman"><font face="Arial">new model</font></font><font face="Times New Roman"><font face="Arial"> dialogue box by selecting the relevant icon. Alternatively the </font></font><font face="Times New Roman"><font face="Arial">Done</font></font><font face="Times New Roman"><font face="Arial"> option can be selected to view the new model and the main </font></font><font face="Times New Roman"><font face="Arial">Edit</font></font><font face="Times New Roman"><font face="Arial"> functions used to revise the data.<br>
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</font></font>{<center><img data="bm170.bmp" title="bm170.bmp"><br>
Editing the default co-ordinates data<br>
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It is possible to have an asymmetric model. If this is required then the check box at the top of the <font face="Times New Roman"><font face="Arial">new model</font></font><font face="Times New Roman"><font face="Arial"> dialogue should be un-selected. This switch between symmetric and asymmetric (and back again) can be applied at any time not just at the creation of a </font></font><font face="Times New Roman"><font face="Arial">new model</font></font><font face="Times New Roman"><font face="Arial">. To do this simply pull up the </font></font><font face="Times New Roman"><font face="Arial">new model</font></font><font face="Times New Roman"><font face="Arial"> dialogue box and change the setting of the </font></font><font face="Times New Roman"><font face="Arial">Symmetric Suspension</font></font><font face="Times New Roman"><font face="Arial"> check box, no existing model data is lost by this change other than the asymmetric information if switching to symmetric.<br>
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Should it be preferred users can select to have the default for a single corner model to be in <font face="Times New Roman"><font face="Arial">ve Y rather than the default +ve Y. The check box at the top of the </font></font><font face="Times New Roman"><font face="Arial">new model</font></font><font face="Times New Roman"><font face="Arial"> dialogue box can be selected if this is required.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Getting Started </font></b><font face="Times New Roman"><b><font face="Arial"> Exiting the Program<br>
</font></b></font><font size="2"><br>
The close the program select the <i>File / Exit</i></font> menu item, and then confirm the <font face="Times New Roman"><font face="Arial">okay to exit</font></font><font face="Times New Roman"><font face="Arial"> prompt. Alternative methods to close the application include the conventional </font></font><font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial"> from the windows top right corner, Alt+F4 or close from the main windows top left menu. In addition the </font></font><font face="Times New Roman"><font face="Arial">esc</font></font><font face="Times New Roman"><font face="Arial"> key will close the application, (subject to accepting the prompt).<br>
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</font></font>{<center><img data="bm171.bmp" title="bm171.bmp"><br>
Okay to exit prompt<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - File<br>
</font></b><font size="2"><br>
<font color="#0000ff">File / New:</font></font> Creates a new model. Opens the new model dialogue box to create a new suspension model. This is also the route to adding a new front or rear suspension to the current model file, i.e. convert a single axle model into a full vehicle model.<br>
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<font color="#0000ff">File / Open:</font> Opens the standard Windows file browser to locate the required existing file to load. Note that file open will lose the current model data. The file reader is able to identify the difference between a 2D and 3D data file and will if necessary change module.<br>
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<font color="#0000ff">File / Close:</font> Closes the current model, but leaving the application open.<br>
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<font color="#0000ff">File / Add End from File:</font> Opens the standard Windows file browser to locate the required existing file to load the suspension end from. This 3D only option allows the user to add to a single end model the other suspension end from an existing saved file. Only the suspension geometry and compliance properties are loaded from this second file. You cannot use this option if you already have both ends defined. If you have a full vehicle model and want to switch one end to a saved model you must first remove one the required end by using the File / New menu and un-checking the relevant selection box.<br>
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<font color="#0000ff">File / Import Hard Points from / Adams Sub System:</font> Opens a split screen text editor window that allows the user to load an Adams Sub System model file and extract the hard point geometry directly from it via text recognition strings defined in the template. A preview feature allows the identified Sub System sections to be viewed and the hard point values found.<br>
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<font color="#0000ff">File / Import Hard Points from / User </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">A</font></font></font><font face="Times New Roman"><font color="#0000ff"><font face="Arial"> Format:</font></font></font> Opens a split screen text editor window that allows the user to load an User specific model file and extract the hard point geometry directly from it via text recognition strings defined in the template. A preview feature allows the identified Sub System sections to be viewed and the hard point values found.<br>
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<font color="#0000ff">File / Export Hard Points from / Adams Sub System:</font> The reverse of the previous Adams menu item. Opens the same split screen text editor window that allows the user to load an Adams Sub System model file and populate it with the current hard point geometry directly to it via text recognition strings defined in the template. A preview feature allows the modified Sub System to be viewed prior to applying the extraction.<br>
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<font color="#0000ff">File / Export Hard Points from / User </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">A</font></font></font><font face="Times New Roman"><font color="#0000ff"><font face="Arial"> Format:</font></font></font> The reverse of the previous User A format menu item. Opens the same split screen text editor window that allows the user to load a User specific format model file and populate it with the current hard point geometry directly to it via text recognition strings defined in the template. A preview feature allows the modified Sub System to be viewed prior to applying the extraction.<br>
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<font color="#0000ff">File / Save:</font> Saves the current model to the originally opened file name or the latest subsequent Save As file name.<br>
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<font color="#0000ff">File / Save As:</font> Opens the standard Windows file browser to enable the current model to be saved to disc. Browse to the required folder and enter/select the required file name.<br>
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<font color="#0000ff">File / Auto Search and Load / Off:</font> The Auto search and load utility provides a method by which an external application can automatically update the hard point position of points in the current model. For the defined event timer the shared data file is checked for and if modified since last read is opened and data scanned for. If the scanning successfully identifies a point by its text <font face="Times New Roman"><font face="Arial">label</font></font><font face="Times New Roman"><font face="Arial"> and associated coordinates values found then these new positions are applied to the model. This auto-search and loading behavior is controlled by a number of menus, (see below). They control if this feature is on, whether to prompt before loading data changes, where to look and how often to look. This particular menu switches the auto search to </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">. The text label matching is based on the point labels as set in the template. In addition the </font></font><font face="Times New Roman"><font face="Arial">Adams Import Point Label</font></font><font face="Times New Roman"><font face="Arial"> is also used in the attempt to identify a match.<br>
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<font color="#0000ff">File / Auto Search and Load / Scan Once:</font> Performs the Auto-search and load function once only based on the defined file name.<br>
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<font color="#0000ff">File / Auto Search and Load / On </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial"> Prompt before Load:</font></font></font> Turns the Auto-search and load function on. At the currently defined time interval, the specified file is searched for and if modified since last read new values will be loaded but only on user confirmation.<br>
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<font color="#0000ff">File / Auto Search and Load / On </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial"> Auto Load:</font></font></font> Turns the Auto-search and load function on. At the currently defined time interval, the specified file is searched for and if modified since last read new values will be automatically loaded in with no message given to the user.<br>
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<font color="#0000ff">File / Auto Search and Load / Edit Timer&:</font> Opens a simple edit box to allow the auto-search timer interval to be edited. Default setting is 3000 mSecs.<br>
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<font color="#0000ff">File / Auto Search and Load / Edit File Name&:</font> Opens a simple edit box with browser icon to allow the auto-search file name to be edited.<br>
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<font color="#0000ff">File / Re-Read Default Templates (Skip All User):</font> This menu option will remove all currently defined templates and revert back to the hard coded default template definitions. The user templates file is not loaded even if it exists.<br>
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<font color="#0000ff">File / Re-Read Default and All User Templates:</font> This menu option remove all currently defined templates and revert back to the hard coded default template definitions. It will then search for and if found re-read the data file that contains the user defined additional 3d kinematic template information. It is defined as additional since the original hard coded templates are always available, (unless overwritten by the external defaults file or a user loaded set).<br>
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<font color="#0000ff">File / Add Custom Templates from File:</font> This option allows a user to read a separate templates file. This file can either add to or overwrite the currently defined templates. This potential to overwrite includes both the hard coded defaults and any loaded from the <font face="Times New Roman"><font face="Arial">users</font></font><font face="Times New Roman"><font face="Arial"> file. Templates are identified by a position index, thus if you load a template as index 4 it will replace the hard coded default template.<br>
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<font color="#0000ff">File / Edit Templates:</font></font></font> Opens a multi-panel spread sheet display that allows the user to edit and create templates. The user can view the settings of the existing templates, (including hard coded templates) and use the existing templates as a start point for a new template.<br>
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<font color="#0000ff">File / INI Files / Re-read &lt;install&gt; INI File:</font> Re-read the INI file and it associated settings from the &lt;install&gt; folder. The &lt;install&gt; folder is the location of the original executable.<br>
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<font color="#0000ff">File / INI Files / Save INI File to &lt;install&gt; Folder:</font> Writes the INI file and the current settings to the &lt;install&gt; folder. The &lt;install&gt; folder is the location of the original executable. The access rights are as set by the local admin rather than the application.<br>
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<font color="#0000ff">File / INI Files / Re-read &lt;database&gt; INI File:</font> Re-read the INI file and it associated settings from the &lt;database&gt; folder. The &lt;database&gt; folder is set either by a local variable or the setting in the &lt;install&gt; INI file.<br>
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<font color="#0000ff">File / INI Files / Save INI File to &lt;database&gt; Folder:</font> Writes the INI file and the current settings to the &lt;database&gt; folder. The &lt;database&gt; folder is set either by a local variable or the setting in the &lt;install&gt; INI file. The access rights are as set by the local admin rather than the application.<br>
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<font color="#0000ff">File / INI Files / Read INI File from&:</font> Read an existing INI file from a user selected location.<br>
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<font color="#0000ff">File / INI Files / Save INI File to&:</font> Writes the INI file and the current settings to a user selected location and file.<br>
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<font color="#0000ff">File / File Text Edit&:</font> Opens the Data file text editor. This dialogue box can be used to view and edit data files in a purely textual environment. This is an advanced user feature only that is primarily intended for debugging use and is not recommended as a normal working practice. This is primarily because the data file format is not formally declared. <br>
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<font color="#0000ff">File / Run Batch File / Browse for File&</font> Opens the file browser to allow the user to locate and run a batch file. Selecting a batch file will open the Batch file dialogue box to which all batch commands in the file will be echoed along with any batch output. Appended to this menu will be a list of batch files already added via the <font face="Times New Roman"><font face="Arial">Manage Batch Files</font></font><font face="Times New Roman"><font face="Arial"> command, (see below).<br>
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<font color="#0000ff">File / Manage Batch Files / Add File to List&</font></font></font> Opens the file browser to allow the user to locate an existing batch file, once selected it is added to the <font face="Times New Roman"><font face="Arial">Run Batch File</font></font><font face="Times New Roman"><font face="Arial"> menu, (see above).<br>
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<font color="#0000ff">File / Manage Batch Files / Batch File List Status&</font> Opens a dialogue box that lists the current batch files available from the menus. From this dialogue box batch files can be added and removed.<br>
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<font color="#0000ff">File / Manage Batch Files / Open Batch Command Window&</font> Opens the batch command window. This allows a batch session to be performed. Having been opened from the graphical interface graphical changes made to the model will still be seen. This is unlike when the application is opened directly into batch mode where no model graphics are visible.<br>
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<font color="#0000ff">File / Set Batch Record Control Keys&:</font> Simple selection display to identify which keys are used to Start, Pause/Resume and Stop the recording of key strokes entered into the text window whilst in the command mode. Recorded key strokes can be saved to a text file for later use as the basis of a batch file.<br>
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<font color="#0000ff">File / Run Report Batch File..:</font> Either browse for or select from the list a <font face="Times New Roman"><font face="Arial">Report Batch File</font></font><font face="Times New Roman"><font face="Arial">. These batch files contain a sequence of commands that replicate user entry to load models run analyses and compile a report containing the specified data and results. The resulting report text file is loaded into the report viewer for subsequent viewing, editing and printing.<br>
</font></font><br>
<font color="#0000ff">File / Manage Report Batch Files / Add Report File to List..:</font> Use the standard file browser to locate report batch files that are added to the file list for the preceding menu entry.<br>
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<font color="#0000ff">File / Manage Report Batch Files / Report Batch File List Status..:</font> Opens the report batch file status display that enables the user to manage the file list and run selected report files. The run options for the produced report file include displaying, write as rich text file, open in word or directly print.<br>
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<font color="#0000ff">File / Manage Report Batch Files / Open Report Display Window..:</font> Opens the reports display window. This scrollable rich text display will contain the last report file generated, (if any) and enable it to be viewed, edited or printed.<br>
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<font color="#0000ff">File / Exit:</font> Closes the application, subject to confirmation of <font face="Times New Roman"><font face="Arial">okay to exit</font></font><font face="Times New Roman"><font face="Arial">.<br>
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Appended to the bottom of the <font color="#0000ff">File</font></font></font> menu, is a list of the last five (max) opened files.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items </font></b><font face="Times New Roman"><b><font face="Arial"> Module<br>
</font></b></font><font size="2"><br>
<font color="#0000ff">Module / Shark / 2D Bump:</font></font> Changes to the 2D module in Bump articulation mode.<br>
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<font color="#0000ff">Module / Shark / 2D Roll:</font> Changes to the 2D module in Roll articulation mode.<br>
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<font color="#0000ff">Module / Shark / 3D Template Builder:</font> Changes to the 3D template builder module.<br>
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<font color="#0000ff">Module / Shark / 3D Bump:</font> Changes to the 3D module in Bump articulation mode.<br>
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<font color="#0000ff">Module / Shark / 3D Roll:</font> Changes to the 3D module in Roll articulation mode.<br>
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<font color="#0000ff">Module / Shark / 3D Steer:</font> Changes to the 3D module in Steer articulation mode.<br>
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<font color="#0000ff">Module / Shark / 3D Combined Motion:</font> Changes to the combined Bump, Roll and Steer articulation mode. This allows a user defined combination of bump travel. roll angle and steering lock to be specified for analyzing items such as ball joint travel and wheel envelope<br>
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<font color="#0000ff">Module / Raven / STD Interface:</font> Changes to the Raven module. This will only be available if you are licensed for this full vehicle-handling module, (licensed separately from Shark).<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Data<br>
</font></b><font size="2"><br>
<font color="#0000ff">Data / Model Properties:</font></font> Edit model properties via the tree structure display window. Expand required sections to locate individual data fields. Select required data field and edit displayed value.<br>
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<font color="#0000ff">Data / Point Coordinates / Use Open List:</font> This option when checked uses the alternative <font face="Times New Roman"><font face="Arial">open</font></font><font face="Times New Roman"><font face="Arial"> point coordinates listing display. This </font></font><font face="Times New Roman"><font face="Arial">open</font></font><font face="Times New Roman"><font face="Arial"> display can be left on screen throughout the program use. When unchecked point list/display reverts back to the original </font></font><font face="Times New Roman"><font face="Arial">close before continue</font></font><font face="Times New Roman"><font face="Arial"> display.<br>
</font></font><br>
<font color="#0000ff">Data / Point Coordinates / 2D:</font> Displays 2D model coordinates for viewing and editing in a simple single column spread-sheet, (only available in 2D module).<br>
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<font color="#0000ff">Data / Point Coordinates / Front:</font> Displays 3D model front coordinates for viewing and editing in a multi column spread-sheet, (only available in a 3D module with a front axle included).<br>
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<font color="#0000ff">Data / Point Coordinates / Rear:</font> Displays 3D model rear coordinates for viewing and editing in a multi column spread-sheet, (only available in a 3D module with a rear axle included).<br>
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<font color="#0000ff">Data / Point Tolerances / Point Tolerance Analysis:</font> Performs a <u>Tolerance analysis</u> for the specified point. Open graphs indicate the range of displayed variable due to the limit box size.<br>
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<font color="#0000ff">Data / Point Tolerances / Set Tolerance Point:</font> Set the suspension hard point to be used for any subsequent <u>Tolerance analysis</u>.<br>
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<font color="#0000ff">Data / Point Tolerances / Edit Point Tolerances:</font> Lists the model hard points in a <font face="Times New Roman"><font face="Arial">tree</font></font><font face="Times New Roman"><font face="Arial"> type view environment, to locate the required point and view/edit its current limit box settings. Limit box settings define the allowable +/- distances along each axis from the defined position.<br>
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<font color="#0000ff">Data / Point Tolerances / Set All Point Tolerances to&:</font> View/Edit routine to set all suspension hard points to the same values in one go. Opens a simple edit box with six values, one for each tolerance <font face="Times New Roman"><font face="Arial">x, +x, -y, +y, -z, +z. These will be applied to each point in the model.<br>
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<font color="#0000ff">Data / Point Tolerances / Solve Mid Point:</font></font></font> This switch controls whether the points at the middle of each side of the tolerance box is included in the tolerance positions. When unchecked only the corner points and the original position are solved for.<br>
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<font color="#0000ff">Data / Parameters:</font> Lists the <font face="Times New Roman"><font face="Arial">Parameters</font></font><font face="Times New Roman"><font face="Arial"> data set for viewing and editing. This data set includes the values controlling the articulation limits, overall vehicle properties such as wheelbase, C of G height, brake split, drive split and brake type.<br>
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<font color="#0000ff">Data / Raven Conversion Parameters:</font></font></font> Lists the static values used when populating the virtual SKCMS data file. These single values are not calculated as part of the test nor are they part of the Shark data file, hence these editable default values are used.<br>
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<font color="#0000ff">Data / Raven Corner Parameters:</font> Lists the corner values used when populating the virtual SKCMS data file. These corner values are not calculated as part of the test nor are they part of the Shark data file, hence these editable default values are used.<br>
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<font color="#0000ff">Data / Body Type:</font> Defines the body graphics used in the 3D display. Options currently limited to the internal options or none. Envisaged expanding to include user defined body sets. Current options include, none, Saloon, Open sports, Old Single Seater, Single Seater, Utility, Super Saloon, Minivan and user defined. Select the required option. Visibility controlled by separate visibility switch.<br>
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<font color="#0000ff">Data / Edit User Body Data:</font> For the user defined body option this menu is enabled to allow direct editing of the lines and facets used to define the body. This allows existing default types to be modified and/or import of STL files to represent the body.<br>
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<font color="#0000ff">Data / Tyre Sizes:</font> Lists the <font face="Times New Roman"><font face="Arial">Tyres</font></font><font face="Times New Roman"><font face="Arial"> data set for viewing and editing. In kinematic mode this lists the rolling radius for the front and rear axles, together with the width. The tyre width value is purely for graphical visualization, it does not alter the analysis results. When in compliant solver mode two additional values are listed, these being the tyre vertical stiffness settings.<br>
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<font color="#0000ff">Data / Steering Type:</font> For front suspensions this defines if the steering mechanism is a rack or one of the two steering box types. The steering box systems require additional hard points to be defined. When first changing a model from rack to steering box, the application will prompt for the coordinates of the steering box.<br>
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<font color="#0000ff">Data / Steering Type / Edit Box Coords&:</font> Only enabled when steering type is set to one of the <font face="Times New Roman"><font face="Arial">steering box</font></font><font face="Times New Roman"><font face="Arial"> types. This displays the current steering box hard points coordinates in a simple spread-sheet display. For an asymmetric model both sides are given.<br>
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<font color="#0000ff">Data / Steering Type / Edit Rack Pinon Radius&:</font> This displays the current steering rack pinon radius value. This value is used to derive hand wheel angle from rack travel and derive hand wheel moments from rack axial forces.<br>
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<font color="#0000ff">Data / Model Comments:</font> Lists the <font face="Times New Roman"><font face="Arial">Titles</font></font><font face="Times New Roman"><font face="Arial"> data set for viewing and editing. These comment have no visual impact within the interface merely act as text labels within the data file. Little used feature of limited use included for backwards compatibility.<br>
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<font color="#0000ff">Data / Model Graphics:</font> Opens the model graphical edit display. Existing individual graphical elements can be viewed and edited through this display. New graphical elements should be added through the <font face="Times New Roman"><font face="Arial">Graphics / Add Graphics</font></font><font face="Times New Roman"><font face="Arial"> menus.<br>
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<font color="#0000ff">Data / Model Control Elements:</font></font></font> Opens the model control elements edit display. Existing individual control elements can be viewed and edited through this display. New control elements should be added through the <font face="Times New Roman"><font face="Arial">Edit / Add Spacer to model</font></font><font face="Times New Roman"><font face="Arial"> menu.<br>
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<font color="#0000ff">Data / Compliance Data / Bush Properties (All):</font> Opens the <u>Bush data</u> display section. All joints can be edited from this display both in terms of their kinematic coordinates and their compliant properties. The compliant bush properties include the definition of the bush<font face="Times New Roman"><font face="Arial">s local coordinate system as well as the bush stiffness properties.<br>
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<font color="#0000ff">Data / Compliance Data / Bush Properties (Stiffness):</font></font></font> Opens the <u>bush stiffness</u> display window. It consists of a series of sliders that allows the selected bushes individual stiffness properties to be changed via sliders updating both the calculations and the displayed images simultaneously.<br>
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<font color="#0000ff">Data / Compliance Data / Spring Properties:</font> Lists the <font face="Times New Roman"><font face="Arial">Spring</font></font><font face="Times New Roman"><font face="Arial"> data set for viewing and editing. The spring properties control the spring force applied to the compliant model through defining the free length, fitted length and linear rate. Note that the visual appearance of the spring is set under the <font color="#0000ff">Graphics / Enhanced Sizes<font color="#000000"> section.<br>
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<font color="#0000ff">Data / Compliance Data / Damper Properties:</font> Lists the <font face="Times New Roman"><font face="Arial">Damper</font></font><font face="Times New Roman"><font face="Arial"> data values for viewing and editing. This lists the Damper rate used for the front and rear dampers. Note that damper1 would be that normally used for the single damper in a corner model. Damper2 would be that used either for a second damper in a corner model or the damper for the second corner in a full axle model. Note that Individual damper properties can be altered by selecting them via the 3d view whilst in edit mode.<br>
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{<center><img data="bm172.bmp" title="bm172.bmp"><br>
Damper Properties<br>
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<font color="#0000ff">Data / Compliance Data / Tyre Properties&:</font> Lists the <font face="Times New Roman"><font face="Arial">Tyres</font></font><font face="Times New Roman"><font face="Arial"> data set for viewing and editing. This lists the rolling radius for the front and rear axles, together with the width. The tyre width value is purely for graphical visualization, it does not alter the analysis results, also given is the tyre vertical stiffness values.<br>
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<font color="#0000ff">Data / Compliance Data / External Forces&:</font></font></font> Opens the <u>external force</u> display window. This enables all external force data sets to be edited. Properties include magnitude, part attachment, orientation by <font face="Times New Roman"><font face="Arial">head</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">tail</font></font><font face="Times New Roman"><font face="Arial"> definition and each force/sets on/off setting.<br>
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<font color="#0000ff">Data / Compliance Data / Roll Bar Properties&:</font> Lists the roll bar properties for front and rear suspensions, used in the compliant model if a roll bar has been included. Properties are for the roll bar rate in terms of N.mm/Rad.<br>
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<font color="#0000ff">Data / Compliance Data / Linear Rack Properties&:</font> Lists the properties for the rack bush lateral stiffness. This value is applied to the model at the bush(s) identified by the template as the <font face="Times New Roman"><font face="Arial">Rack Lateral Bush</font></font><font face="Times New Roman"><font face="Arial">.<br>
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{<center><img data="bm173.bmp" title="bm173.bmp"><br>
Linear Rack Bush Properties<br>
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<font color="#0000ff">Data / Compliance Data / Non-Linear Rack Properties&:</font> Opens the display for the non-linear rack axial stiffness properties. If defined the non-linear rack stiffness replaces the Linear rack stiffness property identified in the preceding menu. It is an optional compliant data variable. Its definition is by a spline of displacement against force. The inclusion of the non-linear rack property causes the solver to perform an additional iterative step that identifies the rack axial force and applies a corrective force to achieve the correct rack axial displacement.<br>
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<font color="#0000ff">Data / Compliance Data / Bump Stop Properties&:</font> Lists the optional properties for the Bump stops. Positions 1 and 2 are given for full axle models. For a single corner model normally only BumpStop1 is used. The properties of the bump stop are Force against displacement. Displacement is from the static position and is based on the motion of the Spring1 points. The force of the bump stop would usually be zero until some point in the +ve displacement is reached. The solver uses this curve to also derive the local bump stop stiffness for optional inclusion into the model stiffness matrix when solving compliantly.<br>
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{<center><img data="bm174.bmp" title="bm174.bmp"><br>
Bump Stop Properties<br>
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<font color="#0000ff">Data / Compliance Data / Drive Shaft Torque</font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">s&:</font></font></font> Lists the optional properties for the drive shaft Torque<font face="Times New Roman"><font face="Arial">s. This is only relevant if the drive shaft elements have been added to the model. The torque values are applied to the inboard ends of the drive shafts. The sign convention is based on the right hand grip rule, with the axis direction taken from the inboard point to the inboard joint center.<br>
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<font color="#0000ff">Data / Compliance Data / Drive Shaft Losses&:</font></font></font> Lists the optional properties for the drive shaft Losses. This is only relevant if the drive shaft elements have been added to the model. Losses are given as a table of % loss against joint angle. Separate tables are given for the inner and outer joints. These loss tables are used by the solver to factor the calculated torque<font face="Times New Roman"><font face="Arial">s down by the relevant loss values.<br>
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<font color="#0000ff">Data / Compliance Data / Drive Shaft Properties&:</font> Lists individual data variables associated with the drive shafts. Currently only lists the <font face="Times New Roman"><font face="Arial">Radius</font></font><font face="Times New Roman"><font face="Arial"> of the drive shaft joint. This is used to calculate the amount of cross car travel of the rollers associated with the inner drive shaft joint.<br>
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<font color="#0000ff">Data / Compliance Data / General Data&:</font></font></font> Displays the values used for default stiffness<font face="Times New Roman"><font face="Arial">. The first is the singularity stiffness required by the solver for parts such as tie rods that mathematically have a degree of freedom, and secondly the stiffness used for </font></font><font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> ball joint. Mathematically the ball joints are not treated as rigid but bushes with very high stiffness in all three translation directions.<br>
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<font color="#0000ff">Data / Mass Data / C of G Properties:</font> Displays the defined Mass properties of the current model. The mass properties specify the C of G values for each part in terms of magnitude, position and orientation. Its layout/requirements are similar to those used for the definition of bush stiffnesses. <br>
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<font color="#0000ff">Data / Coordinates / Local Coordinate Systems:</font> Opens the local coordinate system data display. This allows users to add, modify and delete local coordinate systems. These local coordinate systems can be used to define suspension hard points. Definition of the local system is by an origin, local axis and local plane. Options are given to provide alternative methods of defining these three items. Local axes systems can be visible on the graphical display and are <font face="Times New Roman"><font face="Arial">editable</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">dragable</font></font><font face="Times New Roman"><font face="Arial"> through the graphical display. Hard points can be switched to use this local system by editing the hard point and selecting the required coordinate system. The hard points coordinates are automatically re-calculated in the new coordinate system to retain the same global position.<br>
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<font color="#0000ff">Data / Coordinates / Save:</font> Saves the current suspension hard points to a temporary store, given a unique label for possible later retrieval. This temporary store only exists whilst the application is open such that all saved coordinate sets are lost when the application is closed. Any number of sets can be stored.<br>
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<font color="#0000ff">Data / Coordinates / Recall Saved:</font> Recalls a saved hard point sets, replacing the current values with those in the temporary store. Saved sets identified by their label.<br>
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<font color="#0000ff">Data / Coordinates / Delete Saved:</font> Deletes a saved hard points set from the temporary store. Only valid use is the simplifying of the displayed options through reduced menu list.<br>
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<font color="#0000ff">Data / Coordinates / Delete All:</font> Deletes all saved hard point sets from the temporary store. Quicker than deleting one at a time if looking to start the storing from scratch.<br>
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<font color="#0000ff">Data / Set Static Angles&:</font> Opens a simple data entry window that allows the user to set the static camber and toe angles directly. By defining the angles the stub axle points position is modified to obtain the required angles. The co-ordinates of the wheel centre are left unaltered.<br>
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<font color="#0000ff">Data / Use Extended Bump Travel:</font> Enables the extended bump/rebound travel option. If unchecked the program solves at even increments of bump travel as specified by the increment value within the defined limits. When checked the solver runs through a specific prescribed list of bump positions. Note that -ve is rebound +ve is bump. The individual values are set through the following menu option.<br>
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<font color="#0000ff">Data / Edit Extended Bump Travel&:</font> Opens a data list dialogue box to display/edit the extended bump travel data. These values are only used when the above option is checked. Each bump position can be given a label. This label is used within graph x-y listing for recognition by appearing on the status bar when 'hovering' over a plotted point.<br>
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<font color="#0000ff">Data / Use Extended Roll Travel:</font> Enables the extended roll travel option. If unchecked the program solves at even increments of roll travel as specified by the increment value within the defined limits. When checked the solver runs through a specific prescribed list of roll angles. The individual values are set through the following menu option.<br>
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<font color="#0000ff">Data / Edit Extended Roll Travel&:</font> Opens a data list dialogue box to display/edit the extended roll travel data. These values are only used when the above option is checked. Each roll position can be given a label. This label is used within graph x-y listing for recognition by appearing on the status bar when 'hovering' over a plotted point.<br>
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<font color="#0000ff">Data / Use Extended Steer Travel:</font> Enables the extended steer travel option. If unchecked the program solves at even increments of steering travel as specified by the increment value within the defined limits. When checked the solver runs through a specific prescribed list of steer positions. The individual values are set through the following menu option.<br>
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<font color="#0000ff">Data / Edit Extended Steer Travel&:</font> Opens a data list dialogue box to display/edit the extended steer travel data. These values are only used when the above option is checked. Each steer position can be given a label. This label is used within graph x-y listing for recognition by appearing on the status bar when 'hovering' over a plotted point.<br>
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<font color="#0000ff">Data / Use Extended Combined Motion Travel:</font> Enables the extended combined motion travel option. If unchecked the program solves at even increments of bump travel and steering travel as specified by the associated increment value within their defined limits. This effectively equates to a the perimeter of a displacement box in bump and steering. When checked the solver runs through a specific prescribed list of bump, roll and steer positions. The individual values are set through the following menu option.<br>
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<font color="#0000ff">Data / Edit Extended Combined Motion Travel&:</font> Opens a dialogue window for the display and editing of the extended combined bump/rebound, roll and steering envelope. This profile is used for identifying limits of ball joint articulations and future uses will include wheel envelopes.<br>
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<font color="#0000ff">Data / Component-Setup Toolbox&:</font> Opens the component toolbox display. This utility allows users to build up a library of components for the current loaded model/template. Each component in the table has a defining dimension. Changing the selected option for each part updates all calculations and plotted graphs such that the impact of mixing <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> components can be instantly analyzed. The toolbox also has options to auto-adjust components to restore static toe, camber or castor values. The internal optimizer can be used to identify the best mix of defined components when compared to specified targets.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Edit<br>
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<font color="#0000ff">Edit / Edit Menu Tree:</font></font> Displays a tree based display list of the Edit commands. Such that users can optionally select actions from a menu tree rather the individual pull down menus. This menu tree also includes the Add Graphics menus.<br>
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<font color="#0000ff">Edit / Undo (Ctrl+Z):</font> <u>Edit undo</u> provides a function that after a number of changes to the suspension hard points coordinates, it is possible to step back through the changes undoing them step by step. This menu can be used or often more conveniently by using the equivalent short cut key strokes <b>Ctrl+Z</b>. If this menu is not available then no edit events are left in the buffer to undo.<br>
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<font color="#0000ff">Edit / Redo (Ctrl+Y):</font> provides a function that after a number of undo changes to the suspension hard points coordinates, it is possible to reapply the the changes that have been undone. This menu can be used or often more conveniently by using the equivalent short cut key strokes <b>Ctrl+Y</b>. If this menu is not available then no edit events are left in the buffer to redo.<br>
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<font color="#0000ff">Edit / Modify Mode:</font> Sets the <u>data edit</u> mode as either Edit, Joggle or Drag. More normal to use equivalent convenience <font face="Times New Roman"><font face="Arial">File</font></font><font face="Times New Roman"><font face="Arial"> toolbar icons.<br>
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<font color="#0000ff">Edit / Change Mode:</font> Sets the <u>change mode</u> as either <font face="Times New Roman"><font face="Arial">Change Part Lengths</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Retain Part Lengths</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Set Part Lengths</font></font><font face="Times New Roman"><font face="Arial">. The default </font></font><font face="Times New Roman"><font face="Arial">change</font></font><font face="Times New Roman"><font face="Arial"> mode is to change the lengths and relationships between points on a part as a hard point is modified. The </font></font><font face="Times New Roman"><font face="Arial">Retain Part Lengths</font></font><font face="Times New Roman"><font face="Arial"> option restricts the pick-able points to just those that are connected to </font></font><font face="Times New Roman"><font face="Arial">ground</font></font><font face="Times New Roman"><font face="Arial"> but retains the defined part lengths as a point is modified. The </font></font><font face="Times New Roman"><font face="Arial">Set Part Lengths</font></font><font face="Times New Roman"><font face="Arial"> mode retains hard point positions and allows the user to modify a part by directly changing one or more length properties of the part. With the </font></font><font face="Times New Roman"><font face="Arial">Set Part Lengths</font></font><font face="Times New Roman"><font face="Arial"> mode pnt-pnt graphical elements become editable as do pnt to line graphical elements.<br>
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<font color="#0000ff">Edit / Symmetric Suspension:</font> Switches the suspension type between symmetric and asymmetric. This affects both corner models and full axle models. When set to symmetric points that are identified as symmetric pairs by the template are kept symmetric when one of the pair is modified.<br>
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<font color="#0000ff">Edit / Point Coincidence Pick:</font> Enables <u>Point Coincidence</u> checking. With Point Coincidence on, editing hard points checks for more than one hard point within the pick tolerance and presents a list for selection, including <font face="Times New Roman"><font face="Arial">All points</font></font><font face="Times New Roman"><font face="Arial">. Selecting all points creates an equivalent temporary group during any subsequent change.<br>
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<font color="#0000ff">Edit / All Settings (Ctrl+S):</font> Opens a single display window that allows a single point of access to a large number of the graphical, graph and setup settings. This consolidated display supplements the existing individual menu structure to provide quicker overall control of the display.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 2 Point Link:</font> When in template builder mode adds a new part to the current template. The 2 Point Link is a simple part having two connection points, such as a track rod or tie rod.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 3 Point Wishbone:</font> When in template builder mode adds a new part to the current template. The 3 Point Wishbone is a simple part having three connection points, normally two to ground (or sub-frame) with the third being a ball joint.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 4 Point Wishbone:</font> When in template builder mode adds a new part to the current template. The 4 Point Wishbone is a simple part having four connection points, normally two inboard connected to ground (or sub-frame) with the outer two being ball joint connections to a hub/stub axle.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 3 Point Stub Axle:</font> When in template builder mode adds a new part to the current template. The 3 Point Stub Axle part has three connection points, normally these would be an upper and lower ball joint and a tie rod connection. This part also adds a wheel centre and stub axle point.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 4 Point Stub Axle:</font> When in template builder mode adds a new part to the current template. The 4 Point Stub Axle part has four connection points, normally these would be a combination of wishbone ball joints and a tie rod connections. This part also adds a wheel centre and stub axle point.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 5 Point Stub Axle:</font> When in template builder mode adds a new part to the current template. The 5 Point Stub Axle part has five connection points, normally these would be a combination of wishbone ball joints and a tie rod connections. This part also adds a wheel centre and stub axle point.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 3 Point Strut:</font> When in template builder mode adds a new part to the current template. The 3 Point Strut part has three connection points, normally these would be the strut top, lower ball joint and a tie rod. This part also adds the wheel centre, stub axle and slider points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 4 Point Strut:</font> When in template builder mode adds a new part to the current template. The 4 Point Strut part has four connection points, normally these would be the strut top, and a combination of ball joints and a tie rods. This part also adds the wheel centre, stub axle and slider points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add Damper:</font> When in template builder mode adds a Damper to the current template. Technically the Damper is not a part but two points tagged to identify the damper upper and lower attachment points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add Spring:</font> When in template builder mode adds a Spring to the current template. Technically the Spring is not a part but two points tagged to identify the spring upper and lower attachment points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add Spring-Damper:</font> When in template builder mode adds a co-axial Spring-Damper to the current template. Technically the Spring-Damper is not a part but two points tagged to identify the spring-damper upper and lower attachment points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add Bump Stop: </font>When in template builder mode adds a Bump Stop to the current template. Technically the Bump Stop is not a part but two points tagged to identify the Bump Stop upper and lower attachment points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add 3 Point SubFrame: </font>When in template builder mode adds a part to the current template. The 3 point sub frame has three attachments points that would normally be connected to ground. Suspension links could then be attached to this sub frame rather than directly to ground.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Add 4 Point SubFrame: </font>When in template builder mode adds a part to the current template. The 4 point sub frame has four attachments points that would normally be connected to ground. Suspension links could then be attached to this sub frame rather than directly to ground.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Semi Trailing Arm: </font>When in template builder mode adds a part to the current template. The Semi Trailing Arm has two attachment points that would normally be connected to ground. This part also adds the wheel centre and stub axle points.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / Twist Beam: </font>When in template builder mode adds two parts to the current template. The Twist Beam has two attachment points that would normally be connected to ground. This part also adds the wheel centre and stub axle points for both sides.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 1 Part Rigid Axle: </font>When in template builder mode adds a part to the current template. The 1 Part Rigid Axle has four attachment points that would normally be connected to tie rods. This part also adds the wheel centre and stub axle points for both sides.<br>
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<font color="#0000ff">Edit / Add to Model / Add Part / 2 Part Rigid Axle: </font>When in template builder mode adds two parts to the current template. The 2 Part Rigid Axle has five attachment points that would normally be connected to tie rods. This part also adds the wheel centre and stub axle points for both sides.<br>
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<font color="#0000ff">Edit / Add to Model / Add Point / to Ground, Abs Position&:</font> Adds a new point to the current template. If both front and rear ends are in the model and displayed the user is prompted to identify to which end the point should be added. A new point is added to the template and attached to the ground. The user is then presented with the current properties for editing.<br>
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<font color="#0000ff">Edit / Add Point / to Ground, Rel to Point Pos (Cartesian)</font> Adds a new point to the current template. If both front and rear ends are in the model and displayed the user is prompted to identify to which end the point should be added. Only the points associated with the ground are made visible for suitable selection. The user must select a point on the part relative to which the new point is defined in Cartesian coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Ground, Rel to Point Pos (Spherical)</font> Adds a new point to the current template. If both front and rear ends are in the model and displayed the user is prompted to identify to which end the point should be added. Only the points associated with the ground are made visible for suitable selection. The user must select a point on the part relative to which the new point is defined in Spherical coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Ground, Rel to Point Pos (Cylindrical)</font> Adds a new point to the current template. If both front and rear ends are in the model and displayed the user is prompted to identify to which end the point should be added. Only the points associated with the ground are made visible for suitable selection. The user must select a point on the part relative to which the new point is defined in Cylindrical coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Ground, Between Points</font> Adds a new point to the current template. If both front and rear ends are in the model and displayed the user is prompted to identify to which end the point should be added. Only the points associated with the ground are made visible for suitable selection. The user must select two points on the part between which is added the new point.<br>
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<font color="#0000ff">Edit / Add Point / to Part, Abs Position&:</font> Adds a new point to the selected part. On selection of this menu the Part labels and notional centres are made visible for suitable selection. Once selected a point is added at the user defined absolute position.<br>
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<font color="#0000ff">Edit / Add Point / to Part, Rel to Point Pos. (Cartesian):</font> Adds a new point to the selected part. On selection of this menu the Part labels and notional centres are made visible for suitable selection. Once a part has been selected only this part is made visible and the user must select a point on the part relative to which the new point is defined in Cartesian coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Part, Rel to Point Pos. (Spherical):</font> Adds a new point to the selected part. On selection of this menu the Part labels and notional centres are made visible for suitable selection. Once a part has been selected only this part is made visible and the user must select a point on the part relative to which the new point is defined in Spherical coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Part, Rel to Point Pos. (Cylindrical):</font> Adds a new point to the selected part. On selection of this menu the Part labels and notional centres are made visible for suitable selection. Once a part has been selected only this part is made visible and the user must select a point on the part relative to which the new point is defined in Cylindrical coordinates.<br>
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<font color="#0000ff">Edit / Add Point / to Part, Between Points&:</font> Adds a new point to the selected part. On selection of this menu the Part labels and notional centres are made visible for suitable selection. Once a part has been selected only this part is made visible and the user must select two points on the part between which is added the new point.<br>
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<font color="#0000ff">Edit / Add Point / to Graphical Element (Pick)</font> Adds a new point to the template who<font face="Times New Roman"><font face="Arial">s position is based on the selected graphical element. Graphical elements can have one or more </font></font><font face="Times New Roman"><font face="Arial">hit</font></font><font face="Times New Roman"><font face="Arial"> point such as sphere centre which can be selected. Use the </font></font><font face="Times New Roman"><font face="Arial">hover over</font></font><font face="Times New Roman"><font face="Arial"> functionality to indicate the graphical element that will be selected.<br>
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<font color="#0000ff">Edit / Add Point / Calculated Point&:</font> Adds a new <font face="Times New Roman"><font face="Arial">calculated</font></font><font face="Times New Roman"><font face="Arial"> point to the current template. These calculated points are a series of pre-defined positional points that can be optional included in the template. The different points range from the Tyre Contact Point (TCP) through to the damper normal. These calculated points whilst their position can</font></font><font face="Times New Roman"><font face="Arial">t be edited (as they are calculated points), they can be set as visible and used in the drawing of graphics and in user defined SDF</font></font><font face="Times New Roman"><font face="Arial">s. A brief description of each is given below:<br>
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<b>TCP</b> <font face="Times New Roman"><font face="Arial"> The tyre contact point, the point on the </font></font><font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> tyre disc in contact with the ground plane.<br>
<b>Castored TCP</b></font></font>, The position that the original <font face="Times New Roman"><font face="Arial">static</font></font><font face="Times New Roman"><font face="Arial"> TCP point moves to under the prescribed articulation.<br>
<b>Steer Axis (Virtual) upper</b></font></font>, An upper point placed on the derived steering axis. Together with the equivalent lower axis point this can be used to graphically show the virtual steering axis.<br>
<b>Steer Axis (Virtual) lower</b>, A lower point placed on the derived steering axis. Together with the equivalent upper axis point this can be used to graphically show the virtual steering axis.<br>
<b>KPI Normal</b>, The intersection point on the kingpin axis from the normal to the spindle axis.<br>
<b>Castor Intersect,</b> The intersection point of the castor axis and the ground plane.<br>
<b>Spindle Normal,</b> The intersection point on the spindle axis from the normal to the steering axis.<br>
<b>Spindle/Damper Normal,</b> The intersection point on the spindle axis from the normal to the damper axis.<br>
<b>Damper Normal,</b> The intersection point on the damper axis from the normal to the spindle axis.<br>
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<font color="#0000ff">Edit / Add to Model / Spring 1 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a spring to the current model. It requires the user to pick the two spring end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the Spring 1 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor.<br>
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<font color="#0000ff">Edit / Add to Model / Spring 2 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a spring to the current model. It requires the user to pick the two spring end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the Spring 2 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor.<br>
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<font color="#0000ff">Edit / Add to Model / Damper 1 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a damper to the current model. It requires the user to pick the two damper end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the Damper 1 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor.<br>
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<font color="#0000ff">Edit / Add to Model / Damper 2 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a damper to the current model. It requires the user to pick the two damper end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the Damper 2 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor.<br>
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<font color="#0000ff">Edit / Add to Model / BumpStop 1 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a bump stop to the current model. It requires the user to pick the two bump stop end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the BumpStop 1 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor. Its properties are set via the Bump Stop data menu.<br>
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<font color="#0000ff">Edit / Add to Model / BumpStop 2 (pick two points):</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a bump stop to the current model. It requires the user to pick the two bump stop end points, the order being the end attached to the body followed by the end attached to the suspension. Thus it requires the required point positions to already exist in the model, (use Add Point / to Part and <i>Add Point / to Ground</i></font></font> menu options to do this if they don<font face="Times New Roman"><font face="Arial">t already exist). This can also be performed by directly editing the template via the template editor. This </font></font><font face="Times New Roman"><font face="Arial">Add</font></font><font face="Times New Roman"><font face="Arial"> changes not only the model but also the underlying template. Thus if the change is to be retained the template must also be saved. Note that if the BumpStop 2 already exists in the current template you cannot add it again. You must delete it first or change the point association via the template editor. Its properties are set via the Bump Stop data menu.<br>
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<font color="#0000ff">Edit / Add to Model / Two Part Rack:</font> This function provides a simple single click method of adding a two-part compliant rack to the template. It can only be applied to a full axle model, as it needs both steering attachment points to have already been defined in the template. This option adds two parts, (the rack cross-link and the rack bush), six new points, (including both connection points and C of G points), four new bushes and associated graphic elements. To retain this modified template either save it with the model file or as a user or custom template.<br>
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<font color="#0000ff">Edit / Add to Model / Roll Bar (pick part):</font> This function provides a simple method of adding a roll-bar to the current models template. It can only be applied to a full axle model, as it needs to connect to both suspension sides. The type of roll<font face="Times New Roman"><font face="Arial">bar it adds uses two points to ground and drop links from the bar ends to the suspension part. Thus the user must pick the attachment part and define a point on this part for the drop link to attach to. You do not pre-define this connecting point but enter its global position as part of the </font></font><font face="Times New Roman"><font face="Arial">Add Roll Bar</font></font><font face="Times New Roman"><font face="Arial"> function, (it is automatically mirrored across to the other side). This function adds three new parts, ten new points, seven new bushes and associated graphics. The reason for the odd number of bushes is because the roll bar stiffness is defined through a revolute bush placed such that it joins the two halves of the roll bar. To retain this modified template either save it with the model file or as a user or custom template.<br>
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<font color="#0000ff">Edit / Add to Model / Roll Bar (pick point):</font> This function is similar to that above in that it provides a simple method of adding a roll-bar to the current models template. It can only be applied to a full axle model, as it needs to connect to both suspension sides. The type of roll<font face="Times New Roman"><font face="Arial">bar it adds uses two points to ground and drop links from the bar ends to the suspension part. Thus the user must pick the attachment point for the drop link to attach to. (the attachment is automatically mirrored across to the other side via the symmetric point function). This function adds three new parts, eight new points, seven new bushes and associated graphics. The reason for the odd number of bushes is because the roll bar stiffness is defined through a revolute bush placed such that it joins the two halves of the roll bar. To retain this modified template either save it with the model file or as a user or custom template.<br>
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<font color="#0000ff">Edit / Add to Model / Compliant Hub(s):</font> This function provides a simple single click method of adding a compliant hub element to the template. This existing upright part is detected and replaced by two parts, the upright and the hub. A compliant bush is placed between the two and tagged such that in compliant mode it picks up the default <font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> stiffness unless specifically defined by the user.<br>
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<font color="#0000ff">Edit / Add to Model / Drive Shaft(s):</font></font></font> This function provides a simple single click method of adding the drive shaft geometry to the template. It does not add parts and joints to the model only graphical points to represent the drive shaft joint geometry. This drive shaft geometry is then used to calculate the forces and torque<font face="Times New Roman"><font face="Arial">s applied to the upright due to the supplied input drive torques. Two drive shaft types are available a fixed length drive shaft where the inner joint accommodates the </font></font><font face="Times New Roman"><font face="Arial">plunge</font></font><font face="Times New Roman"><font face="Arial"> or a vary length drive shaft where the shaft is assumed to be two part with its own splined sliding joint.<br>
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<font color="#0000ff">Edit / Add to Model / SubFrame Part (pick Points):</font> This function provides a method to modify the current template by adding a subframe part. This part is connected to ground at the selected existing ground points. Individual points are then selected to switch from being connected to ground to connected to this new subframe part.<br>
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<font color="#0000ff">Edit / Add to Model / Length Actuator:</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a specific control component to the model. The Length actuator combines a distance sensing change input with a change in length setting output. The input distance is set as the incremental distance between two points. On add, by default this is set to the spring1 points, but can be post edited by the user. The user is required to pick the two points for which the length is controlled by the actuator. The two points must be different but on the same part. The relationship of sensor displacement and change in picked length is based on a user editable look-up table. Each length actuator has its own look-up table. The application of these length actuators is based on a one step delay, this is because with a directly coupled solve the kinematic solutions will tend not to converge due to the coupled nature. To edit the properties of an actuator, ensure visible via </font></font><font face="Times New Roman"><font face="Arial">Solver</font></font><font face="Times New Roman"><font face="Arial"> option and then when in edit mode pick the actuator required to edit. Its graphical properties are displayed with the look-up table being editable via a further icon selection.<br>
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<font color="#0000ff">Edit / Add to Model / Position Actuator:</font> Provides an interactive <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> method of adding a specific control component to the model. Similar to the Length actuator above it combines a distance sensing change input with a change in position setting output. The input distance is set as the incremental distance between two points. On add, by default this is set to the spring1 points, but can be post edited by the user. The user is required to pick a point for which the position is controlled by the actuator. A user defined global vector passing through the picked point defines the position change. The point must be attached to ground. The relationship of sensor displacement and change in picked position is based on a user editable look-up table. Each actuator has its own look-up table. The application of these position actuators is based on a one step delay, this is because with a directly coupled solve the kinematic solutions will tend not to converge due to the coupled nature. To edit the properties of an actuator, ensure visible via </font></font><font face="Times New Roman"><font face="Arial">Solver</font></font><font face="Times New Roman"><font face="Arial"> option and then when in edit mode pick the actuator required to edit. Its graphical properties are displayed with the look-up table being editable via a further icon selection.<br>
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<font color="#0000ff">Edit / Add to Model / Part C of Gs / to Part, Abs Pos:</font> Provides an interactive means by which a parts C of G may be added to the model, (this can also be done directly through the template editor). The user must identify which part the C of G point is to be applied to by picking from the now visible part labels. The user then specifies its actual location in absolute global co-ordinates.<br>
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<font color="#0000ff">Edit / Add to Model / Part C of Gs / to Part, Rel to Point Pos:</font> Provides an interactive means by which a parts C of G may be added to the model, (this can also be done directly through the template editor). The user must identify which part the C of G point is to be applied to by picking from the now visible part labels. To define its location the user must then pick a point on this part and specify its location relative to the selected point.<br>
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<font color="#0000ff">Edit / Add to Model / Part C of Gs / to Part, Between Points:</font> Provides an interactive means by which a parts C of G may be added to the model, (this can also be done directly through the template editor). The user must identify which part the C of G point is to be applied to by picking from the now visible part labels. To define its location the user must then pick two points on this part the C of G is then positioned midway between these selected points.<br>
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<font color="#0000ff">Edit / Add to Model / Steering Effort Points + Force Set:</font> Provides a simple single click method of adding a set of points to the steerable hub that can be used for attaching a force set that moves with the steered hub. This menu includes the creation of this new force set, added after the last of the currently defined force sets. The points are defined in a local coordinate system that is also added as part of this menu action.<br>
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<font color="#0000ff">Edit / Delete from Model / Part:</font> In template builder mode allows for parts and associated points to be deleted from the current template through on screen picking.<br>
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<font color="#0000ff">Edit / Delete from Model / Point:</font> In template builder mode allows for points and associated graphical elements to be deleted from the current template through on screen picking.<br>
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<font color="#0000ff">Edit / Delete from Model / Graphic or Measure:</font> In template builder mode allows for graphical and measure elements to be deleted from the current template through on screen picking.<br>
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<font color="#0000ff">Edit / Delete from Model / Spring 1:</font> Provides a convenience function that automatically removes the spring 1 definition from the current selected models template. Note that the spring 1 element tags two end points as being associated with the spring. On deletion of the spring 1 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / Spring 2:</font> Provides a convenience function that automatically removes the spring 2 definition from the current selected models template. Note that the spring 2 element tags two end points as being associated with the spring. On deletion of the spring 2 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / Damper 1:</font> Provides a convenience function that automatically removes the damper 1 definition from the current selected models template. Note that the damper 1 element tags two end points as being associated with the damper. On deletion of the damper 1 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / Damper 2:</font> Provides a convenience function that automatically removes the damper 2 definition from the current selected models template. Note that the damper 2 element tags two end points as being associated with the damper. On deletion of the damper 2 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / BumpStop 1:</font> Provides a convenience function that automatically removes the bumpstop 1 definition from the current selected models template. Note that the bumpstop 1 element tags two end points as being associated with the bump stop. On deletion of the bumpstop 1 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / BumpStop 2:</font> Provides a convenience function that automatically removes the bumpstop 2 definition from the current selected models template. Note that the bumpstop 2 element tags two end points as being associated with the bump stop. On deletion of the bumpstop 2 element the two points remain defined in the model template.<br>
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<font color="#0000ff">Edit / Delete from Model / Two Part Rack:</font> Provides a convenience function that automatically removes the Two Part Rack parts and points from the current selected models template.<br>
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<font color="#0000ff">Edit / Delete from Model / Roll Bar:</font> Provides a convenience function that automatically removes the Roll Bar parts and points from the current selected models template.<br>
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<font color="#0000ff">Edit / Delete from Model / Compliant Hub(s):</font> Provides a convenience function that automatically removes the Compliant Hub(s) parts and points from the current selected models template.<br>
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<font color="#0000ff">Edit / Delete from Model / Drive Shaft(s):</font> Provides a convenience function that automatically removes the Drive Shaft(s) parts and points from the current selected models template.<br>
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<font color="#0000ff">Edit / Convert Corner to Axle Model:</font> In some instances even for an independent suspension it is required to model a complete axle rather than a corner model. This may be because it is required to include a compliant rack, anti roll-bar, sub-frame or any connecting part. This can either be done by hand through the template editor or by using this convenience function. This single click operation will review the current template and then add the necessary parts, point, connections and graphics to produce a full axle template. To retain this modified template either save it with the model file or as a user or custom template.<br>
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<font color="#0000ff">Edit / Add Spacer to Model:</font> This function provides a simple <font face="Times New Roman"><font face="Arial">pick to add</font></font><font face="Times New Roman"><font face="Arial"> method of adding a spacer to the template. Spacers can either be between two parts or between a part and ground. Spacers are added with properties of length and orientation. The orientation being defined by a global vector. Spacers can then be modified in the usual ways, edit drag, joggle etc. They can also be added to the component toolbox as a variable property part.<br>
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<font color="#0000ff">Edit / Mesh Rigid Part:</font></font></font> This <u></u><font face="Times New Roman"><u> meshing</u></font><font face="Arial"><u> utility allows the user to split a single part into a series of smaller sub-parts to provide a technique for including component flexibility</u></font><font face="Times New Roman"><u><font face="Arial">s.<br>
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<font color="#0000ff">Edit / Convert Ball Joint to Slot:</font><u> This utility allows the user to convert a simple ball joint such as the outer track rod into a slotted joint. The slotted joint is effectively a special case of a universal joint. A special case in that one of the points defining the 2nd axis lies on the line of the 1st axis. This utility modifies the template by the addition of a part to represent the </u><font face="Times New Roman"><u><font face="Arial">spider</font></u></font><font face="Times New Roman"><u><font face="Arial"> of the joint and makes connections between this part and the two original connecting parts. The orientation of the slot is controlled by the </font></u></font><font face="Times New Roman"><u><font face="Arial">normal</font></u></font><font face="Times New Roman"><u><font face="Arial"> axis marker point.<br>
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<font color="#0000ff">Edit / Merge Spring1 &gt; Damper1:</font><u> This simple function conveniently merges the point definitions of spring 1 and damper 1. In this case the Spring 1 points are changed to be the same as Damper1</u><font face="Times New Roman"><u><font face="Arial">s. In addition if the Spring 1 points are no longer referenced by another other special element or solver they are removed from the template.<br>
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<font color="#0000ff">Edit / Merge Damper1 &gt; Spring1:</font></font></u></font><u> This simple function conveniently merges the point definitions of spring 1 and damper 1. In this case the Damper 1 points are changed to be the same as Spring1</u><font face="Times New Roman"><u><font face="Arial">s. In addition if the Damper 1 points are no longer referenced by another other special element or solver they are removed from the template.<br>
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<font color="#0000ff">Edit / Merge Spring2 &gt; Damper2:</font><u> This simple function conveniently merges the point definitions of spring 2 and damper 2. In this case the Spring 2 points are changed to be the same as Damper2</u><font face="Times New Roman"><u><font face="Arial">s. In addition if the Spring 2 points are no longer referenced by another other special element or solver they are removed from the template.<br>
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<font color="#0000ff">Edit / Merge Damper2 &gt; Spring2:</font></font></u></font><u> This simple function conveniently merges the point definitions of spring 2 and damper 2. In this case the Damper 2 points are changed to be the same as Spring2</u><font face="Times New Roman"><u><font face="Arial">s. In addition if the Damper 2 points are no longer referenced by another other special element or solver they are removed from the template.<br>
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<font color="#0000ff">Edit / Convert Damper1 to Parts:</font><u> This simple function converts the Damper 1 to parts. Two parts are added to represent the upper and lower portions of the damper. Local coordinate axes systems are added to define the associated points and mimic the behavior of a slider.<br>
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<font color="#0000ff">Edit / Convert Damper2 to Parts:</font></u><u> This simple function converts the Damper 2 to parts. Two parts are added to represent the upper and lower portions of the damper. Local coordinate axes systems are added to define the associated points and mimic the behavior of a slider.<br>
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<font color="#0000ff">Edit / Set Ride Height - Bump:</font><u> A utility function that will reset the vehicle model to a new ride height by simple change in the bump height. The value required is a delta from the current position. A positive value lowers the body, i.e. reduces the ride height.<br>
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<font color="#0000ff">Edit / Set Ride Height </font></u><font face="Times New Roman"><u><font color="#0000ff"><font face="Arial"> Bump + Pitch:</font></font></u></font><u> A utility function that will reset the vehicle model to a new ride height by a combination of bump height change and pitch angle. The values required are the deltas from the current position. A positive bump value lowers the body, i.e. reduces the ride height and a positive pitch angle rotates towards the rear. For a full vehicle model the pitch rotation is about the front wheel center axis. For a single end model the pitch is rotation about the modeled suspension end.<br>
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<font color="#0000ff">Edit / Set Ride Height </font><font face="Times New Roman"><u><font color="#0000ff"><font face="Arial"> Adjust Springs:</font></font></u></font><u> A utility function that will reset the vehicle spring fitted lengths such that the spring forces balance the defined unsprung weight split. This results in no change in ride height, just changes to the relevant spring fitted length(s). The user must provide values for the unsprung mass and the percentage of the unsprung weight on the front axle.<br>
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<font color="#0000ff">Edit / Set Ride Height </font></u><font face="Times New Roman"><u><font color="#0000ff"><font face="Arial"> Match to Springs:</font></font></u></font><u> A utility function that will reset the vehicle ride height such that the spring forces balance the defined unsprung weight split. This results a both bump and pitch changes in ride position, (only pitch if full vehicle model). The relevant spring fitted length(s) are also changed. The user must provide values for the unsprung mass and the percentage of the unsprung weight on the front axle. This allows the user to have spring properties dictate the ride height position.<br>
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<font color="#0000ff">Edit / Set Ride Height </font><font face="Times New Roman"><u><font color="#0000ff"><font face="Arial"> Match to Weight Change:</font></font></u></font><u> A utility function that will reset the vehicle ride height based on a change in vehicle unsprung weights. It is not assumed that the initial vehicle ride position balances the current spring settings, (this can be checked/set first using one of the two options above), but effects the change in ride position based purely on the difference between the two defined weight conditions.<br>
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<font color="#0000ff">Edit / Groups / Current:</font></u><u> Makes a previously created points group</u><u> the current group. Groups are identified by their unique label from the menu list. Groups limit edit functions to just hard points that are members of the group. Edited points then move as a group, i.e. same translation applied to all.<br>
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<font color="#0000ff">Edit / Groups / Cancel:</font><u> Cancels the current group</u><u> selection, returning back to all hard points accessible for individual editing.<br>
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<font color="#0000ff">Edit / Groups / Delete:</font></u><u> Deletes the selected group</u><u>. This does not delete any points from the model, (as you can</u><font face="Times New Roman"><u><font face="Arial">t do this at any level other than template editing), merely removes the group association. Groups are identified by their unique label from the menu list.<br>
<br>
<font color="#0000ff">Edit / Groups / Create&:</font></font></u></font><u> Creates an new points group. A new group must be given a unique label to identify it. The number of points required to add to it set and each required point picked from the available suspension end lists.<br>
</u><br>
<font color="#0000ff">Edit / Groups / Pick Temporary&:</font><u> Creates an new temporary points group . The points are added to this group by selecting a displayed screen region. All visible points within the region being added to it. Unlike the conventional groups this does not need to have a label nor does it need to be </u><font face="Times New Roman"><u><font face="Arial">made current</font></u></font><font face="Times New Roman"><u><font face="Arial">, once the points have been picked it will automatically be set to current. Temporary groups are not saved and when made non-current using the </font></u></font><font face="Times New Roman"><u><font face="Arial">delete</font></u></font><font face="Times New Roman"><u><font face="Arial"> option they are lost and would need to be re-created.<br>
</font></u></font><br>
<font color="#0000ff">Edit / Groups / Edit:</font><u> Provides an editing option to existing point groups. The points in the group can be changed, added to or removed from. Groups are identified by their unique label from the menu list.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></u><b><font size="4">Pull Down Menu Items - View<br>
</font></b><font size="2"><br>
<font color="#0000ff">View / Refresh:</font></font> Updates all graphical displays, both <u>Graphics</u> and <u>Graphs</u>.<br>
<br>
<font color="#0000ff">View / Dynamic Viewing:</font> Menu option to switch between <u>dynamic viewing</u> and <u>edit</u> modes. Either by a toggle action or by specific selection..<br>
<br>
<font color="#0000ff">View / Translate View:</font> Sets the <u>dynamic view</u> mode to translate. If currently in edit mode this will also cause a change to the dynamic view mode. Translation by left mouse button hold and move.<br>
<br>
<font color="#0000ff">View / Scale View:</font> Sets the <u>dynamic view</u> mode to scale. If currently in edit mode this will also cause a change to the dynamic view mode. Scale by left mouse button hold and drag vertically.<br>
<br>
<font color="#0000ff">View / Rotate View:</font> Sets the <u>dynamic view</u> mode to rotate. If currently in edit mode this will also cause a change to the dynamic view mode. Rotation by left mouse button hold and move.<br>
<br>
<font color="#0000ff">View / Pick View Centre:</font> Allows the view centre to be picked. The pick is based on the nearest picked hard point. The current view is translated such that picked point becomes the view centre, no change is made to either the scale or orientation of the view. Subsequent view rotations will be about this new <font face="Times New Roman"><font face="Arial">object</font></font><font face="Times New Roman"><font face="Arial"> point. <br>
</font></font><br>
<font color="#0000ff">View / Zoom:</font> Pick the area of the display to zoom to fit current window. The zoom function can accommodate either a two press approach to area selection or a single press, hold and drag selection, a simple time delay trap being used to identify which type is being used. The zoomed view will retain the correct aspect ratio, (i.e. no distortion is allowed), and thus the final displayed region will include additional regions at either the top and bottom or both sides.<br>
<br>
<font color="#0000ff">View / Autoscale (Ctrl+A):</font> Resets the graphical view such that all drawn components appear within the display window. Note that this is only applied to the graphics window and not the <u>graphs</u>.<br>
<br>
<font color="#0000ff">View / Fill Style:</font> Sets the fill style to be used in the graphics display. Not all the fill style options are supported by every machine. Two <u>graphics frame</u> driver options are used one of which will not correctly support two of the fill styles. The fill styles available are, Wire Frame, Filled, Hidden Line and Depth Buffered (flat shaded). The later two will not work correctly unless the graphics frame type has been set to OpenGL<br>
<br>
<font color="#0000ff">View / Std Views:</font> Three orthogonal views are offered to aid simple planar viewing of the 3D model. The std views are y-z (front view), z-x (side view) and x-y (top view). Equivalent view toolbar icons are also available. An additional ISO view is available, this does not have an equivalent toolbar icon.<br>
<br>
<font color="#0000ff">View / Saved Views / Save&:</font> Saves the current 3D view settings to a temporary store, given a unique label for possible later retrieval. This temporary store only exists whilst the application is open such that all saved views are lost when the application is closed. Any number of views can be stored.<br>
<br>
<font color="#0000ff">View / Saved Views / Recall Saved:</font> Recalls a saved view, replacing the current view with that in the temporary store. Saved views are identified by their labels.<br>
<br>
<font color="#0000ff">View / Saved Views / Delete Saved:</font> Deletes a saved view from the temporary store. Only valid use is the simplifying of the displayed options through reduced menu list.<br>
<br>
<font color="#0000ff">View / Saved Views / Delete All:</font> Deletes all saved views from the temporary store. Quicker than deleting one at a time if looking to start the storing from scratch.<br>
<br>
<font color="#0000ff">View / Set Display Mode Tool&:</font> Opens the display mode tool. This provides a single dialogue box that can be used to control all 3d view display modes. The four available display modes are;<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Articulation Display<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Deformed Geometry (compliance mode only)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mode Shape (compliance mode only)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Forced-Damped (compliance mode only)<br>
<br>
Each of the four display modes can be animated. The speed of animation since the introduction of segments requires a speed of refresh value. This can be edited directly via the relevant menu or changed via the slider given on the <font face="Times New Roman"><font face="Arial">Display Mode Tool</font></font><font face="Times New Roman"><font face="Arial"> just beneath the animate icon.<br>
<br>
The articulation display can be set as one of the following;<br>
</font></font><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Full + Half + Static (normal articulation displacement display)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Full + Static (normal articulation displacement display)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Static Only (normal articulation displacement display)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
All Steps (normal articulation displacement display)<br>
Single Step (define which step from current articulation list)<br>
<br>
{<center><img data="bm175.bmp" title="bm175.bmp"><br>
</center>
<center>The Display Mode Tool.<br>
</center>
<br>
The compliant deformed geometry is shown for a specified articulation position and for a defined scaler. This scaler is applied to the actual compliant displacements to enable small displacements to be visualized.<br>
<br>
The compliant Mode Shape display is for a selected mode. The modes are identified by number rather than by frequency, (although the frequency value is shown on the 3d view). A scaler is also applied to modal displays to enable small modal displacements to be visualized.<br>
<br>
The Forced-Damped display shown for a specified frequency. A scaler is applied to the amplitudes to enable small displacements to be visualized.<br>
<br>
As an alternative to using the display mode tool, individual menus can be used to set the display mode and associated properties.<br>
<br>
<font color="#0000ff">View / Screen Display / Full+Half+Static:</font> Sets the display mode to <font face="Times New Roman"><font face="Arial">Articulation Display</font></font><font face="Times New Roman"><font face="Arial"> and will show the suspension at full travel, mid travel and static. The </font></font><font face="Times New Roman"><font face="Arial">travel</font></font><font face="Times New Roman"><font face="Arial"> will be bump/rebound, roll or steer as appropriate to the current analysis mode.<br>
</font></font><br>
<font color="#0000ff">View / Screen Display / Full+Static:</font> Sets the display mode to <font face="Times New Roman"><font face="Arial">Articulation Display</font></font><font face="Times New Roman"><font face="Arial"> and will show the suspension at full travel and static. The </font></font><font face="Times New Roman"><font face="Arial">travel</font></font><font face="Times New Roman"><font face="Arial"> will be bump/rebound, roll or steer as appropriate to the current analysis mode.<br>
</font></font><br>
<font color="#0000ff">View / Screen Display / Static Only:</font> Sets the display mode to <font face="Times New Roman"><font face="Arial">Articulation Display</font></font><font face="Times New Roman"><font face="Arial"> and will show the suspension at static position only.<br>
</font></font><br>
<font color="#0000ff">View / Screen Display / All Steps:</font> Sets the display mode to <font face="Times New Roman"><font face="Arial">Articulation Display</font></font><font face="Times New Roman"><font face="Arial"> and will show the suspension at all calculated travel points. The </font></font><font face="Times New Roman"><font face="Arial">travel</font></font><font face="Times New Roman"><font face="Arial"> will be bump/rebound, roll or steer as appropriate to the current analysis mode.<br>
</font></font><br>
<font color="#0000ff">View / Screen Display / Single Step:</font> Sets the display mode to <font face="Times New Roman"><font face="Arial">Articulation Display</font></font><font face="Times New Roman"><font face="Arial"> and will show the suspension at a specified single travel step. The </font></font><font face="Times New Roman"><font face="Arial">travel</font></font><font face="Times New Roman"><font face="Arial"> will be bump/rebound, roll or steer as appropriate to the current analysis mode. A number greater than the actual available steps will be clipped to the limiting value.<br>
</font></font><br>
<font color="#0000ff">View / Screen Display / Deformed Geometry:</font> Sets the display mode to <u></u><font face="Times New Roman"><u> Deformed Geometry</u></font><u> showing the suspensions compliant deformation at a specified single travel step. The currently specified scaling factor will be applied to all displacements.<br>
</u><br>
<font face="Arial"><font color="#0000ff">View / Screen Display / Mode Shape:</font></font><u> Sets the display mode to </u><font face="Times New Roman"><u><font face="Arial">Mode Shape</font></u></font><font face="Times New Roman"><u><font face="Arial"> showing the suspensions modal shape for the static position for the currently specified mode number. The currently specified scaling factor will be applied to all modal displacements.<br>
</font></u></font><br>
<font color="#0000ff">View / Screen Display / Forced-Damped:</font><u> Sets the display mode to </u><font face="Times New Roman"><u><font face="Arial">Forced-Damped</font></u></font><font face="Times New Roman"><u><font face="Arial"> showing the suspensions forced response for the static position for the currently specified frequency. The defined scaling factor will be applied to all amplitudes.<br>
</font></u></font><br>
<font color="#0000ff">View / Animate (On/Off):</font><u> Switches on animation</u><u> of the suspension(s) for the currently defined display mode. All standard viewing and editing functions can still be used whilst the animation is on. The actual display mode, position, articulation type etc are controlled through other menu settings, (see above).<br>
</u><br>
<font color="#0000ff">View / Free Body Diagram:</font><u> Changes the graphical display to just show the points, forces and graphical elements associated with a single part. The selection menu allows the user to pick for the selected corner any available part.<br>
</u><br>
<font color="#0000ff">View / Definition Values:</font><u> A utility is available that allows the user to graphically modify the model through basic angles and offsets. This menu option switches the visibility of the </u><font face="Times New Roman"><u><font face="Arial">Definition Values</font></u></font><font face="Times New Roman"><u><font face="Arial"> which when in an orthogonal view indicate main angles (i.e. Camber Castor) and offsets. These can be edited, joggles or dragged in the same way as conventional hard points, leading to an alternative method of rapidly defining model points.<br>
</font></u></font><br>
<font color="#0000ff">View / SetUp Definition Values:</font><u> The </u><font face="Times New Roman"><u><font face="Arial">Definition Values</font></u></font><font face="Times New Roman"><u><font face="Arial"> utility can be structured by the user to vary how the methods are applied. In particular which points remain fixed and which are modified to meet the defined angles/offsets.<br>
</font></u></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Tracking<br>
</font></b><font size="2"><br>
<font color="#0000ff">Tracking / Toggle:</font></font> Not strictly a toggle, but a cycle through the available tracking options. The available tracking options change depending whether the current view is orthogonal or not.<br>
<br>
<font color="#0000ff">Tracking / All:</font> Only applicable if in an orthogonal view. <font face="Times New Roman"><font face="Arial">All</font></font><font face="Times New Roman"><font face="Arial"> actually means two axis, i.e. all axes in the current orthogonal view.<br>
<br>
<font color="#0000ff">Tracking / X:</font></font></font> Changes the tracking direction to the x-axis. If the selection is not valid, for instance if in the y-z orthogonal view, then this selection is ignored.<br>
<br>
<font color="#0000ff">Tracking / Y:</font> Changes the tracking direction to the y-axis. If the selection is not valid, for instance if in the x-z orthogonal view, then this selection is ignored.<br>
<br>
<font color="#0000ff">Tracking / Z:</font> Changes the tracking direction to the z-axis. If the selection is not valid, for instance if in the x-y orthogonal view, then this selection is ignored.<br>
<br>
<font color="#0000ff">Tracking / User Vector:</font> Changes the tracking direction to the user defined vector. The user vector is defined elsewhere either through point picking or by directly editing the vector values.<br>
<br>
<font color="#0000ff">Tracking / Include User Vector on Cycle:</font> When checked, the user vector will be included in the cycling through the tracking direction options, i.e. All, X, Y, Z, (User), All, X&.<br>
<br>
<font color="#0000ff">Tracking / Edit User Vector:</font> Direct editing of the user vector direction. Based on three components, X Y and Z.<br>
<br>
<font color="#0000ff">Tracking / Pick User Vector:</font> The user vector will be defined by a current graphical line direction. Picking of the required line sets the user vector components. If the following option is set as this graphical line is changed (through model modifications) the user vector is similarly changed.<br>
<br>
<font color="#0000ff">Tracking / Lock to Picked User Vector:</font> When checked the user vector when picked will be locked to the picked vector, such that if the model hard point positions are altered and the picked vector direction changes then the user vector will be changed to this new orientation.<br>
<br>
<font color="#0000ff">Tracking / Tracking Style / Linear (default):</font> The original (and thus default) method used for tracking was along one (or more ) linear directions. When this option is checked a point will track along a linear direction (or possibly within a 2-D plane when using the <font face="Times New Roman"><font face="Arial">All</font></font><font face="Times New Roman"><font face="Arial"> option). Other tracking options have been added, see below.<br>
</font></font><br>
<font color="#0000ff">Tracking / Tracking Style / Spherical:</font> The spherical tracking style will modify the points position when dragged such that it will be put back on to the surface of a user specified sphere. The sphere being set by a previously selected centre point and the sphere radius being the original distance of the modified point from the sphere centre. This modification of the points position after it has been dragged means that whilst the tracking direction might be set to just one axis (i.e. Z) it could be modified in the other two directions when put back on to the sphere<font face="Times New Roman"><font face="Arial">s surface.<br>
</font></font><br>
<font color="#0000ff">Tracking / Tracking Style / Circular:</font> The circular tracking style will modify the points position when dragged such that it will be put on the arc of a user specified 3d circle. The circle being set by a previously selected centre point and point in the plan of the circle. This modification of the points position after it has been dragged means that whilst the tracking direction might be set to just one axis (i.e. Z) it could be modified in the other two directions when put back on to the sphere<font face="Times New Roman"><font face="Arial">s surface.<br>
</font></font><br>
<font color="#0000ff">Tracking / Pick Spherical Tracking Centre:</font> Single screen pick of the centre of the tracking sphere for future use of the spherical tracking style.<br>
<br>
<font color="#0000ff">Tracking / Pick Circular Tracking Centre and Plane:</font> Two point screen picks of the centre of the tracking circle and a point in the plane of the circle, for future use of the circular tracking style.<br>
<br>
<font color="#0000ff">Tracking / Visible:</font> Sets the visibility of the tracking lines. Note that tracking lines are only visible when in dynamic view mode.<br>
<br>
<font color="#0000ff">Tracking / Length:</font> Tracking lines are drawn on the display to a fixed length. The size of this graphical length can be changed from the default value through the opened edit box.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Graphics<br>
</font></b><font size="2"><br>
<font color="#0000ff">Graphics / Graphics Switches Menu Tree:</font></font> Toggles the visibility of a tree structure dialogue box that includes the menus for all graphics settings. Provides an alternative method for users to control graphics visibility<font face="Times New Roman"><font face="Arial">s without having to use the individual pull down menu entries.<br>
<br>
<font color="#0000ff">Graphics / Point Short Labels:</font></font></font> Toggles the visibility of the template short labels on the graphical display. The size and colour is user definable. All settings are saved to the ini file. The short labels have previously been referred to as <font face="Times New Roman"><font face="Arial">point nos</font></font><font face="Times New Roman"><font face="Arial"> this is historical in that originally that had to be an integer. This has changed such that they are latterly 8 character strings.<br>
</font></font><br>
<font color="#0000ff">Graphics / Point Long Labels:</font> Toggles the visibility of the template point long labels on the graphical display. The size and colour is user definable. All settings are saved to the ini file. They are referred to <font face="Times New Roman"><font face="Arial">long</font></font><font face="Times New Roman"><font face="Arial"> to distinguish them from the previous menus </font></font><font face="Times New Roman"><font face="Arial">short</font></font><font face="Times New Roman"><font face="Arial"> label.<br>
<br>
<font color="#0000ff">Graphics / Point Template Nos:</font></font></font> Toggles the visibility for point labeling on the graphical display, showing the points number in the template. The size and colour is user definable. All settings are saved to the ini file. These are the actual point position in the template and are not connected to any user defined label.<br>
<br>
<font color="#0000ff">Graphics / Point Limits / Visible:</font> Toggles the visibility of the <u>Limit</u> boxes. If this turns the visibility to <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> it will also if necessary set the Use to </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">, i.e. the limit boxes can only be in </font></font><font face="Times New Roman"><font face="Arial">use</font></font><font face="Times New Roman"><font face="Arial"> if visible. Toggling the visibility to </font></font><font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> does not make them in </font></font><font face="Times New Roman"><font face="Arial">use</font></font><font face="Times New Roman"><font face="Arial">, i.e. limit boxes can be visible but not in </font></font><font face="Times New Roman"><font face="Arial">use</font></font><font face="Times New Roman"><font face="Arial">. The in </font></font><font face="Times New Roman"><font face="Arial">use</font></font><font face="Times New Roman"><font face="Arial"> setting is controlled by the next menu item.<br>
</font></font><br>
<font color="#0000ff">Graphics / Point Limits / Use:</font> Toggles the point <u>limit</u> boxes <font face="Times New Roman"><font face="Arial">use</font></font><font face="Times New Roman"><font face="Arial"> setting. When in use they limit the joggling or dragging of hard points to within the limited region. Limit boxes are also used for tolerance analysis.<br>
<br>
<font color="#0000ff">Graphics / Point Values:</font></font></font> Toggles the visibility of the x,y and z coordinates for the suspension hard points. When <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> the static coordinates are drawn adjacent to each hard point.<br>
<br>
<font color="#0000ff">Graphics / Template Part Nos:</font></font></font> Toggles the visibility of the template part numbers. When <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> the template part numbers are drawn at the geometric centre of each part.<br>
</font></font><br>
<font color="#0000ff">Graphics / Part Labels:</font> Toggles the visibility of the template part labels. When <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> the template part labels are drawn adjacent to the geometric centre of each part.<br>
<br>
<font color="#0000ff">Graphics / Part C of G Visibility / C of G Marker:</font></font></font> Toggles the visibility of the part C of G markers. Part C of G<font face="Times New Roman"><font face="Arial">s can only be drawn when in compliant mode. Part C of G markers are drawn as green and black quadrant style images similar to the body C of G marker.<br>
</font></font><br>
<font color="#0000ff">Graphics / Part C of G Visibility / C of G Axes Points:</font> Toggles the visibility of the part C of G axis points. Part C of G<font face="Times New Roman"><font face="Arial">s can only be drawn when in compliant mode. Part C of G axis points can be picked and dragged as well as edited to re-define the C of G axes. C of G axes are used to orientate local mass properties.<br>
<br>
<font color="#0000ff">Graphics / Part C of G Visibility / C of G Local Axes:</font></font></font> Toggles the visibility of the part C of G local axes. These graphic axes show the current local axes as defined by the local axis points. Part mass properties are defined relative to these local axes.<br>
<br>
<font color="#0000ff">Graphics / Enhanced Visibility:</font> Controls the visibility of the <font face="Times New Roman"><font face="Arial">enhanced</font></font><font face="Times New Roman"><font face="Arial"> graphics items. Options are given to switch individual graphic types on and off, Toggle all enhanced graphic types, set them all to </font></font><font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> or set them all to </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">. For the purpose of this menu the </font></font><font face="Times New Roman"><font face="Arial">Enhanced</font></font><font face="Times New Roman"><font face="Arial"> graphics items are, Spring, Damper, Wheel, Bushes, Grid and Body. The other items in this visibility list are not affected by the global </font></font><font face="Times New Roman"><font face="Arial">enhanced</font></font><font face="Times New Roman"><font face="Arial"> status changes, only they</font></font><font face="Times New Roman"><font face="Arial">re own individual settings. These are; Triad, Origin Marker, C of G marker, Moving Ground/wheels and Roll axis.<br>
</font></font><br>
<font color="#0000ff">Graphics / Display Ends:</font> Sets the visibility switch for each suspension end. This enables the display to show both, front only or rear only, in a model that contains two axles. Menu has no relevance to a single axle model.<br>
<br>
<font color="#0000ff">Graphics / Display Both Sides:</font> For visualization enables the viewing of both suspension sides on an axle when the template is defined as a single corner. For full axle templates this switch will have no effect on the graphics display but will change the graph displays. Menu acts as a toggle, so un-check menu to disable viewing.<br>
<br>
<font color="#0000ff">Graphics / Colours:</font> Provides control over individual plot element colours. Modified colours settings are stored to the users ini file. The elements that can be defined via this menu include; Static Links, Incremental Links, Static Points, Incremental Points, Picked Points, Static Roll Centre Position, Incremental Roll Centre Position, 2D Axis Lines, 3D Drag Lines, Triad, Static 2D Construction Lines, Incremental 2D Construction Lines, Limit Lines (on), Limit lines (off), Point Values and Point Nos.<br>
<br>
<font color="#0000ff">Graphics / Colours / Set to Defaults:</font> Single menu selection to set all relevant graphics element colours back to the default settings. For relevant elements see previous menu item.<br>
<br>
<font color="#0000ff">Graphics / Enhanced Colours:</font> Provides control over individual Enhanced plot element colours. Modified colour settings are stored to the users ini file. The elements that can be defined via this menu include; Static Spring, Incremental Spring, Static Damper, Incremental Damper, Static Wheel, Incremental Wheel, Wheel Fill, Static Bushes, Incremental Bushes, Grid, Static Body, Incremental Body and Body Fill.<br>
<br>
<font color="#0000ff">Graphics / Enhanced Colours / Set to Defaults:</font> Single menu selection to set all relevant enhanced graphics element colours back to the default settings. For relevant elements see previous menu item.<br>
<br>
<font color="#0000ff">Graphics / Enhanced Sizes / Edit:</font> Displays the Enhanced graphics element sizes for viewing and editing. Changes are stored to the users ini file. Properties that can be edited include; Spring Diameter, No of Spring Coils, Lower Damper Tube Diameter, Upper Damper Tube diameter, Damper No. of Facets, Pivot Diameter, Pivot No. of Facets, Tyre No. of Facets, Tyre Diameter Shoulder ratio, Tyre Width Shoulder Ratio, 3D Tracking Line Length, Joggle Symbol Size, C of G Symbol Size and Ground Plane Grid Size.<br>
<br>
<font color="#0000ff">Graphics / Enhanced Sizes / Set to Defaults:</font> Single menu selection to set all relevant enhanced graphics element sizes back to the default settings. For relevant elements see previous menu item.<br>
<br>
<font color="#0000ff">Graphics / Label Sizes / Edit:</font> Displays the current Label sizes for viewing and editing. Changes are stored to the user ini file. Sizes that can be changed are the hard point values size and the hard point number size.<br>
<br>
<font color="#0000ff">Graphics / Label Sizes / Set to Defaults:</font> Single menu selection to set all relevant label sizes back to the default settings. For relevant elements see previous menu item.<br>
<br>
<font color="#0000ff">Graphics / Compliance Colours:</font> Provides control over individual compliance plot element colours. Modified colour settings are stored to the users ini file. The compliance elements that can be defined via this menu include; Ball Joint (Rigid), Bush (Compliant), Tyre Spring, External Force and Calculated Force.<br>
<br>
<font color="#0000ff">Graphics / Compliance Colours / Set to Defaults:</font> Single menu selection to set all relevant compliance graphics element colours back to the default settings. For relevant elements see previous menu item.<br>
<br>
<font color="#0000ff">Graphics / Compliance Sizes / Edit:</font> Displays the compliance graphics element sizes for viewing and editing. Changes are stored to the users ini file. Properties that can be edited include; Ball Joint Diameter, Ball Joint Circumferential Complexity, Ball Joint Height Complexity, Bush Radius, Bush Length, Bush Circumferential Complexity, Bush Height Complexity, Bush Axis Length, Tyre Spring Diameter, External Force Head, External Force Fixed Length and External/Internal Force Scaled Length.<br>
<br>
<font color="#0000ff">Graphics / Compliance Sizes / Set to Defaults:</font> Single menu selection to set all relevant compliance graphics element sizes back to the default settings. For relevant elements see previous menu item.<br>
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<font color="#0000ff">Graphics / Compliance Visibility:</font> Controls the visibility of the <font face="Times New Roman"><font face="Arial">compliant</font></font><font face="Times New Roman"><font face="Arial"> graphics items. Options are given to switch individual graphic types on and off. For the purpose of this menu the </font></font><font face="Times New Roman"><font face="Arial">Compliant</font></font><font face="Times New Roman"><font face="Arial"> graphics items are, Ball Joints, Bushes, Tyre Spring, Bush Axis points, Bush Local Axis, External Forces, External Force Axis, Calculated Forces and Calculated Force Values.<br>
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<font color="#0000ff">Graphics / Compliance Visibility / External Force Type:</font> Three types of compliant external force display are available. A fixed length arrow and a fixed size head that does not change with its magnitude or a scaled force vector whose magnitude is multiplied by a graphical length scalar but still with a fixed size head or finally both a scaled length and a scaled head size.<br>
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<font color="#0000ff">Graphics / Compliance Visibility / Calculated Force Type:</font> Three types of compliant calculated force display are available. A fixed length arrow and a fixed size head that does not change with its magnitude or a scaled force vector whose magnitude is multiplied by a graphical length scalar but still with a fixed size head or finally both a scaled length and a scaled head size.<br>
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<font color="#0000ff">Graphics / Copy to Clipboard:</font> Copies the current graphical display to the Windows clipboard such that it can be pasted into other applications. Cannot be used with the OpenGL graphics frame.<br>
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<font color="#0000ff">Graphics / Save to File:</font> Saves the graphics display to a file. Three file formats are supported, bmp, jpg and png.<br>
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<font color="#0000ff">Graphics / Print / Current View:</font> Prints the current graphics display to a selected printer. The user is prompted, via the standard Windows printer, to identify from the available printers the required settings. This option is currently not available for the OpenGL graphics frame. Only the current view is printed.<br>
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<font color="#0000ff">Graphics / Print / 4x View:</font> Prints the current graphics display to a selected printer. The user is prompted, via the standard Windows printer, to identify from the available printers the required settings. This option is currently not available for the OpenGL graphics frame. This option prints 4 images on the same page, one for each of the standard views, three orthogonal and the ISO view.<br>
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<font color="#0000ff">Graphics / Print (to default printer) / Current View:</font> Prints the current graphics display to the current default printer. This option is currently not available for the OpenGL graphics frame. Only the current view is printed.<br>
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<font color="#0000ff">Graphics / Print (to default printer) / 4x View:</font> Prints the current graphics display to the current default printer. This option is currently not available for the OpenGL graphics frame. This option prints 4 images on the same page, one for each of the standard views, three orthogonal and the ISO view.<br>
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<font color="#0000ff">Graphics / AVI File Writer&:</font> Opens the AVI file write dialogue. This provides a set of simple to use methods for creating AVI files. Users can create an AVI based on the currently defined displacement, animating over the defined range. Or creating an animation sequence from a series of individual screen shots. The AVI file can be for the full graphics screen or a selected portion. No compression is currently used so whilst file sizes are larger, the issue over LCD projectors being unable to show due to unsupported compression is avoided.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Pnt Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, points need not be on the same part.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Vector Line:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required, a line is drawn through the first point who</font></font><font face="Times New Roman"><font face="Arial">s direction is set by the vector defined by the second and third picks, points need not be on the same part. The first and second picks can be the same point. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Xvector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global X axis direction. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Yvector Line:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global Y axis direction. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Zvector Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required, a line is drawn through the picked point in the global Z axis direction. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Plane-Norm:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction normal to the selected plane. The plane is identified by three point picks. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-UserVector:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction defined by a user vector. The line is drawn to a global clipped length<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Vector^Vector :</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn through the selected point in a direction defined by the cross product of two user-selected vectors. The line is drawn to a global clipped length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Vector-Vector Int X-Vector:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn along the x-direction through the intersection point of two vectors. Each vectors being defined by two points.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Vector-Vector Int Y-Vector:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn along the y-direction through the intersection point of two vectors. Each vectors being defined by two points.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Vector-Vector Int Z-Vector:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. A line is drawn along the z-direction through the intersection point of two vectors. Each vectors being defined by two points.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Line Perp Vector-Line:</font></font></font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. An extended line is drawn through the picked point and a point on the picked line. This second point being the position of a normal to the first point.<br>
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<font color="#0000ff">Graphics / Add Graphic / Line / Pnt-Pnt Vector-Line:</font> Adds a new Line graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. An extended line is drawn through the two picked points. This differs from the earlier option of Pnt-Pnt line in that it is extended to a user specified distance beyond the picked points.<br>
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<font color="#0000ff">Graphics / Add Graphic / Cylinder / Pivot:</font></font></font> Adds a new Pivot graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, both points need not be on the same part.<br>
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<font color="#0000ff">Graphics / Add Graphic / Cylinder / Tube:</font> Adds a new Tube graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two hard point picks are required, both points need not be on the same part.<br>
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<font color="#0000ff">Graphics / Add Graphic / Cylinder / Vector-Radius-Length:</font></font></font> Adds a new cylinder graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Drawn through the selected point in a direction defined by the second and third point picks. The radius and length of the cylinder are defined directly.<br>
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<font color="#0000ff">Graphics / Add Graphic / Cylinder / Pnt-Vector-Radius-Length:</font> Adds a new cylinder graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Drawn through the selected point in a direction defined directly by the user defined vector and of defined cylinder radius and length.<br>
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<font color="#0000ff">Graphics / Add Graphic / Circle / Pnt-Pnt-Pnt:</font></font></font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required through which is drawn a circle, both the circle centre and radius are calculated and displayed as part of the graphical display.<br>
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<font color="#0000ff">Graphics / Add Graphic / Circle / Cntr-Rad-Norm:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn centered at the first point of a defined radius and who</font></font><font face="Times New Roman"><font face="Arial">s normal is defined by the second and third picks. The first and second picks can be the same point.<br>
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<font color="#0000ff">Graphics / Add Graphic / Circle / Cntr-Pnt-Plane:</font></font></font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn centered at the first point and is drawn through the second point, (i.e. defines the radius), in a plane that contains the third picked point. All picked points must be different.<br>
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<font color="#0000ff">Graphics / Add Graphic / Circle / Pnt-Normal:</font> Adds a new Circle graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required. The circle is drawn through the first point about the defined normal vector. All picked points must be different. The derived circle centre and radius is drawn as part of the graphical element display.<br>
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<font color="#0000ff">Graphics / Add Graphic / Sphere / Pnt-Pnt Radius:</font></font></font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two unique hard point picks are required. The sphere is centered at the first pick and the radius is set by the second pick.<br>
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<font color="#0000ff">Graphics / Add Graphic / Sphere / Pnt Radius:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. One hard point pick is required. The sphere is centered at the pick and given the radius specified by the user.<br>
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<font color="#0000ff">Graphics / Add Graphic / Sphere / Pnt-Pnt Dia:</font></font></font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Two unique hard point picks are required. The sphere is centered at the mid point of the two picks, the radius being half the distance between them.<br>
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<font color="#0000ff">Graphics / Add Graphic / Sphere / Pnt-Pnt-Pnt-Pnt:</font> Adds a new Sphere graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Four unique hard point picks are required. The sphere is drawn through the selected four points. Four points will define a unique sphere who</font></font><font face="Times New Roman"><font face="Arial">s calculated radius and centre position is identified as part of the drawn graphical element.<br>
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<font color="#0000ff">Graphics / Add Graphic / Facet / Pnt-Pnt-Pnt Facet:</font></font></font> Adds a new Triangular Facet graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three hard point picks are required, points need not be on the same part.<br>
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<font color="#0000ff">Graphics / Add Graphic / Facet / Pnt-Pnt-Pnt-Pnt Facet:</font> Adds a new Four noded Facet graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Four unique hard point picks are required, points need not be on the same part. Whilst points need not be in a plane, any facet drawn of non-planar nodes is not fully defined.<br>
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<font color="#0000ff">Graphics / Add Graphic / Plane / Pnt-Pnt-Pnt Plane:</font></font></font> Adds a plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Three unique hard point picks are required, points need not be on the same part. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
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<font color="#0000ff">Graphics / Add Graphic / Plane / Pnt-X-Y Plane:</font> Adds an X-Y plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
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<font color="#0000ff">Graphics / Add Graphic / Plane / Pnt-X-Z Plane:</font></font></font> Adds an X-Z plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
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<font color="#0000ff">Graphics / Add Graphic / Plane / Pnt-Y-Z Plane:</font> Adds an Y-Z plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
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<font color="#0000ff">Graphics / Add Graphic / Plane / Pnt-UserVector Plane:</font></font></font> Adds an plane graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template drawn through the selected pick. The orientation of the plane is controlled by two user defined vectors. All plane elements are drawn clipped to a global value, (which the user can edit).<br>
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<font color="#0000ff">Graphics / Add Graphic / Components / Pnt-Pnt Comps:</font> Adds a point to point distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The display shows the distance between the two points in its x, y and z components. <br>
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<font color="#0000ff">Graphics / Add Graphic / Components / Pnt-Line Comps:</font></font></font> Adds a point to line distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The last two picks define the required line. The display shows the perpendicular distance between the point and the line in its x, y and z components.<br>
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<font color="#0000ff">Graphics / Add Graphic / Components / Line-Line Comps:</font> Adds a minimum distance between two lines graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first two picks define one line whilst the last two picks define the other required line. The display shows the minimum normal distance between the two lines in its x, y and z components.<br>
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<font color="#0000ff">Graphics / Add Graphic / Components / Pnt-Plane Comps:</font></font></font> Adds a points<font face="Times New Roman"><font face="Arial"> distance from a plane as a graphical element to the selected ends</font></font><font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first point is the required point whilst the last three picks define the required plane. The display shows the normal distance between the point and the plane in its x, y and z components.<br>
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<font color="#0000ff">Graphics / Add Measure / Distance / Pnt-Pnt Dist:</font> Adds a point to point distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The display shows the total distance between the two points.<br>
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<font color="#0000ff">Graphics / Add Measure / Distance / Pnt-Line Dist:</font></font></font> Adds a point to line distance graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The last two picks define the required line. The display shows the total perpendicular distance between the point and the line.<br>
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<font color="#0000ff">Graphics / Add Measure / Distance / Line-Line Dist:</font> Adds a minimum distance between two lines graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first two picks define one line whilst the last two picks define the other required line. The display shows the minimum normal distance between the two lines as a total distance.<br>
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<font color="#0000ff">Graphics / Add Measure / Distance / Pnt-Plane Dist:</font></font></font> Adds a points<font face="Times New Roman"><font face="Arial"> distance from a plane as a graphical element to the selected ends</font></font><font face="Times New Roman"><font face="Arial"> template. Any four hard point picks are required, all points must be on the same suspension corner. The first point is the required point whilst the last three picks define the required plane. The display shows the normal distance between the point and the plane as a total distance.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt-Pnt Angle:</font> Adds an angle between three points graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any three hard point picks are required, all points must be on the same suspension corner. The middle picks is the point for which the angle is given. The display shows the angle created by the three point picks in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Z-Axis Angle:</font></font></font> Adds an angle between two points and the Z-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Z-Axis X-X Angle:</font> Adds an angle between two points and the Z-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the X-X axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Z-Axis Y-Y Angle:</font> Adds an angle between two points and the Z-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the Y-Y axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees. <br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt X-Axis Angle:</font> Adds an angle between two points and the X-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The first picks is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees. <br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt X-Axis Z-Z Angle:</font></font></font> Adds an angle between two points and the X-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the Z-Z axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first picks is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt X-Axis Y-Y Angle:</font> Adds an angle between two points and the X-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the Y-Y axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Y-Axis Angle:</font> Adds an angle between two points and the Y-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees. <br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Y-Axis Z-Z Angle:</font></font></font> Adds an angle between two points and the Y-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the Z-Z axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Add Measure / Angle / Pnt-Pnt Y-Axis X-X Angle:</font> Adds an angle between two points and the Y-axis graphical element to the selected ends<font face="Times New Roman"><font face="Arial"> template, only the angle component about the X-X axis is given. Any two hard point picks are required, both points must be on the same suspension corner. The first pick is the start of the vector for which the angle is given. The display shows the angle created by the two point picks and the relevant axis in degrees.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Limit Box Corners:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the <font face="Times New Roman"><font face="Arial">Limit Box</font></font><font face="Times New Roman"><font face="Arial"> corners.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Bush Definition Points:</font></font></font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the Bush definition points.<br>
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<font color="#0000ff">Graphics / Pick Visibility / C of G Definition Points:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the C of G definition points.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Local coordinate Axis Definition Points:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the Local coordinate axis systems definition points.<br>
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<font color="#0000ff">Graphics / Pick Visibility / External Force Definition Points:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the <font face="Times New Roman"><font face="Arial">External Force</font></font><font face="Times New Roman"><font face="Arial"> definition points.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Pnt-Pnt Line:</font></font></font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the Pnt-Pnt Line graphical type.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Pivot:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the Pivot graphical type.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Tube:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the Tube graphical type.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Pnt-Pnt-Pnt Facet:</font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls the pickability of the <font face="Times New Roman"><font face="Arial">Pnt-Pnt-Pnt</font></font><font face="Times New Roman"><font face="Arial"> Facet graphical type.<br>
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<font color="#0000ff">Graphics / Pick Visibility / Skip All Graphics:</font></font></font> To aid in picking data points in more complex models this menu option together, with other similar ones, enable certain graphical entities to be un-selectable. This menu controls all the graphical types.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Graphs<br>
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<font color="#0000ff">Graphs / New-Open:</font></font> Opens a new <u>graph</u> window. Each new graph will by default take the use y-variable from the available list. To change the y-variable once opened use the mouse right button menu options.<br>
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<font color="#0000ff">Graphs / Visibility:</font> Controls the visibility of the graph items. Options are given to switch individual graph items on and off. For the purpose of this menu the <font face="Times New Roman"><font face="Arial">graph</font></font><font face="Times New Roman"><font face="Arial"> items are; Grid Lines, Deviation Values, Point Symbols, Data Values, Derivative Values, Scope Line, User Line, Fit Line, Plot Line and Extended Axis Labels.<br>
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<font color="#0000ff">Graphs / Colours:</font> Provides control over individual graph element colours. Modified colour settings are stored to the users ini file. The graph elements that can be defined via this menu include; Grid Lines, Background, Axis Lines and Text, Border Region, Data Line 2D/3D Front, Data Line 3D Rear, Scope Line 2D/3D Front, Scope Line 3D Rear and User Line.<br>
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<font color="#0000ff">Graphs / Line Marker:</font> Provides control over individual graph line markers. Modified marker settings are saved to the users ini file. The graph lines that marker types can be defined for are; Data Line 2D/3D Front, Data Line 3D Rear, Scope Line 2D/3D Front, Scope Line 3D Rear and User Line. The nine marker types available are Filled Diamond, Triangle, Inverted Triangle, Plus, Cross, Square, Diamond, Circle and Star.<br>
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<font color="#0000ff">Graphs / Line Marker / Set to Defaults:</font> Single menu selection to set all relevant graph line marker symbols back to the default settings. For relevant elements see previous menu item.<br>
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<font color="#0000ff">Graphs / Switch x-y Axis:</font> Changes the visual appearance of the graphs. Swaps the x and y axes around from the normal, such that the <font face="Times New Roman"><font face="Arial">y-variable</font></font><font face="Times New Roman"><font face="Arial"> is plotted along the horizontal axis rather than the default vertical position.<br>
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<font color="#0000ff">Graphs / Increment Based X-Axis:</font></font></font> Changes the drawing of the X-Axis such that instead of always having the 10 increments, the No of increments varies with the graph range, increment size being defined as a value rather than a fraction of the axis length.<br>
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<font color="#0000ff">Graphs / Increment Based Y-Axis:</font> Changes the drawing of the Y-Axis such that instead of always having the 6 increments, the No of increments varies with the graph range, increment size being defined as a value rather than a fraction of the axis length.<br>
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<font color="#0000ff">Graphs / X-Axis Increment Values:</font> Visibility switch for the x-axis labels showing graph increment values.<br>
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<font color="#0000ff">Graphs / Y-Axis Increment Values:</font> Visibility switch for the y-axis labels showing graph increment values.<br>
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<font color="#0000ff">Graphs / X-Axis Limit Values:</font> Visibility switch for the x-axis labels showing graph limit values.<br>
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<font color="#0000ff">Graphs / Y-Axis Limit Values:</font> Visibility switch for the y-axis labels showing graph limit values.<br>
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<font color="#0000ff">Graphs / Autoscale (All):</font> Autoscales all open graphs for both x and y-axes. Includes all visible lines. To autoscale individual graphs use the mouse right button menu item.<br>
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<font color="#0000ff">Graphs / Autoscale to Y Increment (All):</font> Autoscales all open graphs y-axes. Includes all visible lines. The autoscaling is based on rounding to the nearest whole number of a specific increment. Each graph variable has its own editable increment setting. This autoscale option can also be applied to individual graphs through the right mouse menu of the specific graph.<br>
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<font color="#0000ff">Graphs / Scope / On:</font> Controls the visibility of the scope line display. It is also controllable via the visibility settings above.<br>
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<font color="#0000ff">Graphs / Scope / Store / Exclusive:</font> Takes a copy of the current suspension graph results, (includes all variables not just those that are currently displayed). These scope lines are then <font face="Times New Roman"><font face="Arial">fixed</font></font><font face="Times New Roman"><font face="Arial"> for comparative on-graph display, (check relevant visibility switch set to </font></font><font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">). The </font></font><font face="Times New Roman"><font face="Arial">Exclusive</font></font><font face="Times New Roman"><font face="Arial"> option implies that the results are copied into Scope position 1, and the four other scope positions (2 to 5) are emptied.<br>
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<font color="#0000ff">Graphs / Scope / Store / Shuffle:</font> Takes a copy of the current suspension graph results and saves it to scope position 1. All other existing scope data is shuffled down one slot such that one is copied into two etc and any information in position 5 is lost.<br>
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<font color="#0000ff">Graphs / Scope / Store / Position n:</font> Takes a copy of the current suspension graph results and saves it to scope position n. This will replace any data already stored in this scopes position.<br>
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<font color="#0000ff">Graphs / Scope / Clear / All:</font> Clears the current scope data from all scope positions 1 to 5. Their isno need to clear the scope before capturing a new set, as Scope Line Store will overwrite any current scope values.<br>
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<font color="#0000ff">Graphs / Scope / Clear / Position n:</font> Clears the current scope data from the selected position.<br>
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<font color="#0000ff">Graphs / Scope / List Deviation From / Position n:</font> Identifies which scope position should be used to determine the deviation value between the data and scope lines.<br>
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<font color="#0000ff">Graphs / Scope / Scope Position Symbol:</font> Sets the visibility of either the scope line symbol or when selected displays a number (1 to 5) rather than the symbol.<br>
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<font color="#0000ff">Graphs / User Lines / Copy Front-2D Data to User:</font> Convenience function copies the existing 2D or 3D Front result lines to the Users Lines, (all variables are copied over not just the visible ones).<br>
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<font color="#0000ff">Graphs / User Lines / Copy Rear Data to User:</font> Convenience function copies the existing 3D Rear result lines to the Users Lines, (all variables are copied over not just the visible ones).<br>
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<font color="#0000ff">Graphs / User Lines / Copy Front-2D Scope to User from / Position n:</font> Convenience function copies the existing 2D or 3D Front scope lines to the Users Lines, (all variables are copied over not just the visible ones). You will need to identify which scope position to use from 1 to 5.<br>
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<font color="#0000ff">Graphs / User Lines / Copy Rear Scope to User from / Position n:</font> Convenience function copies the existing 3D Rear scope lines to the Users Lines, (all variables are copied over not just the visible ones). You will need to identify which scope position to use from 1 to 5.<br>
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<font color="#0000ff">Graphs / User Lines / Clear Current User Store:</font> Clears all user defined line data, (all variables are removed not just those currently visible on open graphs)<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Create New DataSet&:</font> Multiple <u>user line</u> sets can be managed through the use of User Line data sets. This menu item creates a new data set. Browse for the required folder location and define file name, default extension .dbs. On creation no user line sets are added to the new dataset.<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Include DataSet&:</font> Adds an existing <u>user line</u> dataset to the search list. The search list is stored to the users ini file. The search list provides direct access to any stored user line sets that have been added to these DataSets.<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Remove DataSet:</font> removes the selected <u>user line</u> data set from the search list.<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Load From:</font> Provides a list of found <u>user line</u> sets that can be loaded from the data sets. The loaded user line data will replace any current values.<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Add Current to:</font> Option to save the current <u>user line</u> data to one of the current datasets on the search list.<br>
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<font color="#0000ff">Graphs / User Lines / Manage User Lines / Delete From:</font> Option to remove a stored <u>user line</u> set from one of the current datasets on the search list. User line sets a re identified by the dataset label and line set label.<br>
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<font color="#0000ff">Graphs / Marker Text Sizes / Edit Sizes:</font> Displays the <u>graph</u> marker and text sizes for viewing and editing. Changes are stored to the users ini file. Properties that can be edited include; Data Line Marker Size, Scope Line Marker Size, User Line Marker Size, Graph Data Values Text Size, Compliance Title Text Size, Compliance Label Text Size and Compliance Values Text Size.<br>
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<font color="#0000ff">Graphs / Marker Text Sizes / Set to Defaults:</font> Single menu selection to set all relevant graph marker and text sizes back to the default settings. For relevant elements see previous menu item.<br>
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<font color="#0000ff">Graphs / Decimal Points Display / Edit Settings:</font> Displays the graph decimal points display for viewing and editing. Changes are stored to the users ini file. Properties that can be edited include; X-Data Listing, Y-Data Listing, Derivative Data Listing, Scope Deviation, User Deviation, X-Axis Label, Y-Axis Label and Compliance Graph Values.<br>
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<font color="#0000ff">Graphs / Decimal Points Display / Set to Defaults:</font> Single menu selection to set all relevant graph decimal points displays back to the default settings. For relevant elements see previous menu item.<br>
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<font color="#0000ff">Graphs / Print All / 1 to Page / 3 to Page / 4 to Page / 6 to Page / 8 to Page&:</font> Single menu selection to print all open graphs. The user is prompted to select the required printer from those currently available. Specific menu options are given for 1,3,4,6 or 8 to a page. As many pages as required are printed to accommodate all open graphs at the selected number per page.<br>
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<font color="#0000ff">Graphs / Print All (to default Printer) / 1 to Page / 3 to Page / 4 to Page / 6 to Page / 8 to Page:</font> Single menu selection to print to the current default printer all open graphs. Specific menu options are given for 1,3,4,6 or 8 to a page. As many pages as required are printed to accommodate all open graphs at the selected number per page.<br>
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<font color="#0000ff">Graphs / Printer Properties&:</font> Option to set default printer and its properties.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Solve<br>
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<font color="#0000ff">Solve / Motion / Toggle:</font></font> Switches the solution type between moving ground plane or moving body. It is only applicable to the bump and combined articulation modules.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane:</font> Switches the solution type specifically to moving ground plane. It is only applicable to the bump and combined articulation modules.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / move TCP Z:</font> Switches the ground plane point to be the tyre contact point. This is the default ground plane solution type. Thus defined <font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> displacement values refer to displacement (or position) of the tyre contact point. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / move Wheel Centre Z:</font> Switches the ground plane point to be the wheel centre point. Thus defined <font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> displacement values refer to the displacement (or position) of the wheel centre. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / move Lower Ball Joint Z:</font></font></font> Switches the ground plane point to be the lower ball joint point (assuming identified in the template). Thus defined <font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> displacement values refer to the displacement (or position) of the lower ball joint. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / move Upper Ball Joint Z:</font> Switches the ground plane point to be the upper ball joint point (assuming identified in the template). Thus defined <font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> displacement values refer to the displacement (or position) of the upper ball joint. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / Opposed Bump Z:</font></font></font> This option when switched <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> displaces the left and right hand wheels in opposite directions. The default </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">, has both wheels moving in the same direction. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Ground Plane Options / Z Displacement as Position:</font> This option when switched <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> takes the defined </font></font><font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> bump values as being the absolute value of the ground plane point. When switched </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> (default) the </font></font><font face="Times New Roman"><font face="Arial">z</font></font><font face="Times New Roman"><font face="Arial"> values are taken as the displacement value for the ground plane point. It is only applicable to the bump and combined articulation modules and then only when the motion is set to </font></font><font face="Times New Roman"><font face="Arial">moving ground plane</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Motion / Steering Options / Y Displacement as Position:</font> This option when switched <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> takes the defined </font></font><font face="Times New Roman"><font face="Arial">y</font></font><font face="Times New Roman"><font face="Arial"> steering values as being the absolute value of the steering point. When switched </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> (default) the </font></font><font face="Times New Roman"><font face="Arial">y</font></font><font face="Times New Roman"><font face="Arial"> values are taken as the displacement value for the steering point. It is only applicable to the bump and combined articulation modules.<br>
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<font color="#0000ff">Solve / Motion / Body:</font></font></font> Switches the solution type specifically to moving body. It is only applicable to the bump and combined articulation modules.<br>
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<font color="#0000ff">Solve / Motion / Solve By Number of Steps:</font> This option when switched <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> solves at the defined number of steps between the specified travel limits rather than using the user defined increment.<br>
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<font color="#0000ff">Solve / 2D Fix Option:</font></font></font> For the <u>2D module</u> a number of alternative solution techniques can be employed. This sets which hard point, if any, is <font face="Times New Roman"><font face="Arial">freed</font></font><font face="Times New Roman"><font face="Arial"> off to match the target characteristics.<br>
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<font color="#0000ff">Solve / 3D Compliance:</font></font></font> Turns on the <u>compliant</u> solver. Compliant solutions add elastic bushes and external force effects on to the incremental kinematic solution.<br>
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<font color="#0000ff">Solve / External Forces:</font> For compliance analysis, external forces can be optionally included. Toggles through on/off with this menu option or use the equivalent toolbar icon.<br>
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<font color="#0000ff">Solve / Spring Kinematic Displacement Force:</font> For compliance analysis, the suspension spring pre-load force due to the kinematic displacement can be optionally included. Toggles through on/off with this menu option.<br>
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<font color="#0000ff">Solve / Spring Rate:</font> For compliance analysis, the suspension spring rate can be optionally included in the stiffness matrix. Toggles through on/off with this menu option. Turning the spring rate off also implies that the spring kinematic displacement force will also not be included.<br>
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<font color="#0000ff">Solve / Roll Bar Kinematic Displacement Force:</font> For compliance analysis, the suspension roll bar force (if modeled) due to the kinematic roll displacement can be optionally included. Toggles through on/off with this menu option.<br>
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<font color="#0000ff">Solve / Roll Bar Rate:</font> For compliance analysis, the suspension roll bar rate can be optionally included in the stiffness matrix. Toggles through on/off with this menu option. Turning the roll bar rate off also implies that the roll bar kinematic displacement force will also not be included.<br>
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<font color="#0000ff">Solve / Bump Stop Kinematic Displacement Force:</font> For compliance analysis, the suspension bump stop force due to the kinematic displacement can be optionally included. Toggles through on/off with this menu option.<br>
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<font color="#0000ff">Solve / Bump Stop Rate:</font> For compliance analysis, the suspension bump stop rate can be optionally included in the stiffness matrix. Toggles through on/off with this menu option. Turning the bump stop rate off also implies that the bump stop kinematic displacement force will also not be included.<br>
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<font color="#0000ff">Solve / Bush Kinematic Rotation loads:</font> For compliance analysis, the implied pre-loads of the bush due to the incremental kinematic rotation will be included when this option is enabled at each calculated step. By definition at static ride when there is no displacement the pre-loads will be zero.<br>
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<font color="#0000ff">Solve / Tyre Vertical Rate:</font> For compliance analysis, the tyre vertical rate can be optionally included in the stiffness matrix. Toggles through on/off with this menu option. This would normally be set to <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> but in specific load cases users may wish to turn this of to inspect a particular force path.<br>
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<font color="#0000ff">Solve / Control Elements:</font> Models that have length or position control elements included their impact on the kinematic solution can be toggles <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> with this menu. Note that turning them off also has the effect of not drawing them even if the specific visibility option is set to </font></font><font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Solve / Control Elements / One Step Delay:</font></font></font> With some control elements for solver stability it is necessary to have a one step delay in applying the change in position/length. Toggling this menu item switches between direct application and a one step delay.<br>
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<font color="#0000ff">Solve / Control Elements / Iteration Limits:</font> Controls the limits for applying control elements. This restricts infinite loops where the solver can<font face="Times New Roman"><font face="Arial">t converge.<br>
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<font color="#0000ff">Solve / Drive Shaft Loads:</font></font></font> In compliance mode this option toggles the inclusion of drive shaft loads. Drive shaft points need to be included in the template and applied torque<font face="Times New Roman"><font face="Arial">s defined before this has any impact on the compliance calculation.<br>
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<font color="#0000ff">Solve / Non Linear Rack Bush:</font></font></font> In compliance mode this option enables the non-linear rack bush. The solver performs a two step compliant solution to identify the force in the rack bush and then modify the applied forces to achieve the correct non-linear displacement for the force. Requires a non-linear rack bush to be defined.<br>
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<font color="#0000ff">Solve / Un-Braked Hub:</font> In compliance mode this option toggles whether external longitudinal forces are reacted on the upright or by the drive shaft. The <font face="Times New Roman"><font face="Arial">braked</font></font><font face="Times New Roman"><font face="Arial"> option is the default and the longitudinal wheel/hub forces are reacted as though the brakes were applied and the loads are reacted by the upright. If the </font></font><font face="Times New Roman"><font face="Arial">braked</font></font><font face="Times New Roman"><font face="Arial"> option is not set then the loads are reacted by the drive shaft and thus fed back into the model as a reactive drive torque. This non-braked option requires that the drive shafts are included in the model.<br>
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<font color="#0000ff">Solve / Convert 2D to 3D:</font> Convenience routine to <u>convert</u> existing 2D model data to selected 3D suspension.<br>
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<font color="#0000ff">Solve / Display Optimizer:</font> Toggles the visibility of the display that not only lists the cumulative sum of all weighted deviations but also controls the sensitivity and optimization functions. These optimization settings include individual curve weightings, parameters required and range of interest. <br>
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<font color="#0000ff">Solve / Wheelbase Diff Sol:</font> Controls how a difference in the wheelbase is handled when adding a second axle to an existing model. If a difference is found between the wheelbase parameter and the distance between the two axle wheel centers, this option will determine whether the wheelbase parameter is adjusted, or the rear suspension is moved to match the wheelbase parameter.<br>
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<font color="#0000ff">Solve / Grnd Plane Diff Sol:</font> Controls how a difference in the ground plane position is handled when adding a second axle to an existing model. If a difference is found between the two ground plane values, this option will determine whether the difference is accommodated by translation, roll or bump/rebound corrections.<br>
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<font color="#0000ff">Solve / Solver Tolerances:</font> Displays the current solution tolerances for viewing and editing. Solution tolerances listed include The kinematic solution tolerance, the kinematic warning level tolerance, Bump small perturbation size and Steer small perturbation size.<br>
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<font color="#0000ff">Solve / Solver Method / Gaussian Elimination / Cholesky Decomposition:</font> Defines the solution method for the compliant analysis. The original solver version used the slower but more robust Gaussian Elimination method. This method is available for backward compatibility although no change in the results should be seen using the later Cholesky Decomposition (other than a 4x speed increase). In the event of a solution fail with the Cholesky method the solver automatically reverts to Gaussian elimination.<br>
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<font color="#0000ff">Solve / Report Errors (brief):</font> Switches the <font face="Times New Roman"><font face="Arial">brief</font></font><font face="Times New Roman"><font face="Arial"> error-reporting on/off. Gives a summary message if any errors found during the solution. For greater reported information see option below.<br>
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<font color="#0000ff">Solve / Report Errors (full):</font></font></font> Switches the <font face="Times New Roman"><font face="Arial">full</font></font><font face="Times New Roman"><font face="Arial"> error-reporting on/off. The display indicates which calculation steps cause a problem and where the problem is in the solution process.<br>
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<font color="#0000ff">Solve / Run Virtual Compliance Test:</font></font></font> This option provides a data link between the two modules of Lotus Suspension Analysis. The full vehicle handling module requires a number of splines that define the motion of the un-sprung corner masses under a variety of loading and displacement conditions. This data would conventionally come from physical testing of a vehicle on a SKCMS rig. This option allows you to take a Shark full vehicle compliant model and run it through a series of <font face="Times New Roman"><font face="Arial">virtual</font></font><font face="Times New Roman"><font face="Arial"> tests to produce these splines. This option is only available for models with both front and rear suspensions defined. To produce valid results any anti roll bars and the compliant steering rack option should be included in your model. Whilst this option will still run if these are not added the opposed and parallel tests will not correctly identify the cross car force linking if not added.<br>
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<font color="#0000ff">Solve / Virtual Compliance Test Settings:</font> Opens a spread sheet that lists the individual test used in the Virtual SKCMS process and the individual settings for these tests. These settings are saved to the users INI file and allow for both an understanding of the virtual tests and the means to manipulate as required.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Results<br>
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<font color="#0000ff">Results / Formatted SDF&:</font></font> Opens the Suspension Derivative File (SDF). This scrollable textual display lists the an echo of the suspension hard points and incremental listings of the relevant suspension characteristics for all articulation types. The user can edit how many tables and what columns appear in each table. A number of standard settings can be defined by the user each saved to a <font face="Times New Roman"><font face="Arial">position</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Results / SDF Spline Fits&:</font></font></font> Opens the Suspension Derivative Spline Fits display. This scrollable textual display lists the an echo of the suspension hard points and listings of the spline fit equations for the selected suspension characteristics for all selected articulation types. The spline fit types include Linear, quadratic and cubic. <br>
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<font color="#0000ff">Results / SDF Spline Data&:</font> Opens the Suspension Derivative Spline Data display. This scrollable textual display lists the an echo of the suspension hard points and listings of each splines data points. The user can control which splines are listed as well as inclusion of header information and data echo.<br>
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<font color="#0000ff">Results / Std SDF Scale and Shift Settings&:</font> Opens a spread sheet that allows user to apply unique scale and shift values to each standard SDF, with different values being applied to each corner. In this way a user can customize the results to suit their own particular sign convention. This Scale and shift values are in addition to any changes made through the <font face="Times New Roman"><font face="Arial">Units</font></font><font face="Times New Roman"><font face="Arial"> settings.<br>
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<font color="#0000ff">Results / Edit User Defined Results&:</font> Opens the dialogue box for user creation of their own results. Results created in this way then become available for all graphing and listing actions. User defined SDF<font face="Times New Roman"><font face="Arial">s are built up via a string recognition editor that can include existing standard SDF</font></font><font face="Times New Roman"><font face="Arial">s, point positions, point forces and math</font></font><font face="Times New Roman"><font face="Arial">s functions. The utility also has the option to save/read these user SDF</font></font><font face="Times New Roman"><font face="Arial">s to and from an external file, such that they can be shared between users.<br>
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<font color="#0000ff">Results / Formatted Bush Values&:</font> Opens the scrollable text listing a summary of the defined bush properties. This includes the Zp vector the Xp vector and bush rates used.<br>
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<font color="#0000ff">Results / Bush Deflections&:</font> Opens the scrollable text listing of bush deflections for compliant models under the current force set.<br>
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<font color="#0000ff">Results / Joint-Bush Rotations&:</font> Opens the scrollable text listing of bush rotations for compliant models under the current zero set load conditions.<br>
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<font color="#0000ff">Results / Bush Forces&:</font> Opens the scrollable text listing of bush forces for compliant models under the current zero set load conditions.<br>
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<font color="#0000ff">Results / Formatted Point Forces&:</font> Opens the scrollable text listing of point forces for compliant models. The formatting control allows the point force results to be tabulated for any defined load condition.<br>
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<font color="#0000ff">Results / UnSprung Corner Weights&:</font> Performs a specific compliant analysis task by applying a <font face="Times New Roman"><font face="Arial">Gravity</font></font><font face="Times New Roman"><font face="Arial"> force to each component C of G. This identifies the change in tyre vertical force and hence the unsprung corner weight. As this option requires the compliant solver you need to be in compliant mode to list these results. The corner weights are displayed in a specific dialogue box through which you can adjust part masses.<br>
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{<center><img data="bm176.bmp" title="bm176.bmp"><br>
Corner Weights Calculation.<br>
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<font color="#0000ff">Results / List All Point Coords for User Position&:</font> Option to list suspension hard points at a user defined bump, roll and steer position. Define the required bump value, (+ve is in bump) roll angle and steer value.<br>
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<font color="#0000ff">Results / List a Point Coords at All Positions&:</font> Option to list the co-ordinates of a single selected suspension hard point at all current solution positions. User selects the required corner and point. The resultant textual display has full support for printing, saving and exporting.<br>
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<font color="#0000ff">Results / List All Point Coords at a Positions&:</font> This is the inverse of the previous option. It lists the co-ordinates of all points for a single selected position. The position is one from the current solver settings rather than a separately user defined position. User selects the required corner and position. The resultant textual display has full support for printing, saving and exporting.<br>
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<font color="#0000ff">Results / Compliance Text Values:</font> Opens the text listing of the Compliance coefficients. This displays the same values as shown graphically (see the next menu item).<br>
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<font color="#0000ff">Results / Compliance Bar Values:</font> Toggles the visibility of the Compliance bar charts coefficients display.<br>
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<font color="#0000ff">Results / Ball Joint Rotations:</font> Toggles the visibility of the Ball Joint rotations display. This option is only available in compliant mode. The results show the rotations of a selected joint over the prescribed travel. These rotations can be relative to local or global axes or to a pair of user defined points that identify the housing and ball axes.<br>
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<font color="#0000ff">Results / Modal Analysis Display..:</font> Opens the Modal Analysis bar chart display. The display shows the frequency of each mode by the height of its bar. This option is only available in compliant mode. This display can be used to change the mode displayed in the 3d view, (the current mode is shown filled in <font face="Times New Roman"><font face="Arial">cyan</font></font><font face="Times New Roman"><font face="Arial">), by selecting the required modes bar with the left mouse button. This graph can be left open and is updated </font></font><font face="Times New Roman"><font face="Arial">live</font></font><font face="Times New Roman"><font face="Arial"> as the model is changed.<br>
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<font color="#0000ff">Results / Forced-Damped Speed Sweep Display..:</font> Opens the Forced-Damped Results graph. This shows the displacement and rotation of each parts C of G at the specified frequency. The currently displayed frequency point in the 3d view is show on the graph by the vertical line. The currently displayed 3d view frequency can be changed by selecting the required point on the graph using the left mouse button. Whilst this graph display can be left open whilst you continue to edit the model it does not update in a <font face="Times New Roman"><font face="Arial">live</font></font><font face="Times New Roman"><font face="Arial"> manner due to the associated computational overheads. To update this display select from its right mouse menu list <i>Refresh Plot</i></font></font>.<br>
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<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - SetUp<br>
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<font color="#0000ff">SetUp / Start Options / Toolbar Icons:</font></font> Provides an option for two styles of icons. Select from either <font color="#0000ff">Standard</font> or <font color="#0000ff">Mouse Sensitive</font>. Standard icons have permanently visible boundaries to the icon, whilst mouse sensitive icons <font face="Times New Roman"><font face="Arial">raise</font></font><font face="Times New Roman"><font face="Arial"> as the mouse passes over them. This change is stored to the ini file and will only be implemented on next program start-up.<br>
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<font color="#0000ff">SetUp / Start Options / Toolbar Position:</font></font></font> Sets the default starting position for the toolbars. All visible toolbars will be placed in this position when the application starts up. Once started the user can choose to change the toolbar positions individually as required. The four available positions are Top, Bottom, Left or Right. This change is stored to the ini file and will only be implemented on the next program start-up.<br>
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<font color="#0000ff">SetUp / Start Options / Maximised:</font> If checked defines that the application will start up with the main window maximised, (i.e. expanded to fill the current screen size). Note that if the application is maximised during use, then this will also set the <font face="Times New Roman"><font face="Arial">maximised</font></font><font face="Times New Roman"><font face="Arial"> setting. This change is stored to the ini file and will be implemented on next program start-up.<br>
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<font color="#0000ff">SetUp / Exception Handler On:</font></font></font> Provides a software trapping routine to handle application exception failures. Whilst this won<font face="Times New Roman"><font face="Arial">t enable the user to recover the current session it will prevent the exception causing a complete system failure. Not normally required this release.<br>
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<font color="#0000ff">SetUp / Visual Graphics Cursor:</font> When enabled changes the appearance of the cursor on the main graphical display to indicate the difference between the various modes of dynamic view and on-screen editing. This setting is saved to the users ini file.<br>
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<font color="#0000ff">SetUp / Data Sheet Images:</font> Toggles the visibility of graphical images displayed on the side of the data sheets. This is purely a visual setting.<br>
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<font color="#0000ff">SetUp / Include User Graphics In Data Files:</font> With the ability for users to quickly add their own graphical elements to the current template the option is given for users to include them with the data file. This provides a complete way of retaining data that is associated with the model.<br>
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<font color="#0000ff">SetUp / Include User Templates In Data Files:</font> With the ability for users to quickly modify the template by point addition etc. the option is given for users to include the template with the data file. This provides a complete way of retaining data that is associated with the model.<br>
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<font color="#0000ff">SetUp / Include Optimizer Settings in Data Files:</font> When checked provides data retention/continuity by including the optimizer settings as a sub-section of the model data file. Other wise these data settings could be lost through subsequent use.<br>
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<font color="#0000ff">SetUp / Include Force Sets in Data Files:</font> When checked provides data retention/continuity by including the defined force set settings as a sub-section of the model data file. Other wise these data settings could be lost through subsequent use.<br>
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<font color="#0000ff">SetUp / Toolbar Visibility:</font> Sets the visibility option for the individual toolbars. This setting is saved to the ini file and will thus be applied to future runs.<br>
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<font color="#0000ff">SetUp / Set Toolbars to:</font> Sets the settings for the toolbars either to the original <font face="Times New Roman"><font face="Arial">classic</font></font><font face="Times New Roman"><font face="Arial"> layout or one of the revised options. Toolbar icon settings are saved to the ini file and will thus be applied to future runs.<br>
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<font color="#0000ff">SetUp / Customize Toolbars&:</font> Opens the toolbar editing tool that allows user to individually customize the toolbars to suit their own user preferences. Toolbar icon settings are saved to the ini file and will thus be applied to future runs.<br>
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<font color="#0000ff">SetUp / Gen Defaults:</font> Opens the general defaults data set for viewing and editing. They primarily deal with settings for the <u>graphics</u> display. They include upper and lower limits to the scaling, the tolerance for point picking, the tolerance for <u>point coincidence</u>, the <u>joggle</u> coarse step size and the <u>animation</u> refresh time step.<br>
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<font color="#0000ff">SetUp / Printer Properties:</font> Displays the standard Windows printer dialogue box, to enable default printer and its properties to be set.<br>
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<font color="#0000ff">SetUp / Undo Buffer Length:</font> Sets the length of the <u>undo</u> buffer. The greater the number the more undo steps that will be stored. Setting this value to zero will disable the undo function.<br>
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<font color="#0000ff">SetUp / Re-run Search for Installed Components..:</font> Runs the process that scans the users system for installed applications such as Word, Excel and Matlab. This process is run automatically the first time the software is used after installation but this user-invoked option is available to enable subsequent changes to other applications to be re-checked for.<br>
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<font color="#0000ff">SetUp / Edit Installed Component Executables ..:</font> Define the default executables of external applications that are used by the application. These include <font face="Times New Roman"><font face="Arial">Word</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Internet Explorer</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Excel</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Adobe</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Matlab</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">SetUp / Edit &lt;database&gt; folder location..:</font></font></font> Define/edit the location of the database folder. This folder is used as a depository for standard files, templates and default INI file settings.<br>
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<font color="#0000ff">SetUp / Language / User Defined&:</font> The default language for all menus is English. The option is given for a user to switch to their own defined language via this menu option. It uses a string by string substitution for each item given in the library. This string substitution must first be entered by the user Thus a user need only change as few (or as many) strings as they require. Any user defined language change is stored in a user language library (filename _Custom.dic) and this can be shared between users.<br>
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<font color="#0000ff">SetUp / Language / Edit User Language&:</font> Opens the dialogue box through which the user defined language is edited. In some user specific cases this will be password protected, (consult your system support if you require password access).<br>
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{<center><img data="bm177.bmp" title="bm177.bmp"><br>
User Language Editing.<br>
</center>
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<font color="#0000ff">SetUp / Change Units:</font> Opens the <u>utility</u> for setting the Angle, Length, Force and Mass display units. Options are given for each as well as an option to have a user defined unit display.<br>
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<font color="#0000ff">SetUp / Set Background Colour&:</font> Opens a standard colour selection dialog to pick a new colour for the background colour used in the graphics display. Note that graphs have their ow ncolour settings and are not affected by this change.<br>
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<font color="#0000ff">SetUp / Graphics Frame Type:</font> Sets the <u>graphics frame</u> device type as either Windows GDI or Open GL. The default device driver is a Windows GDI, (<i>View / Graphics Frame Type / Windows GDI),</i> which whilst it works with all Hardware options does so at the expense of both speed and capability. The GDI driver is unable to support depth buffered display and hence the view styles <i>View / Fill Style / Hidden Line </i>and <i>View / Fill Style / Depth Buffered (Flat shaded )</i> do not function correctly. The alternative device driver is Open GL, (<i>View / Graphics Frame Type / Open GL</i>), which is both faster and supports depth buffering/hidden line display types and also segmentation (see below).<br>
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Not all hardware is able to use the Open GL device type, typical failures are inability to refresh and lack of correct hidden line display. It is often possible to enable OpenGL to work correctly by reducing the amount of hardware acceleration used by the graphics card.<br>
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<font color="#0000ff">SetUp / Use Segment Display</font> with OpenGL graphics frames the use of segmentation provides a significant improvement in both dynamic viewing and animation refresh speeds. This is because only the segment needs to be refreshed rather than recreate the construction of all the graphics primitives. This is particularly beneficial with animating modes of complex compliant full axle models.<br>
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<font color="#0000ff">SetUp / Use Software Double Buffer</font> the use of this option allows the OpenGL graphics frames to be used with any level of hardware acceleration being set. Without this option being switched on some hardware setups will not correctly animate or update the dynamic viewing options when using OpenGL.<br>
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<font color="#0000ff">SetUp / Default Graphical File Type:</font> Sets the default graphical file type used in printing etc. for report file generation as either Bitmap or JPEG.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Window<br>
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<font color="#0000ff">Window / Tile Horizontal:</font></font></font></font> Automatic window positioning option that lays open windows in to a primarily horizontal layout.<br>
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<font color="#0000ff">Window / Tile Vertical (Picked Order):</font> Automatic window positioning option that lays open windows in to a primarily vertical layout. The order that they are arranged in is the order that they have been selected, on start-up this would be the inverse of the order that they were created in.<br>
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<font color="#0000ff">Window / Tile Vertical (Created Order):</font> Automatic window positioning option that lays open windows in to a primarily vertical layout. The order that they are arranged in is based on the creation order with the graphics display first and then graphs 1 to n.<br>
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<font color="#0000ff">Window / Cascade:</font> Automatic window positioning option. All open windows are re-sized to a common size and cascaded down from the top left hand corner in regular steps.<br>
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<font color="#0000ff">Window / Save Def. Window Settings:</font> When set this options will save to the users ini file the current size, positions and settings of the graphics and graph windows, such that on a subsequent program start-up all windows will be re-created in the same position/size as previously. They are referred to <font face="Times New Roman"><font face="Arial">default</font></font><font face="Times New Roman"><font face="Arial"> since users can store different settings to alternative files.<br>
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<font color="#0000ff">Window / Save Window Settings to&:</font> This option allows the user to save the current window and graph settings to a file. These settings can then be retrieved at a later stage or in future runs.<br>
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<font color="#0000ff">Window / Load Window Settings from&:</font> This option allows the user to retrieve from a previously saved file the settings for the main window and graphs. These settings included not only position and size but also displayed variables and axis settings.<br>
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<font color="#0000ff">Window / Edit Window Offsets&:</font> This option allows the user to specify the values used to determine the position of each window within the MDI interface. These may need to be changed by the user if you find yourself repeatedly having to re-position graph windows despite having used the <font face="Times New Roman"><font face="Arial">save window settings</font></font><font face="Times New Roman"><font face="Arial"> option.<br>
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<font color="#0000ff">Window / View Custom Control Display:</font> Pick from list to open a previously defined custom control display. Custom controls are added to this list as they are created by the user using the following menu option. When permanently deleted using the WinDelete option, they are removed from this list.<br>
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<font color="#0000ff">Window / Open New Custom Control Display:</font> Creates a new custom control display dialogue box. Users can add their own buttons, toggles, icons, gauges, sliders, text entries, value entries, bar charts and bars widgets to it. Data variables and commands can be assigned to these widgets to allow users to build their own specific interfaces. Within each window users can switch between use/edit modes to move, add, and edit widgets. Custom dialogue settings are saved to the users ini file for subsequent reuse. Users can save custom dialogue settings to and from external files. This provides a method of passing custom settings between users.<br>
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<font color="#0000ff">Window / Delete Custom Control Display:</font> Pick from the list of currently defined custom control displays to delete. This will remove it from the settings.<br>
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<font color="#0000ff">Window / Backdrop:</font> Option to add a graphic image to the background of the main window. Six default options are provided together with an option for a user defined bitmap. The background image can be optionally tiled to repeat the pattern over the entire region. Alternatively if not tiled the image will be stretched to fill the area.<br>
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<font color="#0000ff">Window / User Backdrop File&:</font> File browser to identify the user specified backdrop bitmap.<br>
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<font color="#0000ff">Window / Tile Backdrop:</font> Defines whether backdrop image will be stretched or tiled to fill the area.<br>
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The <font color="#0000ff">Window</font> menu has appended to it an entry for each child window. Child windows include graphic displays all graphs and results displays.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Pull Down Menu Items - Help<br>
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<font color="#0000ff">Help / Contents (F1):</font></font> Opens this help file at the contents page.<br>
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<font color="#0000ff">Help / Search for Help On&:</font> Opens this help file at the <font face="Times New Roman"><font face="Arial">index</font></font><font face="Times New Roman"><font face="Arial"> page to allow for searching through the help file by key words.<br>
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<font color="#0000ff">Help / How to Use Help:</font></font></font> Opens the standard WindowsŽ Help document, describing how to use on-line help files.<br>
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<font color="#0000ff">Help / Open Getting Started:</font> Shortcut menu to open the supplied <font face="Times New Roman"><font face="Arial">Getting Started</font></font><font face="Times New Roman"><font face="Arial"> document from the &lt;install&gt; folder.<br>
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<font color="#0000ff">Help / About Lotus Suspension Analysis&:</font> Displays the Lotus Suspension Analysis <font face="Times New Roman"><font face="Arial">about</font></font><font face="Times New Roman"><font face="Arial"> box listing both the major and minor release levels. Support contact details are also given.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Mouse Right Button Menu Items </font></b><font face="Times New Roman"><b><font face="Arial"> Graphics<br>
</font></b></font><font size="2">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
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No specific menus are used on the graphics display for the right mouse button, Instead it is used as a quick cycle through the available <u>tracking directions</u></font> or cycle through the <u>dynamic viewing modes</u> as appropriate for the current dynamic viewing status.<br>
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In the view <u>zoom</u> mode the right mouse button will cancel the zoom event.<br>
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<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Mouse Right Button Menu Items </font></b><font face="Times New Roman"><b><font face="Arial"> Graphs<br>
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<font color="#0000ff">X-Variable (SDF):</font></font> Used to change the displayed x-variable for the selected <u>graph</u>. Lists all available options, (some may not be relevant to the current module or model). The current variable is shown checked in the list. The list is broken down into five sub menus, <font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Positional</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Extended</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">d/z</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">§dz</font></font><font face="Times New Roman"><font face="Arial">. The sub division is somewhat arbitrary but is due to the large number of SDF</font></font><font face="Times New Roman"><font face="Arial">s available.<br>
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<font color="#0000ff">X-Variable (Front Graphic):</font> Used to change the displayed x-variable for the selected graph to one from the current front suspension graphical elements. Lists all available options, (some may not actually have a plotable result). The current variable is shown checked in the list. This menu is omitted for rear suspension only models.<br>
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<font color="#0000ff">X-Variable (Rear Graphic):</font> Used to change the displayed x-variable for the selected graph to one from the current rear suspension graphical elements. Lists all available options, (some may not actually have a plotable result). The current variable is shown checked in the list. This menu is omitted for front suspension only models.<br>
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<font color="#0000ff">X-Variable (User SDF):</font> Used to change the displayed x-variable for the selected graph to one from the current available user defined SDF<font face="Times New Roman"><font face="Arial">s. If no user SDF</font></font><font face="Times New Roman"><font face="Arial">s have been previously created this list will be empty.<br>
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<font color="#0000ff">Y-Variable (SDF):</font></font></font> Used to change the displayed y-variable for the selected <u>graph</u>. Lists all available options, (some may not be relevant to the current module or model). The current variable is shown checked in the list. The list is broken down into five sub menus, <font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Positional</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Extended</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">d/z</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">§dz</font></font><font face="Times New Roman"><font face="Arial">. The sub division is somewhat arbitrary but is due to the large number of SDF</font></font><font face="Times New Roman"><font face="Arial">s available.<br>
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<font color="#0000ff">Y-Variable (Front Graphic):</font> Used to change the displayed y-variable for the selected graph to one from the current front suspension graphical elements. Lists all available options, (some may not actually have a plotable result). The current variable is shown checked in the list.<br>
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<font color="#0000ff">Y-Variable (Rear Graphic):</font> Used to change the displayed y-variable for the selected graph to one from the current rear suspension graphical elements. Lists all available options, (some may not actually have a plotable result). The current variable is shown checked in the list.<br>
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<font color="#0000ff">Y-Variable (User SDF):</font> Used to change the displayed y-variable for the selected graph to one from the current available user defined SDF<font face="Times New Roman"><font face="Arial">s. If no user SDF</font></font><font face="Times New Roman"><font face="Arial">s have been previously created this list will be empty.<br>
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<font color="#0000ff">User Line Edit / Edit Front (+Y) User Line:</font></font></font> Lists the selected graphs<font face="Times New Roman"><font face="Arial"> user line for viewing and editing. The number of points well as the x and y values can edited. On closure the user line data is checked for ascending order on the x-values, if not ascending the data is shuffled unit it is. Not that individual user lines are defined for each corner. This is for the front +Y corner.<br>
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<font color="#0000ff">User Line Edit / Edit Front (-Y) User Line:</font> Lists the selected graphs<font face="Times New Roman"><font face="Arial"> user line for viewing and editing. The number of points well as the x and y values can edited. On closure the user line data is checked for ascending order on the x-values, if not ascending the data is shuffled unit it is. Not that individual user lines are defined for each corner. This is for the front -Y corner.<br>
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<font color="#0000ff">User Line Edit / Edit Rear (+Y) User Line:</font></font></font> Lists the selected graphs<font face="Times New Roman"><font face="Arial"> user line for viewing and editing. The number of points well as the x and y values can edited. On closure the user line data is checked for ascending order on the x-values, if not ascending the data is shuffled unit it is. Not that individual user lines are defined for each corner. This is for the rear +Y corner.<br>
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<font color="#0000ff">User Line Edit / Edit Rear (-Y) User Line:</font> Lists the selected graphs<font face="Times New Roman"><font face="Arial"> user line for viewing and editing. The number of points well as the x and y values can edited. On closure the user line data is checked for ascending order on the x-values, if not ascending the data is shuffled unit it is. Not that individual user lines are defined for each corner. This is for the rear -Y corner.<br>
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<font color="#0000ff">Autoscale:</font></font></font> Autoscales the selected graph for both x and y-axes. Includes all visible lines on the graph. To autoscale all graphs use the main menu or equivalent toolbar icon.<br>
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<font color="#0000ff">Autoscale Y only:</font> Autoscales the selected graph for just its y-axes. Includes all visible lines on the graph. To autoscale all graphs use the main menu or equivalent toolbar icon.<br>
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<font color="#0000ff">Autoscale to Y Increment:</font> Autoscales the selected graph for just its y-axes. Includes all visible lines on the graph. The autoscale function is based rounding to a specified increment. The increment being definable for each individual graph. To edit the increment refer to the <font face="Times New Roman"><font face="Arial">Axis Scales</font></font><font face="Times New Roman"><font face="Arial"> right mouse menu option.<br>
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<font color="#0000ff">Zoom:</font> Pick the area of the selected graph to fit the current window. The zoom function can accommodate either a two press approach to area selection or a single press, hold and drag selection, a simple time delay trap being used to identify which type is being used. The zoomed area will become the plotted region.<br>
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<font color="#0000ff">Plot as Derivative:</font> By default a graph is plotted for the selected x and y variables exactly as calculated. This graph by graph option allows the user to plot x against dy (i.e. the derivative) of the selected y-variable.<br>
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<font color="#0000ff">Plot as Integral:</font> By default a graph is plotted for the selected x and y variables exactly as calculated. This graph by graph option allows the user to plot x against §y (i.e. the integral) of the selected y-variable. Note that the constant of integration is adjusted such that the integral is zero for its first point.<br>
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<font color="#0000ff">Plot as Left and Right:</font> The menu item is only present if both left and right hand sides are being plotted on the display/graphs. This is the default mode in that the left and right hand lines are drawn as separate lines, thus <font face="Times New Roman"><font face="Arial">left and right</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Plot as Left - Right:</font> The menu item is only present if both left and right hand sides are being plotted on the display/graphs. This option plots the numerical sum of left minus right as a single line, thus <font face="Times New Roman"><font face="Arial">left - right</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Plot as Left + Right:</font></font></font> The menu item is only present if both left and right hand sides are being plotted on the display/graphs. This option plots the numerical sum of left plus right as a single line, thus <font face="Times New Roman"><font face="Arial">left + right</font></font><font face="Times New Roman"><font face="Arial"> /2.<br>
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<font color="#0000ff">Plot as [Left </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial"> Right]/2:</font></font></font> The menu item is only present if both left and right hand sides are being plotted on the display/graphs. This option plots the average of the numerical sum of left minus right as a single line, thus <font face="Times New Roman"><font face="Arial">left - right</font></font><font face="Times New Roman"><font face="Arial"> /2.<br>
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<font color="#0000ff">Plot as [Left + Right]/2:</font></font></font> The menu item is only present if both left and right hand sides are being plotted on the display/graphs. This option plots the average of the numerical sum of left plus right as a single line, thus <font face="Times New Roman"><font face="Arial">left + right</font></font><font face="Times New Roman"><font face="Arial">.<br>
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<font color="#0000ff">Copy Front Data to User:</font> Convenience function copies the existing Front result line to the User Line. Only the selected graphs<font face="Times New Roman"><font face="Arial"> values are copied over.<br>
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<font color="#0000ff">Copy Rear Data to User:</font></font></font> Convenience function copies the existing Rear result line to the User Line. Only the selected graphs<font face="Times New Roman"><font face="Arial"> values are copied over.<br>
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<font color="#0000ff">Copy Front Scope to User from / Position n:</font></font></font> Convenience function copies the existing Front scope line to the User Line. Only the selected graphs<font face="Times New Roman"><font face="Arial"> values are copied over. You need to identify which scope position you are copying from.<br>
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<font color="#0000ff">Copy Rear Scope to User from / Position n:</font> Convenience function copies the existing Rear scope line to the User Line. Only the selected graphs<font face="Times New Roman"><font face="Arial"> values are copied over. You need to identify which scope position you are copying from.<br>
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<font color="#0000ff">Axis Scales:</font></font></font> Displays the selected graphs x and y-axis settings. Axes are defined simply by the minimum and maximum values. This display also lists the value used for the autoscale to Y increment option.<br>
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<font color="#0000ff">Set All X-axis to Displ. Range:</font> Sets the x-axis settings for all the graphs to the limits of the currently defined suspension travel.<br>
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<font color="#0000ff">Edit All X-axis Scale:</font> Displays the x-axis scale edit box. The displayed values will be the current settings for the selected graph. All graphs will have their x-axis values set to the entered numbers.<br>
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<font color="#0000ff">List Data Line(s):</font> Lists the selected graphs current results (data) line for viewing. As these are calculated results they are display only. Both front and rear axles are listed, (if applicable).<br>
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<font color="#0000ff">Copy to Clipboard:</font> Copies the selected graph display to the Windows clipboard such that it can be pasted into other applications.<br>
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<font color="#0000ff">Save to File&:</font> Saves the selected graph to file. Three format types are currently supported, bmp, jpg and png.<br>
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<font color="#0000ff">Print&:</font> Prints the selected graph. The user is presented with the standard Windows printer dialogue box to select the required printer/settings.<br>
<br>
<font color="#0000ff">Print (to default printer):</font> Prints the selected graph to the default printer using the current printer settings.<br>
<br>
<font color="#0000ff">Printer Properties&:</font> Opens the standard Windows printer dialogue box to set the default printer and its current settings.<br>
<br>
<font color="#0000ff">Open in MATLAB:</font> Opens the selected graph directly in Matlab as a graph. This thus provides a 'one-click' option to pass graph data from Shark to Matlab. If this option is greyed out then the application has been unable to identify the location of the Matlab product, normally because it is not installed on the machine. If it has been subsequently installed users can re-scan for the Matlab product via the menu option <i>Setup / Re-run search for installed components.</i><br>
<br>
<font color="#0000ff">Open in EXCEL:</font> Opens a new Excel worksheet filled with the selected graphs data values. This thus provides a 'one-click' option to pass graph data from Shark to Excel. If this option is greyed out then the application has been unable to identify the location of the Excel executable, normally because it is not installed on the machine. If it has been subsequently installed users can re-scan for the Excel executable via the menu option <i>Setup / Re-run search for installed components.</i><br>
<br>
<font color="#0000ff">Export to EXCEL / As New File:</font> Similar to the <font face="Times New Roman"><font face="Arial">open</font></font><font face="Times New Roman"><font face="Arial"> option above but uses a software link to import the graph into Excel with greater control and functionality. This menu opens in Excel as a new file.<br>
<br>
<font color="#0000ff">Export to EXCEL / As New worksheet in Current:</font></font></font> Similar to the <font face="Times New Roman"><font face="Arial">open</font></font><font face="Times New Roman"><font face="Arial"> option above but uses a software link to import the graph into Excel with greater control and functionality. This menu opens the graph data in Excel as a new worksheet in the </font></font><font face="Times New Roman"><font face="Arial">current</font></font><font face="Times New Roman"><font face="Arial"> file. The definition of the </font></font><font face="Times New Roman"><font face="Arial">current</font></font><font face="Times New Roman"><font face="Arial"> file is based around the last open session of Excel and is controlled by a Windows environment variable.<br>
</font></font><br>
<font color="#0000ff">Export to EXCEL / As New worksheet in&:</font> Similar to the <font face="Times New Roman"><font face="Arial">open</font></font><font face="Times New Roman"><font face="Arial"> option above but uses a software link to import the graph into Excel with greater control and functionality. This menu opens the graph data in Excel as a new worksheet in the user specified file. A standard Windows file browser is opened for the user to locate the required file.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Mouse Right Button Menu Items </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance Coefficients<br>
</font></b></font><font size="2"><br>
The right mouse menu on the <u>compliance coefficients</u></font> display has two forms the long form and the short form. The long form is listed if the selection is within a bar region of the chart and the short form is the pick is on the chart but not on a <font face="Times New Roman"><font face="Arial">bar</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<font color="#0000ff">Y Variable:</font></font></font> Used to change the displayed y-variable for the selected bar. Lists all available options, (some may not be relevant to the current module or model). The current bars variable is shown checked in the list.<br>
<br>
<font color="#0000ff">Edit Limit Setting:</font> Displays for viewing and editing, the selected bars<font face="Times New Roman"><font face="Arial"> design limit value. This is used to draw a horizontal line on the bar chart as a visual indicator of the analysis results.<br>
<br>
<font color="#0000ff">Edit Scale Setting:</font></font></font> Displays for viewing and editing, the selected bars<font face="Times New Roman"><font face="Arial"> full-scale deflection value. This should be adjusted to encompass the required/anticipated limit.<br>
<br>
<font color="#0000ff">Edit Weighting Setting:</font></font></font> Displays for viewing and editing, the selected bars<font face="Times New Roman"><font face="Arial"> weighting value used to calculate the combined summation of selected variables. This effects the optimization and total sum display.<br>
</font></font><br>
<font color="#0000ff">Remove Selected Variable:</font> .Removes the selected bar from its force sets graph.<br>
<br>
<font color="#0000ff">Add Extra Variable:</font> For the selected force sets<font face="Times New Roman"><font face="Arial"> graph, an extra variable is added to the display. This variable is changed via the Y-variable menu option.<br>
<br>
<font color="#0000ff">Set All Limit Values to Current:</font></font></font> For all defined compliance bars the <font face="Times New Roman"><font face="Arial">Limit</font></font><font face="Times New Roman"><font face="Arial"> value is set to the current value. This is a convenience feature that quickly defines a complete set of limits.<br>
</font></font><br>
<font color="#0000ff">Autoscale All Visible Lines:</font> All defined compliance bars have the Scale settings set to the current values, with a clip margin. This enables all compliance factors to be visible through a single menu selection.<br>
<br>
<font color="#0000ff">Set All Visible Line Scales to Unity:</font> All defined compliance bars have the Scale settings set to unity. This enables all compliance factor scale settings to be returned to unity through a single menu selection.<br>
<br>
<font color="#0000ff">Edit All Line Limits/Scale/Weights&:</font> Opens a display window that allows all Limits, Scales and Weightings for the compliance curves to be edited through a single display rather than by picking individually.<br>
<br>
<font color="#0000ff">Include Spring Force in Set:</font> For the selected force set toggles whether the spring force is included in the compliant calculation.<br>
<br>
<font color="#0000ff">Make Force Set Default:</font> Makes the selected force set the current one. The current one is indicated by the red highlight, and becomes the force set displayed on the graphics and graphs.<br>
<br>
<font color="#0000ff">Turn Force Set </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">Off</font></font></font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">:</font></font></font> turns the status of the selected force set to <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">. Its data is not lost but it will not be used in the calculations and its compliant chart will be removed from the display.<br>
</font></font><br>
<font color="#0000ff">Turn All Force Sets </font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">On</font></font></font><font face="Times New Roman"><font color="#0000ff"><font face="Arial">:</font></font></font> Sets all defined force sets to <font face="Times New Roman"><font face="Arial">on</font></font><font face="Times New Roman"><font face="Arial">. Each force set will then have its own graph displayed.<br>
<br>
<font color="#0000ff">Open External Forces Edit&:</font></font></font> Opens the <u>external force</u> edit box. This allows the current external force settings to be viewed and edited.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Menu Tree </font></b><font face="Times New Roman"><b><font face="Arial"> Graphics Switches<br>
</font></b></font><font size="2"><br>
A menu tree dialog box is available that contains all the graphics menus in one location. This can be used as an alternative to the main toolbar menu entries as it can remain open and allow quicker access to individual switches than is achieved via the main menu.<br>
<br>
To open the menu tree use the menu <i>Graphics / Graphics Switches Menu Tree</i></font>.<br>
<br>
{<center><img data="bm178.bmp" title="bm178.bmp"><br>
Graphics Switches Menu Tree<br>
</center>
<br>
The menu tree has the following main branches; Point Nos; Point Labels; Point Values; Part Nos; Part Labels; Part C of G Visibility; Enhanced Visibility; Display Both Sides; Compliance Visibility; Pick Visibility and View Definition Values. Expand the tree branches to find other individual menu switches.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Menu Tree </font></b><font face="Times New Roman"><b><font face="Arial"> Edit Menus<br>
</font></b></font><font size="2"><br>
A menu tree dialog box is available that contains all the edit menus in one location. This can be used as an alternative to the main toolbar menu entries as it can remain open and allow quicker access to individual switches than is achieved via the main menu.<br>
<br>
To open the menu tree use the menu <i>Edit / Edit Menu Tree</i></font>.<br>
<br>
{<center><img data="bm179.bmp" title="bm179.bmp"><br>
Edit Menu Tree<br>
</center>
<br>
The menu tree has two main branches; Edit and Graphics. Expand the tree branches to find other individual menu switches.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Icon Description </font></b><font face="Times New Roman"><b><font face="Arial"> General<br>
</font></b></font><font face="Times New Roman"><font size="2"><br>
<font face="Arial">The following icons are used within the application dialogue boxes. A brief description is given for each. The ones shown on your display may differ due to local settings. Users can re-define toolbar icons through the <i>SetUp / Customize</i></font></font></font> Toolbars menu option.<br>
<br>
<br>
<b><img data="bm180.bmp" title="bm180.bmp"> Generic Editor Icon, normally opens standard data editor display.<br>
</b><br>
<b><img data="bm181.bmp" title="bm181.bmp"> Opens this Help File at context sensitive page<br>
</b><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Icon Description </font></b><font face="Times New Roman"><b><font face="Arial"> File Toolbar<br>
</font></b></font><font face="Times New Roman"><font size="2"><br>
<font face="Arial">The following icons are displayed on the default File toolbar. A brief description is given for each. The ones shown on your display may differ due to local settings. Users can re-define toolbar icons through the <i>SetUp / Customize</i></font></font></font> Toolbars menu option.<br>
<br>
<b><img data="bm182.bmp" title="bm182.bmp"> Open existing data file.<br>
</b><br>
<b><img data="bm183.bmp" title="bm183.bmp"> Save data to file<br>
</b><br>
<b><img data="bm184.bmp" title="bm184.bmp"> Change to 2D <u>module</u></b><b>, Bump articulation<br>
</b><br>
<b><img data="bm185.bmp" title="bm185.bmp"> Change to 2D <u>module</u></b><b>, Roll articulation<br>
</b><br>
<b><img data="bm186.bmp" title="bm186.bmp"> Change to 3D <u>module</u></b><b>, Bump articulation<br>
</b><br>
<b><img data="bm187.bmp" title="bm187.bmp"> Change to 3D <u>module</u></b><b>, Roll articulation<br>
</b><br>
<b><img data="bm188.bmp" title="bm188.bmp"> Change to 3D <u>module</u></b><b>, Steer articulation<br>
</b><br>
<b><img data="bm189.bmp" title="bm189.bmp"> Change to move ground plane in bump solver option<br>
</b><br>
<b><img data="bm190.bmp" title="bm190.bmp"> Change to move body in bump solver option<br>
</b><br>
<b><img data="bm191.bmp" title="bm191.bmp"> Toggle 3D <u>compliant</u></b><b> solver setting<br>
</b><br>
<b><img data="bm192.bmp" title="bm192.bmp"> Toggle 3D compliance use <u>external forces</u></b><b> setting<br>
</b><br>
<b><img data="bm193.bmp" title="bm193.bmp"> Toggle <u>Tolerance analysis</u></b><b> status<br>
</b><br>
<b><img data="bm194.bmp" title="bm194.bmp"> Set to <u>Edit</u></b><b> mode<br>
</b><br>
<b><img data="bm195.bmp" title="bm195.bmp"> Set to <u>Joggle</u></b><b> edit mode<br>
</b><br>
<b><img data="bm196.bmp" title="bm196.bmp"> Set to <u>Drag</u></b><b> edit mode<br>
</b><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Icon Description </font></b><font face="Times New Roman"><b><font face="Arial"> View Toolbar<br>
</font></b></font><font face="Times New Roman"><font size="2"><br>
<font face="Arial">The following icons are displayed on the view toolbar. A brief description is given for each.<br>
The ones shown on your display may differ due to local settings. Users can re-define toolbar icons through the <i>SetUp / Customize</i></font></font></font> Toolbars menu option.<br>
<br>
<b><img data="bm197.bmp" title="bm197.bmp"> Toggle <u>dynamic viewing</u></b><b> on/off.<br>
</b><br>
<b><img data="bm198.bmp" title="bm198.bmp"> Set dynamic view on and mode to translate.<br>
</b><br>
<b><img data="bm199.bmp" title="bm199.bmp"> Set dynamic view on and mode to scale.<br>
</b><br>
<b><img data="bm200.bmp" title="bm200.bmp"> Set dynamic view on and mode to rotate.<br>
</b><br>
<b><img data="bm201.bmp" title="bm201.bmp"> Start zoom event on the graphics display.<br>
</b><br>
<b><img data="bm202.bmp" title="bm202.bmp"> Autoscale all open graphs.<br>
</b><br>
<b><img data="bm203.bmp" title="bm203.bmp"> Set graphics view style to Wire Frame.<br>
</b><br>
<b><img data="bm204.bmp" title="bm204.bmp"> Set graphics view style to Solid Fill.<br>
</b><br>
<b><img data="bm205.bmp" title="bm205.bmp"> Set graphics view style to Hidden Line.<br>
</b><br>
<b><img data="bm206.bmp" title="bm206.bmp"> Set graphics view style to Depth Buffered (flat shaded).<br>
</b><br>
<b><img data="bm207.bmp" title="bm207.bmp"> Set graphics view to Y-Z plane.<br>
</b><br>
<b><img data="bm208.bmp" title="bm208.bmp"> Set graphics view to X-Z plane.<br>
</b><br>
<b><img data="bm209.bmp" title="bm209.bmp"> Set graphics view to X-Y plane.<br>
</b><br>
<b><img data="bm210.bmp" title="bm210.bmp"> Save current graphics view to temporary store.<br>
</b><br>
<b><img data="bm211.bmp" title="bm211.bmp"> Cycle though the available <u>tracking</u></b><b> options, or the available <u>dynamic view</u></b><b> options.<br>
</b><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Icon Description </font></b><font face="Times New Roman"><b><font face="Arial"> Graphics Toolbar<br>
</font></b></font><font face="Times New Roman"><font size="2"><br>
<font face="Arial">The following icons are displayed on the Graphics toolbar. A brief description is given for each.<br>
The ones shown on your display may differ due to local settings. Users can re-define toolbar icons through the <i>SetUp / Customize</i></font></font></font> Toolbars menu option.<br>
<br>
<b><img data="bm212.bmp" title="bm212.bmp"> Toggles the visibility on the graphics display of the hard point template numbers.<br>
</b><br>
<b><img data="bm213.bmp" title="bm213.bmp"> Turns point limits to </b><font face="Times New Roman"><b><font face="Arial">use</font></b></font><font face="Times New Roman"><b><font face="Arial">. If the current visibility setting of the <u>limit boxes</u></font></b></font><b> was </b><font face="Times New Roman"><b><font face="Arial">off</font></b></font><font face="Times New Roman"><b><font face="Arial"> they will be turned </font></b></font><font face="Times New Roman"><b><font face="Arial">on</font></b></font><font face="Times New Roman"><b><font face="Arial">.<br>
</font></b></font><br>
<b><img data="bm214.bmp" title="bm214.bmp"> Toggles the visibility on the graphics display of the hard point co-ordinates.<br>
</b><br>
<b><img data="bm215.bmp" title="bm215.bmp"> Toggles the visibility on the graphics display of the springs</b><font face="Times New Roman"><b><font face="Arial"> enhanced graphics.<br>
</font></b></font><br>
<b><img data="bm216.bmp" title="bm216.bmp"> Toggles the visibility on the graphics display of the dampers</b><font face="Times New Roman"><b><font face="Arial"> enhanced graphics.<br>
</font></b></font><br>
<b><img data="bm217.bmp" title="bm217.bmp"> Toggles the visibility on the graphics display of the wheels</b><font face="Times New Roman"><b><font face="Arial"> enhanced graphics.<br>
</font></b></font><br>
<b><img data="bm218.bmp" title="bm218.bmp"> Toggles the visibility on the graphics display of the pivots</b><font face="Times New Roman"><b><font face="Arial"> enhanced graphics.<br>
</font></b></font><br>
<b><img data="bm219.bmp" title="bm219.bmp"> Toggles the visibility on the graphics display of the grids</b><font face="Times New Roman"><b><font face="Arial"> enhanced graphics.<br>
</font></b></font><br>
<b><img data="bm220.bmp" title="bm220.bmp"> Toggles the visibility on the graphics display of the body</b><font face="Times New Roman"><b><font face="Arial">s enhanced graphics. Will only appear if a default body type has been set, (see data menu).<br>
</font></b></font><br>
<b><img data="bm221.bmp" title="bm221.bmp"> Set the graphics display to show both front and rear axle models, (if loaded).<br>
</b><br>
<b><img data="bm222.bmp" title="bm222.bmp"> Sets the graphic display to show the front suspension model only, (note you will not be able to select this option if you only have a rear suspension loaded).<br>
</b><br>
<b><img data="bm223.bmp" title="bm223.bmp"> Sets the graphic display to show the rear suspension model only, (note you will not be able to select this option if you only have a front suspension loaded).<br>
</b><br>
<b><img data="bm224.bmp" title="bm224.bmp"> Toggles the <u>animation</u></b><b> status. Stops or starts the animation of the model over the currently set articulation range.<br>
</b><br>
<b><img data="bm225.bmp" title="bm225.bmp"> Toggles the graphics display setting for drawing both suspension sides.<br>
</b><br>
<b><img data="bm226.bmp" title="bm226.bmp"> Copies the current graphic display to the WindowsŽ clipboard.<br>
</b><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Icon Description </font></b><font face="Times New Roman"><b><font face="Arial"> Graphs + Data Toolbar<br>
</font></b></font><font face="Times New Roman"><font size="2"><br>
<font face="Arial">The following icons are displayed on the Graphs + Data toolbar. A brief description is given for each. The ones shown on your display may differ due to local settings. Users can re-define toolbar icons through the <i>SetUp / Customize</i></font></font></font> Toolbars menu option.<br>
<br>
<b><img data="bm227.bmp" title="bm227.bmp"> Open a new results <u>graph</u></b><b>.<br>
</b><br>
<b><img data="bm228.bmp" title="bm228.bmp"> Autoscales all open graphs.<br>
</b><br>
<b><img data="bm229.bmp" title="bm229.bmp"> Opens the model property display. Tree structure based display to access model properties.<br>
</b><br>
<b><img data="bm230.bmp" title="bm230.bmp"> Opens the front suspension hard point values for viewing and editing, (not available if only rear suspension loaded).<br>
</b><br>
<b><img data="bm231.bmp" title="bm231.bmp"> Opens the rear suspension hard point values for viewing and editing, (not available if only front suspension loaded).<br>
</b><br>
<b><img data="bm232.bmp" title="bm232.bmp"> Lists the Parameters data set for viewing and editing.<br>
</b><br>
<b><img data="bm233.bmp" title="bm233.bmp"> Lists the Tyre data set values for viewing and editing.<br>
</b><br>
<b><img data="bm234.bmp" title="bm234.bmp"> Opens the Suspension Derivative File (SDF). This scrollable textual display lists the an echo of the suspension hard points and incremental listings of the relevant suspension characteristics for all articulation types.<br>
</b><br>
<b><img data="bm235.bmp" title="bm235.bmp"> Saves the current suspension hard points to a temporary store, given a unique label for possible later retrieval. This temporary store only exists whilst the application is open such that all saved co-ordinate sets are lost when the application is closed. Any number of sets can be stored.<br>
</b><br>
<b><img data="bm236.bmp" title="bm236.bmp"> Cancels the current <u>group</u></b><b> selection, returning back to all hard points accessible for individual editing.<br>
</b><br>
<b><img data="bm237.bmp" title="bm237.bmp"> Creates an new points group. A new group must be given a unique label to identify it. The number of points required to add to it set and each required point picked from the available suspension end lists.<br>
</b><br>
<b><img data="bm238.bmp" title="bm238.bmp"> Runs a utility function that will reset the vehicle model to a new ride height. The value required is a delta from the current position. A positive value lowers the body, i.e. reduces the ride height.<br>
</b><br>
<b><img data="bm239.bmp" title="bm239.bmp"> Option to list suspension hard points at a defined bump plus steer position. Define the required bump value, (+ve is in bump) and steer value.<br>
</b><br>
<b><img data="bm240.bmp" title="bm240.bmp"> Automatic window positioning option. All open windows are re-sized to a common size and cascaded down from the top left hand corner in regular steps.<br>
</b><br>
<b><img data="bm241.bmp" title="bm241.bmp"> Convenience routine to <u>convert</u></b><b> existing 2D model data to selected 3D suspension.<br>
</b><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements - Introduction<br>
</font></b><font size="2"><br>
This section describes the data requirements for both the 2D and 3D suspension analysis modules. Each data variable is listed, together with its units and any default value.<br>
<br>
The listings are broken down into sections as they are displayed in the interface.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Co-ordinate System<br>
</font></b></font><font size="2"><br>
The </font><font face="Times New Roman"><font face="Arial">SHARK</font></font><font face="Times New Roman"><font face="Arial"> co-ordinate system is a right handed system with the Y-axis across the car track, the origin of which is assumed to be on the vehicle centre line and the +ve direction being towards the offside suspension (Right hand Corner sitting in car). The X-axis is along the vehicle wheelbase, normally with the origin in front of the vehicle with the +ve direction towards the rear. The X-axis only applies to the 3D module, all 2D modes being in the Y-Z or cross car plane. The Z-axis is the vertical height, the origin of which for 2D modes is assumed to be the ground plane, but for the 3D modes can be at any height position. The +ve direction is taken as upwards, (note this co-ordinate system is different to the original UNIX version of SHARK, which had the X and Y axes transposed).<br>
</font></font><br>
{<center><img data="bm242.bmp" title="bm242.bmp"><br>
<font face="Times New Roman"><font face="Arial">SHARK</font></font><font face="Times New Roman"><font face="Arial"> Co-ordinate System<br>
</font></font></center>
<br>
The default mode for a single corner model is to work in the +ve Y axis side, (i.e. hard point y-values are +ve). This default mode can be switched such that the single corner default is for hard points to be in the <font face="Times New Roman"><font face="Arial">ve Y position. To change between these two settings use the toggle check <br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Data Requirements<br>
</font></b></font><font size="2"><br>
The 2D module has some specific requirements for data. It has a reduced set of <u>suspension types</u></font> when compared to the 3D module, whilst its <u>General data</u> set has variables unique to the 2D module. Some of the General data values are common to both the 2D and 3D modules and will be covered in the description of the <u>3D data</u> requirements.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Suspension Type<br>
</font></b></font><font size="2"><br>
The available suspension types for the 2D module are <u>Double Wishbone</u></font> or <u>Macpherson Strut</u>.<br>
<br>
{<center><img data="bm8.bmp" title="bm8.bmp"><br>
Setting the 2D Suspension type from the New menu<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 2D General Data<br>
</font></b></font><font size="2"><br>
<b>Vehicle Track,</b></font> (real), (units mm), (default 1600 mm)<br>
Sets the static vehicle track, the value is the Y-axis distance between the two assumed tyre contact patch centre<font face="Times New Roman"><font face="Arial">s. Must be a positive number<br>
<br>
<b>Kingpin Angle, </b></font></font> (real), (units deg), (default 10 deg)<br>
Sets the static kingpin angle, being the angle between the upper and lower ball joints in the Y-Z or cross car plane for a double wishbone suspension type, or the angle between the strut top and the lower ball joint, again in the Y-Z plane, for a Macpherson strut suspension. A positive Kingpin angle is taken as when the upper ball joint, (or strut top), is inboard of the lower ball joint, i.e. smaller Y value.<br>
<br>
<b>Kingpin Offset at Ground, </b> (real), (units mm), (default 20 mm)<br>
Sets the static Kingpin offset, the offset being the Y-axis or cross car distance between the tyre contact patch centre and the intersection of the kingpin axis with the ground. A positive offset is when the tyre contact patch centre is outboard of the kingpin axis intersection. <br>
<br>
<b>Damper Angle, </b> (real), (units deg), (default 10 deg) {<b>Strut Only</b>}<br>
Sets the static damper angle, being the angle between the strut top and a point on the strut slider axis, in the Y-Z plane. A positive damper angle is taken as when the strut top is inboard of the strut slider point, i.e. smaller Y value.<br>
<br>
<b>Camber Change in Bump, </b> (real), (deg/mm), (default -0.04 deg/mm)<br>
This value is used initially to set the user defined camber change line on the camber angle graph over the bump travel region. It is subsequently used to define the required wheel camber angle in bump travel, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in positive camber with positive wheel travel.<b><u><br>
<p><hr><p>
</u></b><br>
<b>Camber Change in Rebound, </b>(real), (deg/mm), (default -0.04 deg/mm)<br>
This value is used initially to set the user defined camber change line on the camber angle graph over the rebound travel region. It is subsequently used to define the required wheel camber angle in rebound travel, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in positive camber with positive wheel travel.<b><u><br>
</u></b><font face="Times New Roman"><br>
<font face="Arial"><b>Camber Change in Roll, </b></font></font> (real), (units deg/mm), (default 0.5 deg/deg)<br>
This value is used initially to set the user defined camber change line on the camber angle against roll graph. It is subsequently used to define the required wheel camber angle under roll articulation, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in positive camber with a positive roll angle.<br>
<b><u><br>
</u></b><b>Static Roll Centre Height, </b> (real), (units mm), (default 50 mm)<br>
Sets the static roll centre height, this is the distance up the Z-axis from the ground plane to the required static roll centre.<br>
<br>
<b>Roll Centre Height Change in Bump, </b>(real), (units mm/mm), (default 1.0 mm/mm)<br>
This value is used initially to set the user defined roll centre height line on the roll centre height graph over the bump travel region. It is subsequently used to define the required roll centre height in bump travel, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in the roll centre height with positive wheel travel.<b><u><br>
</u></b><br>
<b>Roll Centre Height Change in Rebound, </b>(real), (units mm/mm), (def 1.0 mm/mm)<br>
This value is used initially to set the user defined roll centre height line on the roll centre height graph over the rebound travel region. It is subsequently used to define the required roll centre height in rebound travel, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in the roll centre height with positive wheel travel.<br>
<b><u><br>
<p><hr><p>
</u></b><b>Roll Centre Height Change in Roll, </b>(real), (units mm/deg), (default 0.0 mm/mm)<br>
This value is used initially to set the user defined roll centre height line on the roll centre height against roll graph. It is subsequently used to define the required roll centre height in roll articulation, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in roll centre height with a positive roll angle. <br>
<br>
<b>Roll Centre Lateral Change in Roll, </b>(real), (units mm/deg), (default 0.0 mm/mm)<br>
This value is used initially to set the user defined roll centre lateral line on the roll centre lateral against roll graph. It is subsequently used to define the required roll centre lateral position in roll articulation, when a degree of freedom is introduced into the suspension model. A positive value indicates an increase in roll centre lateral Y value with a positive roll angle.<b><u><br>
</u></b><br>
<b>Bump Travel, </b> (real), (units mm), (default 60 mm)<br>
Sets the bump travel from static ride, it is the distance in the Z-axis that the ground plane, (or body), is moved through. Must be a positive number.<br>
<br>
<b>No. of Bump Solution Steps, </b> (integer), (default 4)<br>
Sets the number of solution steps performed between static and full bump travel.<br>
<br>
<b>Rebound Travel, </b> (real), (units mm), (default 60 mm)<br>
Sets the rebound travel from static ride, it is the distance in the Z-axis that the ground plane, (or body), is moved through. Must be a positive number.<br>
<br>
<b>No. of Rebound Solution Steps, </b> (integer), (default 4)<br>
Sets the number of solution steps performed between static and full rebound travel.<br>
<br>
<b>Roll Travel, </b> (real), (units deg), (default 5 deg)<br>
Sets the roll travel from static ride, it is the total angle that the body is rolled about the X-axis. Must be a positive number.<br>
<br>
<b>No. of Roll Solution Steps, </b> (integer), (default 4)<br>
Sets the number of solution steps performed between static and full roll.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Double Wishbone Suspension Hard Points<br>
</font></b></font><font size="2"><br>
<b>2D Double Wishbone Suspension Hard Points<br>
</b></font><br>
<b>Lower Outer Height (Z), </b> (real), (units mm), (default 200 mm)<br>
Defines the static Z height of the lower wishbone outer ball joint, relative to the ground plane.<br>
<br>
<b>Upper Outer Height (Z), </b> (real), (units mm), (default 500 mm)<br>
Defines the static Z height of the upper wishbone outer ball joint, relative to the ground plane.<br>
<br>
<b>Lower Inner Cross Car (Y), </b> (real), (units mm), (default 248 mm)<br>
Defines the static Y co-ordinate of the lower wishbone inner ball joint, relative to the vehicle centre line. <br>
<br>
<b>Lower Inner Height (Z), </b> (real), (units mm), (default 175 mm)<br>
Defines the static Z height of the lower wishbone inner ball joint, relative to the ground plane.<br>
<br>
<b>Upper Inner Cross Car (Y), </b> (real), (units mm), (default 367 mm)<br>
Defines the static Y co-ordinate of the upper wishbone inner ball joint, relative to the vehicle centre line. <br>
<br>
<b>Upper Inner Height (Z), </b> (real), (units mm), (default 426 mm)<br>
Defines the static Z height of the upper wishbone inner ball joint, relative to the ground plane.<br>
<br>
(Note: All 2D suspension Z co-ordinates are relative to an assumed zero ground plane, i.e., Z origin is ground plane.)<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Macpherson Strut Suspension Hard Points<br>
</font></b></font><font size="2"><br>
2D Macpherson Strut Suspension Hard Points<br>
</font><br>
<b>Lower Outer Height (Z), </b> (real), (units mm), (default 200 mm)<br>
Defines the static Z height of the lower wishbone outer ball joint, relative to the ground plane.<br>
<br>
<b>Strut Top Height (Z), </b> (real), (units mm), (default 500 mm)<br>
Defines the static Z height of the strut top, relative to the ground plane.<br>
<br>
<b>Lower Inner Cross Car (Y), </b> (real), (units mm), (default 248 mm)<br>
Defines the static Y co-ordinate of the lower wishbone inner ball joint, relative to the vehicle centre line. <br>
<br>
<b>Lower Inner Height (Z), </b> (real), (units mm), (default 175 mm)<br>
Defines the static Z height of the lower wishbone inner ball joint, relative to the ground plane.<br>
<br>
(Note: All 2D suspension Z co-ordinates are relative to an assumed zero ground plane, i.e., Z origin is ground plane.)<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Data Requirements<br>
</font></b></font><font size="2"><br>
The 3D module data requirements are broken down in to sets. Each set is described separately. The data requirements for each of the default <u>suspension template</u></font> types is listed. Some of the data sets given here apply in part to both the 3D module and the 2D module.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Suspension End<br>
</font></b></font><font size="2"><br>
Suspension models are defined as being associated to either the </font><font face="Times New Roman"><font face="Arial">Front</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Read</font></font><font face="Times New Roman"><font face="Arial"> end of the vehicle. The allowable suspension templates vary depending on this selection, since front suspension types must be steerable.<br>
<br>
Complete vehicle models can be built, (i.e. Front and Rear models), by creating one of each through the </font></font><font face="Times New Roman"><font face="Arial">new</font></font><font face="Times New Roman"><font face="Arial"> menu.<br>
<br>
</font></font>{<center><img data="bm0.bmp" title="bm0.bmp"><br>
Selecting the Suspension end and templates from the New display<br>
</center>
<br>
A suspension end model can also either be a single corner or a full axle. A convenience menu option is provided <i>Edit / Convert Corner to Axle Model</i> that will convert the current template from a corner model to a full axle model that is initially symmetrical. A full axle mode that is marked as symmetric will continue to be symmetric on subsequent hard point changes through the template identifying opposite points as linked. This linking is broken if the suspension symmetry flag is changed to asymmetric at the top of the <font face="Times New Roman"><font face="Arial"><i>File/New</i></font></font><font face="Times New Roman"><i><font face="Arial"> </font></i></font>dialogue box.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Suspension Type<br>
</font></b></font><font size="2"><br>
<b>3D Suspension Type<br>
</b></font><br>
Since users can create/delete and include their own templates the lists given here may not be the same as displayed. The presented lists represent the <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> templates that are </font></font><font face="Times New Roman"><font face="Arial">hard-coded</font></font><font face="Times New Roman"><font face="Arial"> into the as-shipped application.<br>
<br>
</font></font>For front suspension<font face="Times New Roman"><font face="Arial">s<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Select From:&nbsp;&nbsp;&nbsp;&nbsp;
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 1 Double wishbone, damper to lower wishbone.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 3 Steerable Macpherson strut.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 6 Double Wishbone, damper to upper wishbone.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 12 Steerable twin parallel wishbones + knuckle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 13 Double Wishbone, damper to knuckle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 14 Double wishbone, push rod to damper.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 15 Double wishbone, rocker arm damper.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 17 Double wishbone, pushrod monoshock.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 18 Double wishbone, upper toe link + <font face="Times New Roman"><font face="Arial">S</font></font><font face="Times New Roman"><font face="Arial"> link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 20 Double wishbone, twin outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 22 Double wishbone, twin outer ball joints spring front.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 23 Double wishbone, anti roll bar<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 24 Steerable Macpherson Strut, twin outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 25 Double wishbone, twin lower outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 26 Double wishbone, compliant rack, damper to lower.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 27 Steerable Macpherson Strut, twin lower link.<br>
</font></font><br>
For rear suspension<font face="Times New Roman"><font face="Arial">s<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Select From:&nbsp;&nbsp;&nbsp;&nbsp;
<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 1 Double wishbone, damper to lower wishbone.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 2 <font face="Times New Roman"><font face="Arial">H</font></font><font face="Times New Roman"><font face="Arial"> frame lower, single upper link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 3 Steerable Macpherson strut.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 4 Non-Steerable Mac strut, twin lower link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 5 5-Link Rigid Axle, (Panhard Rod).<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 6 Double Wishbone, damper to upper wishbone.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 7 Non-Steerable Mac strut, toe link to wishbone.<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 8 4-Link Rigid Axle, (Panhard Rod).<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 9 4-Link Rigid Axle, (twin upper).<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 10 Trailing arm, upper and lower rear links.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 11 Semi trailing arm.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 12 Steerable twin parallel wishbones + knuckle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 13 Double Wishbone, damper to knuckle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 14 Double wishbone, push rod to damper.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 15 Double wishbone, rocker arm damper.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 16 Non-Steerable lower <font face="Times New Roman"><font face="Arial">A</font></font><font face="Times New Roman"><font face="Arial"> with toe link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 17 Double wishbone, pushrod monoshock.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 18 Double wishbone, upper toe link + </font></font><font face="Times New Roman"><font face="Arial">S</font></font><font face="Times New Roman"><font face="Arial"> link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 19 Hinged Trailing Arm, Twin Lower Link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 20 Double Wishbone, twin outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 21 5-Link Rigid Axle, (Watts Linkage).<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 22 Double Wishbone, Twin outer ball joints, Spring front.<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 23 Double Wishbone, anti roll bar. <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 24 Steerable Macpherson Strut, twin outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 25 Double Wishbone, Twin Lower Outer ball joints.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 26 Double Wishbone, compliant rack, damper to lower.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 27 Steerable Mcpherson Strut, twin lower link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 28 4-Link Rear, transverse control link.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 29 Twist Beam <font face="Times New Roman"><font face="Arial"> twin Wheel.<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Type 30 Generic 5-link Rear.<br>
<br>
{<center><img data="bm9.bmp" title="bm9.bmp"><br>
</center>
<center>Selecting the Front Suspension template from the New display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D General Data (Parameters)<br>
</font></b></font><font size="2"><br>
<b>3D General Data<br>
</b></font><br>
<b>Bump Travel, </b> (real), (units mm), (default 60 mm)<br>
Sets the bump travel from static ride, it is the distance in the Z-axis that the ground plane, (or body), is moved through. Must be a positive number. Note that the bump and rebound travel values would normally define an even increment bounded articulation definition. This can be changed to a step-by-step definition sequence similar to that used for the combined mode but with out any steering input. This is enabled/edited through the <i>Data / Use Extended Bump Travel</i> and <i>Data / Edit Extended Bump Travel </i>menu options.<br>
<br>
<b>Rebound Travel, </b> (real), (units mm), (default 60 mm)<br>
Sets the rebound travel from static ride, it is the distance in the Z-axis that the ground plane, (or body), is moved through. Must be a positive number. See also bump travel above with regard to extended bump travel option.<br>
<br>
<b>Bump/Rebound Increment, </b> (real), (units mm), (default 5 mm)<br>
Set the solution step size in bump and rebound when animating or listing SDF<font face="Times New Roman"><font face="Arial">s. See also bump travel above with regard to extended bump travel option. The alternative solver motion option of </font></font><font face="Times New Roman"><font face="Arial">Solve by No of Steps</font></font><font face="Times New Roman"><font face="Arial"> can be used to directly set the number of steps to reach the maximum travel, (i.e. calculate the increment rather than define it).<br>
</font></font><br>
<b>Roll Angle, </b> (real), (units deg), (default 3 deg)<br>
Sets the roll travel from static ride, it is the total angle that the body is rolled about the Y-axis. Must be a positive number.<br>
<br>
<b>Roll Increment, </b> (real), (units deg), (default 0.25 deg)<br>
Sets the solution step size in roll when animating or listing SDF<font face="Times New Roman"><font face="Arial">s.<br>
<br>
<b>Steer Travel, </b></font></font> (real), (units mm), (default 30.0 mm)<br>
Sets the limit of steering travel for the inner ball joint in the X-axis or cross car direction.<br>
<br>
<b>Steer Increment, </b> (real), (units mm), (default 2.0 mm)<br>
Sets the solution step size in steering when animating or listing SDF<font face="Times New Roman"><font face="Arial">s.<br>
<br>
<b>Wheelbase,</b></font></font> (real), (units mm), (default 2240 mm)<br>
Sets the static vehicle wheelbase, the value is the Y-axis distance between the front and rear wheel centre<font face="Times New Roman"><font face="Arial">s. Must be a positive number.<br>
<br>
<b>C of G Height, </b></font></font> (real), (units mm), (default 60 mm)<br>
Sets the static centre of gravity height, the distance in the Z-axis of the C of G from the ground plane.<br>
<br>
<b>Breaking On Front,</b> (real), (units %), (default 60 %)<br>
Defines the brake split between the front and rear axles, by defining the % braking effort on the front axle.<br>
<br>
<b>Drive On Front,</b> (real), (units %), (default 0 %)<br>
Defines the drive split between the front and rear axles, by defining the % drive to the front axle. Thus a rear wheel drive car has a value of 0%, whilst a front wheel drive car has a value of 100%.<br>
<br>
<b>Total Weight On Front,</b> (real), (units %), (default 40 %)<br>
Defines the weight split between the front and rear axles, by defining the % weight on the front axle.<br>
<br>
<b>Front Brake Type, </b>(integer), (default 2)<br>
Defines the brake type for the front suspension as either inboard (1), or outboard (2).<br>
<br>
<b>Rear Brake Type, </b>(integer), (default 2)<br>
Defines the brake type for the rear suspension as either inboard (1), or outboard (2).<br>
<br>
<b>Total Sprung Weight, </b>(real), (units kg) (default 0.0)<br>
Defines the total sprung weight of the vehicle, (sum of front and rear).<br>
<br>
<b>Front Suspension Type, </b>(integer), (default 1)<br>
Defines the suspension type for the front suspension as either independent (1), or rigid (2).<br>
<br>
<b>Rear Suspension Type, </b>(integer), (default 1)<br>
Defines the suspension type for the rear suspension as either independent (1), or rigid (2).<br>
<br>
<b>Drive Shaft Joint Radius, </b>(real), (units mm), (default 65.0)<br>
Defines the Joint radius used for the drive shaft joints. This is available as a variable for use in User SDF calculations.<br>
<br>
<b>No of Bump Increments, </b>(integer), (default 5)<br>
Is optionally used to define the number of bump increments taken to reach the defined maximum bump travel limit. Only applies when the solver motion option is set to <font face="Times New Roman"><font face="Arial">Solve by No of Steps</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<b>No of Rebound Increments, </b></font></font>(integer), (default 5)<br>
Is optionally used to define the number of rebound increments taken to reach the defined maximum rebound travel limit. Only applies when the solver motion option is set to <font face="Times New Roman"><font face="Arial">Solve by No of Steps</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font><br>
<b>No of Roll Increments, </b>(integer), (default 5)<br>
Is optionally used to define the number of roll increments taken to reach the defined maximum roll travel limit. Only applies when the solver motion option is set to <font face="Times New Roman"><font face="Arial">Solve by No of Steps</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<b>No of Steer Increments, </b></font></font>(integer), (default 5)<br>
Is optionally used to define the number of steer increments taken to reach the defined maximum steering travel limit. Only applies when the solver motion option is set to <font face="Times New Roman"><font face="Arial">Solve by No of Steps</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font><br>
{<center><img data="bm243.bmp" title="bm243.bmp"><br>
Editing the Parameters (General Data) data set<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Body Type<br>
</font></b></font><font size="2"><br>
The 3D body type is a menu selection rather than a data variable. The menu choices are;<br>
<br>
</font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
None<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Saloon<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Open Sports<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Old Single Seater<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Single Seater<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Utility<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Super Saloon<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mini Van<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
User Defined<br>
<br>
{<center><img data="bm244.bmp" title="bm244.bmp"><br>
</center>
<center>Example Graphics <font face="Times New Roman"><font face="Arial"> Open Sports Body Type Shown<br>
</font></font></center>
<br>
For the user defined body it is possible to define the body graphics as a combination of 3d vectors and 3d facets. To edit the user defined body data select the menu option <i>Data / Edit User Body Data&</i> The displayed spread-sheet has two paneled tabs. The first is for 3d vectors, where each vector requires a start point and an end point. The second tab is for 3d facets where each facet can be a <font face="Times New Roman"><font face="Arial">n</font></font><font face="Times New Roman"><font face="Arial"> noded planar facet. Each node of the facet requires an x, y and z co-ordinate.<br>
</font></font><br>
The body data can be populated with one of the standard types to act as a start point. Use the local <i>File / Load Standard body Data</i> menus to do this.<br>
<br>
Body facet data can also be imported from an external STL file. Scaling and shift options are offered to manipulate the imported STL facets.<br>
<br>
The application is currently restricted to a maximum of 10 noded facets and a total of 2000 facets and 800 vectors.<br>
<br>
To edit user defined body data, open using <i>Data / Edit User Body Data</i>, if this menu is un-selectable you first need to set body type to user defined, (<i>Data / Body Type / User Defined)</i>. The data edit display list vectors and facets separately.<br>
<br>
{<center><img data="bm245.bmp" title="bm245.bmp"><br>
</center>
<center>Editing User Body Data - Vectors<br>
</center>
<br>
For each vector define the start and end co-ordinates as a global (x, y, z) value.<br>
<br>
For each facet define as many point co-ordinates triplets as required. A minimum of three points is required for a facet. These point co-ordinates should be in the global axis system.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Tyre Data<br>
</font></b></font><font size="2"><br>
The 2D module has some specific requirements for data.<br>
<b><u><br>
</u></b></font><b>Rolling Radius,</b> (real), (units mm), (default 225 mm)<br>
Sets the relevant tyres rolling radius.<br>
<b><u><br>
</u></b><b>Tyre Width,</b> (real), (units mm), (default 150 mm)<br>
Sets the relevant tyre width, used to support graphical display only.<br>
<b><u><br>
</u></b><b>Vertical Stiffness,</b> (real), (units N/mm), (default 400 N/mm)<br>
Sets the relevant tyres vertical stiffness, used in the compliance analysis.<br>
<b><u><br>
</u></b><b>Spring Diameter,</b> (real), (units mm), (default 14 mm)<br>
Sets the diameter of the graphical spring used to optionally represent the tyre vertical spring.<br>
<br>
Other related graphical items such as colour can also be edited through this display.<br>
<br>
<b>Enhanced Tyre and Spring<br>
</b><br>
The graphical representation of the tyre and wheel can be extended beyond the default. The user can define a cross section that is then revolved around the spindle axis. These user profiles can thus include much more surface definition than the simple models.<br>
<br>
{<center><img data="bm246.bmp" title="bm246.bmp"><br>
Editing the Tyre data set<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Steering Type<br>
</font></b></font><font size="2"><br>
The 3D steering type is a menu selection rather than a data variable. The menu choices are;<br>
<br>
</font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Steering Rack<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Steering Box<br>
<br>
{<center><img data="bm11.bmp" title="bm11.bmp"><br>
</center>
<center>Setting the Steering type from the <font face="Times New Roman"><font face="Arial">New</font></font><font face="Times New Roman"><font face="Arial"> menu<br>
</font></font></center>
<br>
The steering box option requires additional data hard points to be defined:<br>
<br>
Point 101: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1st Point on Box Axis, x,y,z (mm).<br>
Point 102: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2nd Point on Box Axis, x,y,z (mm).<br>
Point 103: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Pitman Joint, x,y,z (mm).<br>
<br>
{<center><img data="bm247.bmp" title="bm247.bmp"><br>
</center>
<center>Editing the Steering Box Hard Point Data<br>
</center>
<br>
The steering box hard points can be optionally asymmetric.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Comments<br>
</font></b></font><font size="2"><br>
The data for the title block is intended for use as a labelling/description mechanism. This optional data block is only accessible via the <i>Data / Model Comments&</i></font> menu item.<br>
<br>
{<center><img data="bm248.bmp" title="bm248.bmp"><br>
Editing the comments section<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Bush Properties<br>
</font></b></font><font size="2"><br>
The Bush Properties data is displayed by hard point and is added to the bottom of the normal points</font><font face="Times New Roman"><font face="Arial"> position edit box when in compliant mode. A bush has a local co-ordinate system defined relative to the global Cartesian set. The bushes stiffness properties are then defined in this local co-ordinate system.<br>
<br>
The individual data fields are:<br>
<b><u><br>
</u></b></font></font><b>Point on Bush local Z-Axis, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is in absolute x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">absolute</font></font><font face="Times New Roman"><font face="Arial"> implies relative to global Cartesian origin).<br>
</font></font><b><u><br>
</u></b><b>Point on Bush local Z-Axis, X, Y and Z, Rel,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is in relative x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">relative</font></font><font face="Times New Roman"><font face="Arial"> implies relative to selected hard points</font></font><font face="Times New Roman"><font face="Arial"> position).<br>
<b><u><br>
</u></b></font></font><b>Point on Bush local Z-Axis, Pnt,</b> (choice), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is by selecting another hard point in the suspension model. Typical use of this would be in aligning a bush axis along a wishbone axis by pointing towards the second point on the pivot axis.<br>
<b><u><br>
</u></b><b>Point in Bush local X-Z Plane, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local X-Z plane for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is in absolute x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">absolute</font></font><font face="Times New Roman"><font face="Arial"> implies relative to global Cartesian origin).<br>
<b><u><br>
</u></b></font></font><b>Point on Bush local X-Z Plane, X, Y and Z, Rel,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local X-Z plane for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is in relative x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">relative</font></font><font face="Times New Roman"><font face="Arial"> implies relative to selected hard points</font></font><font face="Times New Roman"><font face="Arial"> position).<br>
<b><u><br>
</u></b></font></font><b>Bush Local Stiffness, X, Y and Z,</b> (real), (units N/mm), (default 1000 N/mm or 2000 N/mm)<br>
Sets the translational stiffness of the current bush in the defined local axes.<b><u><br>
</u></b><br>
<b>Bush Local Stiffness, X-X, Y-Y and Z-Z,</b> (real), (units N.m/Rad), (default 0 N.m/Rad)<br>
Sets the rotational stiffness of the current bush in the defined local axes.<br>
<b><u><br>
</u></b><b>Bush Local Damping (Loss Angle), X, Y and Z,</b> (real), (units Deg), (default 3.0 Deg)<br>
Sets the translational damping of the current bush in the defined local axes. Note that the damping is defined in terms of a loss angle rather than an absolute damping value. Such that damping is applied to the model as either, Stiffness x Cos(loss angle) or Stiffness x Sin(loss angle) for the real and imaginary parts of the solution.<b><u><br>
</u></b><br>
<b>Bush Local Damping (Loss Angle), X-X, Y-Y- and Z-Z,</b> (real), (units Deg), (default 0.0 Deg)<br>
Sets the rotational damping of the current bush in the defined local axes. Note that the damping is defined in terms of a loss angle rather than an absolute damping value. Such that damping is applied to the model as either, Stiffness x Cos(loss angle) or Stiffness x Sin(loss angle) for the real and imaginary parts of the solution.<b><u><br>
</u></b><br>
{<center><img data="bm249.bmp" title="bm249.bmp"><br>
Bush Properties <font face="Times New Roman"><font face="Arial"> Example Compliant Data<br>
</font></font></center>
<br>
The bush edit dialog box attempts to stop invalid bush axes definitions. These normally occur when the z-axis point and the point in the x-y plane are the same or are along the same vector. Typical examples of these occur with the compliant rack models when the z-axis point is aligned relative to the other rack bush but the x-y point has not been changed from the default.<br>
<br>
The inclusion of a compliant racks bush also normally requires that the rotational stiffness values are defined for the rack bushes to control the rack rotations.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D External Force Data<br>
</font></b></font><font size="2"><br>
The External Force data is displayed by </font><font face="Times New Roman"><font face="Arial">Set</font></font><font face="Times New Roman"><font face="Arial">. Each set is a collection of forces, each force having a definition in terms of its head and tail positions, attachment part and magnitude. Force head and tail positions are defined in either absolute position or relative to a hard point position.<br>
<br>
The individual data fields are:<br>
<b><u><br>
</u></b></font></font><b>Description,</b> (string), (units none), (default none)<br>
Label for the force set.<br>
<b><u><br>
</u></b><b>End,</b> (selection), (units none), (default none)<br>
Identifies which suspension corner to apply the force too.<br>
<b><u><br>
</u></b><b>Apply to Part,</b> (selection), (units none), (default none)<br>
Identifies which part in the selected corners<font face="Times New Roman"><font face="Arial"> suspension to apply the force too.<br>
<b><u><br>
</u></b></font></font><b>Magnitude,</b> (real), (units N), (default 0 N)<br>
Defines the magnitude of the force. A force can be fixed or variable. Changing the setting from a single <font face="Times New Roman"><font face="Arial">fixed</font></font><font face="Times New Roman"><font face="Arial"> value to a </font></font><font face="Times New Roman"><font face="Arial">variable</font></font><font face="Times New Roman"><font face="Arial"> force enables an edit box for the variable force. The force can then be defined on a by increment variation.<br>
</font></font><b><u><br>
</u></b><b>Phase,</b> (real), (units deg), (default 0 deg)<br>
Defines the phase of a force. It is only relevant for a Forced/Damped analysis.<br>
<b><u><br>
</u></b><b>Force Head, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of the force head in the global Cartesian co-ordinate system, co-ordinate system origin taken as global co-ordinate system origin.<br>
<b><u><br>
</u></b><b>Force Head, X, Y and Z, Rel. to Pnt.,</b> (real), (units mm), (default none)<br>
Sets the position of the force head in the global Cartesian co-ordinate system, co-ordinate system origin taken as selected hard point.<br>
<b><u><br>
</u></b><b>Force Tail, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of the force tail in the global Cartesian co-ordinate system, co-ordinate system origin taken as global co-orindate system origin.<br>
<b><u><br>
</u></b><b>Force Tail, X, Y and Z, Rel. to Pnt.,</b> (real), (units mm), (default none)<br>
Sets the position of the force tail in the global Cartesian co-ordinate system, co-ordinate system origin taken as selected hard point.<br>
<b><u><br>
</u></b><b>Force Tail, X, Y and Z, Rel. to Head,</b> (real), (units mm), (default none)<br>
Sets the position of the force tail in the global Cartesian co-ordinate system, co-ordinate system origin taken as the <font face="Times New Roman"><font face="Arial">head</font></font><font face="Times New Roman"><font face="Arial"> of the current force.<br>
<br>
</font></font>{<center><img data="bm250.bmp" title="bm250.bmp"><br>
External Forces Properties <font face="Times New Roman"><font face="Arial"> Example Data<br>
</font></font></center>
<br>
Also displayed on this display are solver switch settings for the Suspension Spring Pre-load force, Drive shaft Loads and Braked Hub. These provide access to the <font face="Times New Roman"><font face="Arial">by force set</font></font><font face="Times New Roman"><font face="Arial"> solver switch settings for these load cases.<br>
<br>
The Braked Hub allows the user to select if the longitudinal wheel/hub loads are to be reacted by the brake and hence to load the upright or if these loads are to reacted by the drive shaft. This enables both braking and drive load case sets to be assembled.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Part C of G Properties<br>
</font></b></font><font size="2"><br>
The C of G Properties data is displayed by part. Each part optionally has a point attached to it that is identified as the C of G point. If a template does not have an associated C of G point either an existing point can be flagged as the C of G by editing the template, or a new point can be added to the template via the <i>Edit / Add to Model / Part C of Gs</i></font> menu options. A point added to the template in this way is automatically flagged as being a C of G point. C of G points are only visible when in compliant mode and are drawn as a green and black quadrant symbol. An additional set of visibility switches are used for C of G points that control point visibility, axis marker points and axes. Older model files will not have C of G points in them and will need modifying to match the updated templates.<br>
<br>
{<center><img data="bm251.bmp" title="bm251.bmp"><br>
C of G Marker Point <font face="Times New Roman"><font face="Arial"> Screen Shot<br>
</font></font></center>
<br>
Part mass properties enable modal frequencies and forced-damped responses to be identified.<br>
<br>
The individual data fields are:<br>
<b><u><br>
</u></b><b>Point Label,</b> (string), (default none)<br>
Sets a string label for each point.<br>
<b><u><br>
</u></b><b>Kinematic Point Coordinates (Global),</b> (real), (unit mm), (default none)<br>
Lists the current kinematic hard point co-ordinates.<br>
<b><u><br>
</u></b><b>Point on C of G local Z-Axis, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points C of G local axes, (local axis origin is the current points kinematic position). This definition is in absolute x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">absolute</font></font><font face="Times New Roman"><font face="Arial"> implies relative to global Cartesian origin).<br>
</font></font><b><u><br>
</u></b><b>Point on C of G local Z-Axis, X, Y and Z, Rel,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points C of G local axes, (local axis origin is the current points kinematic position). This definition is in relative x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">relative</font></font><font face="Times New Roman"><font face="Arial"> implies relative to selected hard points</font></font><font face="Times New Roman"><font face="Arial"> position).<br>
<b><u><br>
</u></b></font></font><b>Point on C of G local Z-Axis, Pnt,</b> (choice), (default none)<br>
Sets the position of a point on the local Z-axis for the current hard points bush local axes, (local axis origin is the current points kinematic position). This definition is by selecting another hard point in the suspension model. Typical use of this would be in aligning a bush axis along a wishbone axis by pointing towards the second point on the pivot axis.<br>
<b><u><br>
</u></b><b>Point in C of G local X-Z Plane, X, Y and Z, Abs,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local X-Z plane for the current hard points C of G local axes, (local axis origin is the current points kinematic position). This definition is in absolute x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">absolute</font></font><font face="Times New Roman"><font face="Arial"> implies relative to global Cartesian origin).<br>
</font></font><b><u><br>
</u></b><b>Point in C of G local X-Z Plane, X, Y and Z, Rel,</b> (real), (units mm), (default none)<br>
Sets the position of a point on the local X-Z plane for the current hard points C of G local axes, (local axis origin is the current points kinematic position). This definition is in relative x, y and z co-ordinates, (<font face="Times New Roman"><font face="Arial">relative</font></font><font face="Times New Roman"><font face="Arial"> implies relative to selected hard points</font></font><font face="Times New Roman"><font face="Arial"> position).<br>
<b><u><br>
</u></b></font></font><b>C of G Mass,</b> (real), (units Kg), (default 1.0 Kg)<br>
Sets the mass of the part that this point is the C of G marker for.<b><u><br>
</u></b><br>
<b>C of G Local Inertia, Ixx, Iyy, Izz, Ixy, Ixz and Iyz,</b> (real), (units kg/mm2)<br>
Sets the 6 inertia values for the part. Inertia properties are defined about the local axis system that has been defined by the points above.<b><u><br>
</u></b><br>
{<center><img data="bm252.bmp" title="bm252.bmp"><br>
C of G Properties <font face="Times New Roman"><font face="Arial"> Example Data<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 1: Double Wishbone, Damper to Lower Wishbone<br>
</font></b></font><font size="2"><br>
<b>Type 1 Double wishbone, damper to lower wishbone.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
{<center><img data="bm253.bmp" title="bm253.bmp"><br>
</center>
<br>
</center>
<center>Suspension Type 1, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
{<center><img data="bm254.bmp" title="bm254.bmp"><br>
</center>
<center>Suspension Type 1, Schematic<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 2: </font></b></font><font face="Times New Roman"><b><font face="Arial">H</font></b></font><font face="Times New Roman"><b><font face="Arial"> Frame Lower, Single Upper Link<br>
</font></b></font><font size="2"><br>
<b>Type 2 </b></font><font face="Times New Roman"><b><font face="Arial">H</font></b></font><font face="Times New Roman"><b><font face="Arial"> frame lower, single upper link.<br>
</font></b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer front pivot point, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer rear pivot point, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link inner ball joint, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
<br>
{<center><img data="bm255.bmp" title="bm255.bmp"><br>
</center>
<center>Suspension Type 2, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
{<center><img data="bm256.bmp" title="bm256.bmp"><br>
</center>
<center>Suspension Type 2, Schematic<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 3: Steerable Macpherson Strut<br>
</font></b></font><font size="2"><br>
<b>Type 3 Steerable Macpherson strut.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider axis point, x,y,z (mm).<br>
Point 5:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut top point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
{<center><img data="bm257.bmp" title="bm257.bmp"><br>
</center>
<center>Suspension Type 3, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
{<center><img data="bm258.bmp" title="bm258.bmp"><br>
</center>
<center>Suspension Type 3, Schematic<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 4: Non-Steerable Macpherson Strut, Twin Lower Link<br>
</font></b></font><font size="2"><br>
<b>Type 4 Non-Steerable Mac strut, twin lower link.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front lower link inboard, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear lower link inboard, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front lower link outboard, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear lower link outboard, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider axis point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut top point, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Reaction rod outboard point, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Reaction rod body point, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring top centre line, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring bottom at centre line, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm259.bmp" title="bm259.bmp"><br>
</center>
<center>Suspension Type 4, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 5: 5-Link Rigid Axle (Panhard Rod)<br>
</font></b></font><font size="2"><br>
<b>Type 5 5-Link Rigid Axle (Panhard Rod).<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link body end, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link body end, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link body end, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link body end, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link axle end, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link axle end, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link axle end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link axle end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Panhard rod body end, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Panhard rod axle end, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper axle, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper body, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper axle, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper body, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Centre pivot point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right wheel centre, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left wheel centre, x,y,z (mm).<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel stub axle point, x,y,z (mm).<br>
<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 23:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 24:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
Point 25:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 7 C of G<br>
<br>
{<center><img data="bm260.bmp" title="bm260.bmp"><br>
</center>
<center>Suspension Type 5, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 6: Double Wishbone, Damper to Upper Wishbone<br>
</font></b></font><font size="2"><br>
<b>Type 6 Double Wishbone, damper to upper wishbone.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
{<center><img data="bm261.bmp" title="bm261.bmp"><br>
</center>
<center>Suspension Type 6, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
{<center><img data="bm262.bmp" title="bm262.bmp"><br>
</center>
<center>Suspension Type 6, Schematic<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 7: Non-Steerable Macpherson Strut, Toe Link to Wishbone<br>
</font></b></font><font size="2"><br>
<b>Type 7 Non-Steerable Mac strut, toe link to wishbone.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider axis point, x,y,z (mm).<br>
Point 5:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut top point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Steering link to wishbone ball joint, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point on lower arm, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
{<center><img data="bm263.bmp" title="bm263.bmp"><br>
</center>
<center>Suspension Type 7, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 8: 4-Link Rigid Axle (Panhard Road)<br>
</font></b></font><font size="2"><br>
<b>Type 8 4-Link Rigid Axle, (Panhard rod).<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link body end, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link body end, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link body end, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link axle end, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link axle end, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Panhard rod body end, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Panhard rod axle end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper axle, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper body, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper axle, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper body, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Axle tube <font face="Times New Roman"><font face="Arial"> stub axle, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right wheel centre, x,y,z (mm).<br>
</font></font>Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left wheel centre, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm264.bmp" title="bm264.bmp"><br>
</center>
<center>Suspension Type 8, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 9: 4-Link Rigid Axle (Twin Upper)<br>
</font></b></font><font size="2"><br>
<b>Type 9 4-Link Rigid Axle (Twin Upper)<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link body end, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link body end, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link body end, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link axle end, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link axle end, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link axle end, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link body end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link axle end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper axle, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper body, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper axle, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper body, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Axle tube - stub axle, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right wheel centre, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left wheel centre, x,y,z (mm).<br>
<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm265.bmp" title="bm265.bmp"><br>
</center>
<center>Suspension Type 9, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 10: Trailing Arm, Upper and Lower Rear Links<br>
</font></b></font><font size="2"><br>
<b>Type 10 Trailing arm, upper and lower rear links.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower link inner ball joint, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower link outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link inner ball joint, x,y,z (mm).<br>
Point 5:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link outer ball joint, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper lower trailing arm end, x,y,z (mm).<br>
Point 7: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring lower trailing arm end, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
<br>
{<center><img data="bm266.bmp" title="bm266.bmp"><br>
</center>
<center>Suspension Type 10, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 11: Semi Trailing Arm<br>
</font></b></font><font size="2"><br>
<b>Type 11 Semi trailing arm.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper lower trailing arm end, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 5:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
<br>
{<center><img data="bm267.bmp" title="bm267.bmp"><br>
</center>
<center>Suspension Type 11, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 12: Steerable Twin Parallel Wishbones and Knuckle<br>
</font></b></font><font size="2"><br>
<b>Type 12 Steerable twin parallel wishbones + knuckle.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Knuckle centre, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Knuckle upper axis point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Knuckle lower axis point, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Axis point, x,y,z (mm)<br>
<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm268.bmp" title="bm268.bmp"><br>
</center>
<center>Suspension Type 12, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font></center>
<b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 13: Double Wishbone Damper to Knuckle<br>
</font></b></font><font size="2"><br>
<b>Type 13 Double Wishbone Damper to knuckle.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
{<center><img data="bm269.bmp" title="bm269.bmp"><br>
</center>
<center>Suspension Type 13 LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 14: Double Wishbone, Push Rod to Damper<br>
</font></b></font><font size="2"><br>
<b>Type 14 Double wishbone, push rod to damper.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod rocker end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to body point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to rocker point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 1st point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 2nd point, x,y,z (mm).<br>
<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
<br>
{<center><img data="bm270.bmp" title="bm270.bmp"><br>
</center>
<center>Suspension Type 14, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 15: Double Wishbone, Rocker Arm Damper<br>
</font></b></font><font size="2"><br>
<b>Type 15 Double wishbone, rocker arm damper.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod rocker end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to body point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to rocker point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 1st point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 2nd point, x,y,z (mm).<br>
<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
<br>
{<center><img data="bm271.bmp" title="bm271.bmp"><br>
</center>
<center>Suspension Type 15, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 16: Non-Steerable Lower </font></b></font><font face="Times New Roman"><b><font face="Arial">A</font></b></font><font face="Times New Roman"><b><font face="Arial"> with Toe Link<br>
</font></b></font><font size="2"><br>
<b>Type 16 Non-Steerable lower </b></font><font face="Times New Roman"><b><font face="Arial">A</font></b></font><font face="Times New Roman"><b><font face="Arial"> with toe link.<br>
</font></b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front lower link outboard, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower link inboard ball joint, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear lower link outboard, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Reaction rod outboard point, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Reaction rod body point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
{<center><img data="bm272.bmp" title="bm272.bmp"><br>
</center>
<center>Suspension Type 16, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 17: Double Wishbone, Push Rod Monoshock<br>
</font></b></font><font size="2"><br>
<b>Type 17 Double wishbone, pushrod monoshock.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Push rod rocker end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to body point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper to rocker point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 1st point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rocker axis 2nd point, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2nd link 1st rocker end, x,y,z (mm).<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2nd link damper rocker end, x,y,z (mm).<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper rocker axis 1st point, x,y,z (mm).<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper rocker axis 2nd point, x,y,z (mm).<br>
<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 23:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 24:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 25:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 26:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
Point 27:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 7 C of G<br>
Point 28:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 8 C of G<br>
<br>
{<center><img data="bm273.bmp" title="bm273.bmp"><br>
</center>
<center>Suspension Type 17, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 18: Double Wishbone, Upper Toe Link and </font></b></font><font face="Times New Roman"><b><font face="Arial">S</font></b></font><font face="Times New Roman"><b><font face="Arial"> Link<br>
</font></b></font><font size="2"><br>
<b>Type 18 Double wishbone, upper toe link + </b></font><font face="Times New Roman"><b><font face="Arial">S</font></b></font><font face="Times New Roman"><b><font face="Arial"> link.<br>
</font></b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper toe link inboard end, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper toe link outboard end, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Drop link axis point, x,y,z (mm).<br>
<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 23:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
<br>
{<center><img data="bm274.bmp" title="bm274.bmp"><br>
</center>
<center>Suspension Type 18, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 19: Hinged Trailing Arm, Twin Lower Link<br>
</font></b></font><font size="2"><br>
<br>
<b>Type 19 Hinged Trailing Arm, Twin Lower Link.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower front link inboard pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower rear link inboard pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower front link outboard pivot, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower rear link outboard pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link inboard end, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper link outboard end, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring/Damper wishbone end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring/Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm hinge upper joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm to body, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm hinge lower pivot, x,y,z (mm).<br>
<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm275.bmp" title="bm275.bmp"><br>
</center>
<center>Suspension Type 19, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 20: Double Wishbone, Twin outer Ball Joints<br>
</font></b></font><font size="2"><br>
<br>
<b>Type 20 Double Wishbone, Twin Outer Ball Joints.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front link inboard pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear link inboard pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front link outboard pivot, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front link inboard pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear link inboard pivot, x,y,z (mm).<br>
Point 6: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front link outboard end, x,y,z (mm).<br>
Point 7: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper Spring pivot point, x,y,z (mm).<br>
Point 12: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, (to front lower link), x,y,z (mm).<br>
Point 13: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear link outboard pivot, x,y,z (mm).<br>
Point 16: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear link outboard pivot, x,y,z (mm).<br>
<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
<br>
{<center><img data="bm276.bmp" title="bm276.bmp"><br>
</center>
<center>Suspension Type 20, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 21: 5-Link Rigid Axle (Watts Linkage)<br>
</font></b></font><font size="2"><br>
<b>Type 21 5-Link Rigid Axle (Watts Linkage).<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link body end, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link body end, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link body end, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link body end, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower link axle end, x,y,z (mm).<br>
Point 6: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper link axle end, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower link axle end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper link axle end, x,y,z (mm).<br>
Point 9: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts cross link 1, x,y,z (mm).<br>
Point 10: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts cross link 2, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper axle, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right spring/damper body, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper axle, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left spring/damper body, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Centre pivot point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right wheel centre, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left wheel centre, x,y,z (mm).<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel stub axle point, x,y,z (mm).<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts upper link axle end, x,y,z (mm).<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts upper link body end, x,y,z (mm).<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts lower link axle end, x,y,z (mm).<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Watts lower link body end, x,y,z (mm).<br>
<br>
Point 23:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 24:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 25:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 26:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 27:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 28:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
Point 29:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 7 C of G<br>
Point 30:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 8 C of G<br>
Point 31:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 9 C of G<br>
<br>
{<center><img data="bm277.bmp" title="bm277.bmp"><br>
</center>
<center>Suspension Type 21, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 22: Double Wishbone, Twin Outer Ball Joints, Spring to Front Link<br>
</font></b></font><font size="2"><br>
<b>Type 22 Double wishbone, twin outer ball joints, spring to front link.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front inner pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear inner pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front inner pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear inner pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear outer ball joint, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear outer ball joint, x,y,z (mm).<br>
<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 6 C of G<br>
<br>
{<center><img data="bm278.bmp" title="bm278.bmp"><br>
</center>
<center>Suspension Type 22, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 23: Double Wishbone, Twin Outer Ball Joints, Anti-Roll Bar<br>
</font></b></font><font size="2"><br>
<b>Type 23 Double wishbone, twin outer ball joints, anti-roll bar.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front inner pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear inner pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front inner pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear inner pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front inner pivot(2), x,y,z (mm).<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear inner pivot(2), x,y,z (mm).<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front outer ball joint(2), x,y,z (mm).<br>
Point 22:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front inner pivot(2), x,y,z (mm).<br>
Point 23: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear inner pivot(2), x,y,z (mm).<br>
Point 24:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front outer ball joint(2), x,y,z (mm).<br>
Point 25:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end(2), x,y,z (mm).<br>
Point 26: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end(2), x,y,z (mm).<br>
Point 27:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint(2), x,y,z (mm).<br>
Point 28:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint(2), x,y,z (mm).<br>
Point 29:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point(2), x,y,z (mm).<br>
Point 30:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point(2), x,y,z (mm).<br>
Point 31:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point(2), x,y,z (mm).<br>
Point 32:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point(2), x,y,z (mm).<br>
<br>
Point 33:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G(2)<br>
Point 34:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G(2)<br>
Point 35:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G(2)<br>
Point 36:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G(2)<br>
<br>
Point 37:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar Attachment 1<br>
Point 38:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar Attachment 2<br>
Point 39:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar to Link 1<br>
Point 40:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar to Link 2<br>
Point 41:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar Mount 1<br>
Point 42:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar Mount 2<br>
Point 43:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar Revolute<br>
Point 44:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Drop Link 1 C of G<br>
Point 45:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Drop Link 2 C of G<br>
Point 46:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar 1 C of G<br>
Point 47:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Roll Bar 2 C of G<br>
<br>
{<center><img data="bm279.bmp" title="bm279.bmp"><br>
</center>
<center>Suspension Type 23, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 24: Steerable Macpherson Strut, Twin Outer Ball Joints<br>
</font></b></font><font size="2"><br>
<b>Type 24 Steerable Macpherson strut, twin outer ball joints.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone inner front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone inner rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer front ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer rear ball joint, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider upper axis point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut top point, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider lower axis point, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm280.bmp" title="bm280.bmp"><br>
</center>
<center>Suspension Type 24, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 25: Double Wishbone, Twin Lower Outer Ball Joints<br>
</font></b></font><font size="2"><br>
<b>Type 25 Double wishbone, twin lower outer ball joints.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front inner pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear inner pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front inner pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear inner pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear outer ball joint, x,y,z (mm).<br>
<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm281.bmp" title="bm281.bmp"><br>
</center>
<center>Suspension Type 25, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 26: Double Wishbone, Damper to Lower Wishbone, Compliant Rack<br>
</font></b></font><font size="2"><br>
<b>Type 26 Double wishbone, damper to lower wishbone, compliant rack.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
<br>
Point 19: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot(2), x,y,z (mm).<br>
Point 20: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot(2), x,y,z (mm).<br>
Point 21: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer ball joint(2), x,y,z (mm).<br>
Point 22: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone front pivot(2), x,y,z (mm).<br>
Point 23: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone rear pivot(2), x,y,z (mm).<br>
Point 24:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper wishbone outer ball joint(2), x,y,z (mm).<br>
Point 25:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end(2), x,y,z (mm).<br>
Point 26: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end(2), x,y,z (mm).<br>
Point 27:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Outer track rod ball joint(2), x,y,z (mm).<br>
Point 28:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Inner track rod ball joint(2), x,y,z (mm).<br>
Point 29:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point(2), x,y,z (mm).<br>
Point 30:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point(2), x,y,z (mm).<br>
Point 31:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point(2), x,y,z (mm).<br>
Point 32:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point(2), x,y,z (mm).<br>
<br>
Point 33:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G(2)<br>
Point 34:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G(2)<br>
Point 35:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G(2)<br>
Point 36:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G(2)<br>
<br>
Point 37:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Link P1<br>
Point 38:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Link P2<br>
Point 39:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Mount P1<br>
Point 40:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Mount P2<br>
Point 41:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Link C of G<br>
Point 42:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rack Housing C of G<br>
<br>
{<center><img data="bm282.bmp" title="bm282.bmp"><br>
</center>
<center>Suspension Type 26, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 27: Steerable Macpherson Strut, Twin Lower Link<br>
</font></b></font><font size="2"><br>
<b>Type 27 Steerable Mac strut, twin lower link.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front lower link inboard, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear lower link inboard, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Front lower link outboard, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Rear lower link outboard, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider upper axis point, x,y,z (mm).<br>
Point 6:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut top point, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Strut slider lower axis point, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Steering arm outboard end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Steering arm inboard end, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring top centre line, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring bottom at centre line, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm283.bmp" title="bm283.bmp"><br>
</center>
<center>Suspension Type 27, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 28: 4-Link Rear, Transverse Control Link<br>
</font></b></font><font size="2"><br>
<b>Type 28 4-Link Rear, Transverse Control Link.<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone front pivot, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone rear pivot, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer front pivot point, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower wishbone outer rear pivot point, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper front link inner ball joint, x,y,z (mm).<br>
Point 6: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper front link outer ball joint, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper wishbone end, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Damper body end, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper spring pivot point, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Lower spring pivot point, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper rear link inner ball joint, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upper rear link outer ball joint, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Drop link to upright, x,y,z (mm).<br>
<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 3 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 4 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 5 C of G<br>
<br>
{<center><img data="bm284.bmp" title="bm284.bmp"><br>
</center>
<center>Suspension Type 28, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 29: Twist Beam </font></b></font><font face="Times New Roman"><b><font face="Arial"> Twin Wheel<br>
</font></b></font><font size="2"><br>
<b>Type 29 Twist Beam </b></font><font face="Times New Roman"><b><font face="Arial"> Twin Wheel<br>
</font></b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm body point right, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Trailing arm body point left, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Shear point right, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right damper lower trailing arm end, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right damper body end, x,y,z (mm).<br>
Point 6: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right upper spring pivot point, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Right lower spring pivot point, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point 1, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel centre point 1, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
wheel centre point 2, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel spindle point 2, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left damper lower trailing arm end, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left damper body end, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left upper spring pivot point, x,y,z (mm).<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Left lower spring pivot point, x,y,z (mm).<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Shear point left, x,y,z (mm).<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Twist beam point right, x,y,z (mm).<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Twist beam point left, x,y,z (mm).<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Centre connection point, x,y,z (mm).<br>
<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 1 C of G<br>
Point 21:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part 2 C of G<br>
<br>
{<center><img data="bm285.bmp" title="bm285.bmp"><br>
</center>
<center>Suspension Type 29, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Type 30: Generic 5-Link Rear<br>
</font></b></font><font size="2"><br>
<b>Type 30 Generic 5-Link Rear<br>
</b></font><br>
Point 1: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link1 Inboard, x,y,z (mm).<br>
Point 2: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 1 Outboard, x,y,z (mm).<br>
Point 3: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 2 Inboard, x,y,z (mm).<br>
Point 4: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link2 Outboard, x,y,z (mm).<br>
Point 5: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 3 Inboard, x,y,z (mm).<br>
Point 6: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 3 Outboard, x,y,z (mm).<br>
Point 7:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 4 Inboard, x,y,z (mm).<br>
Point 8:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 4 Outboard, x,y,z (mm).<br>
Point 9:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 5 Inboard, x,y,z (mm).<br>
Point 10:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 5 Outboard, x,y,z (mm).<br>
Point 11:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring Damper to Body, x,y,z (mm).<br>
Point 12:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Spring Damper to Upright, x,y,z (mm).<br>
Point 13:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Stub Axle, x,y,z (mm).<br>
Point 14:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheel Centre, x,y,z (mm).<br>
<br>
Point 15:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 1 C of G<br>
Point 16:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 2 C of G<br>
Point 17:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 3 C of G<br>
Point 18:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 4 C of G<br>
Point 19:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Link 5 C of G<br>
Point 20:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Upright C of G<br>
<br>
{<center><img data="bm286.bmp" title="bm286.bmp"><br>
</center>
<center>Suspension Type 30, LSA Screen Shot <font face="Times New Roman"><font face="Arial"> Default Co-ordinates<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Solver Tolerances<br>
</font></b></font><font size="2"><br>
The 3D Solver uses a number of tolerances to control the calculation process.<br>
<b><u><br>
</u></b></font><b>Kinematic Solution Tol.,</b> (real), (units none), (default 1.e-10)<br>
Controls the solution tolerance used by the kinematic solver in identifying the convergence limit.<br>
The kinematic solver uses a hybrid approach to find a zero of a system of n non-linear functions in n variables by a modification of the Powell hybrid method.<br>
<b><u><br>
</u></b><b>Bump Small Perturbation Size,</b> (real), (units mm), (default 0.05 mm)<br>
The standard approach used by the solver to determine certain derivatives at each suspension step position is to use a small incremental bump displacement. The size of this bump perturbation can be changed if necessary to improve solution stability.<br>
<b><u><br>
</u></b><b>Steer Small Perturbation Size,</b> (real), (units mm), (default 0.05 mm)<br>
For steerable suspension templates that do not have a identified top and bottom ball joint, the standard approach used by the solver to determine the steering axis at each suspension step position is to use a small incremental steer displacement. The size of this steer perturbation can be changed if necessary to improve solution stability.<br>
<b><u><br>
</u></b><b>Toolbox Auto-Adjust angle Tolerance,</b> (real), (units deg), (default 0.005 mm)<br>
Sets the tolerance used by the toolbox utility when adjusting a component length to achieve a desired static angle. The solver continues lengthening or shortening the selected component until the camber, castor or toe angle (as required) is within this tolerance from the desired static value.<br>
<b><u><br>
</u></b><b>Kinematic Solver Bump Seeding Size,</b> (real), (units mm), (default 0.05 mm)<br>
This value is used as part of the solver seeding for unsolved points. At the start of each solution step initial values are supplied to all the unknowns to start the solution iteration, to avoid numerical issues of identical points the z position for moving points is seeded by a small amount of change from the previous solutions position. The size of this seeding value can be changed if necessary to improve solution stability.<br>
<br>
{<center><img data="bm287.bmp" title="bm287.bmp"><br>
Solver Tolerances Display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D General Defaults<br>
</font></b></font><font size="2"><br>
Control of certain display features relies on a set of user controllable values.<br>
<b><u><br>
</u></b></font><b>Min Allowable Scale Factor,</b> (real), (units none), (default 0.00001)<br>
Sets the minimum scale factor allowed when zooming or dynamically viewing the graphics display. This stops the viewing pipeline from failing through excessive zooming out.<br>
<b><u><br>
</u></b><b>Max Allowable Scale Factor,</b> (real), (units none), (default 500)<br>
Sets the maximum scale factor allowed when zooming or dynamically viewing the graphics display. This stops the viewing pipeline from failing through excessive zooming in.<br>
<b><u><br>
</u></b><b>Tolerance on Point Pick,</b> (real), (units none), (default 0.05)<br>
Defines the size of the pick circle used to check if a point has been selected with the mouse. The value is in 2d screen size, where <font face="Times New Roman"><font face="Arial">1</font></font><font face="Times New Roman"><font face="Arial"> is the full screen length. A larger number will make the selection easier but increase the chance of mis-selection.<br>
<b><u><br>
</u></b></font></font><b>Tolerance on Coincident Point Pick,</b> (real), (units none), (default 0.02)<br>
Defined the screen size value used to determine whether two or more points are considered to be coincident. A greater value will lead to more instances of points being considered coincident. <br>
<b><u><br>
</u></b><b>Joggle Step Size,</b> (real), (units mm), (default 10 mm)<br>
Sets the step size used for joggle mode editing. This is the coarse step size, (Ctrl + arrow), whilst the fine step size, (Shift + arrow), will be 1/10th of this.<br>
<b><u><br>
</u></b><b>Animation Update,</b> (real), (units mSec), (default 50 mSec)<br>
Defines the fastest rate for which animation will update. Machines unable to refresh at this rate will draw at their maximum speed, whilst high specification PC<font face="Times New Roman"><font face="Arial">s will be clipped to the defined refresh speed. Reducing this value will increase animation frame rate on high end PC</font></font><font face="Times New Roman"><font face="Arial">s.<br>
</font></font><b><u><br>
</u></b><b>Results Menu Switch,</b> (integer), (units -), (default 1)<br>
Debug option used on previous version due to problems with the results menu being greyed out and not being able to status it back on as required. When set to 0 avoids statusing <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial"> the results menu..<br>
<br>
</font></font>{<center><img data="bm288.bmp" title="bm288.bmp"><br>
General Defaults Display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Deformed Geometry Scalar<br>
</font></b></font><font size="2"><br>
The display of the compliant model displacements has a specific scalar display setting.<br>
<b><u><br>
</u></b></font><b>Deformed Geometry Scalar,</b> (real), (units none), (default 1.0)<br>
To assist in viewing the model deflections due to the compliance effects a scalar value is editable. This is equivalent to the Finite-element modal analysis scalar value. Note that this controls both the static display and the animation when in <font face="Times New Roman"><font face="Arial">compliant</font></font><font face="Times New Roman"><font face="Arial"> mode.<br>
<br>
</font></font>{<center><img data="bm289.bmp" title="bm289.bmp"><br>
Setting the compliant graphics deformed geometry scalar<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Deformed Geometry Position<br>
</font></b></font><font size="2"><br>
The animation display of the compliant model occurs at a defined incremental position.<br>
<b><u><br>
</u></b></font><b>Deformed Geometry Position,</b> (integer), (units none), (default 0)<br>
The animation of compliant deformed geometry is drawn at a defined position. The default setting for this is to animate it at the static position, (0). The deformed geometry at alternative incremental steps can be performed by changing this value. This value is internally clipped to the maximum number of steps available.<br>
<br>
{<center><img data="bm290.bmp" title="bm290.bmp"><br>
Setting the compliant graphics deformed geometry position<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Enhanced Graphic Sizes<br>
</font></b></font><font size="2"><br>
The Enhanced graphics elements have a number of dimensional properties that can be defined by the user.<br>
<b><u><br>
</u></b></font><b>Spring Radius,</b> (real), (units mm), (default 45 mm)<br>
The graphical radius of the suspension spring is drawn to this radius.<b><u><br>
<br>
</u></b><b>No of Spring Coils (max 60),</b> (integer), (units mm), (default 10)<br>
Sets the No. of coils used when drawing the suspension spring.<br>
<b><u><br>
</u></b><b>Lower Damper Tube Radius,</b> (real), (units mm), (default 25 mm)<br>
Sets the radius for the lower tube of the damper enhanced graphics element.<br>
<b><u><br>
</u></b><b>Upper Damper Tube Radius,</b> (real), (units mm), (default 30 mm)<br>
Sets the radius for the upper tube of the damper enhanced graphics element.<br>
<b><u><br>
</u></b><b>Damper Number of Facets (max 19),</b> (integer), (units mm), (default 10)<br>
The detail of the cylinder used to draw a damper element is controlled by a number of facets.<br>
<b><u><br>
</u></b><b>Pivot Radius,</b> (real), (units mm), (default 10 mm)<br>
Defines the radius of the cylinder used to graphically illustrate model parts that have been identified as pivot axes.<br>
<b><u><br>
</u></b><b>Pivot No. of Facets (max 19),</b> (integer), (units mm), (default 8)<br>
The detail of the cylinder used to draw a pivot is controlled by a number of facets.<br>
<b><u><br>
</u></b><b>Tyre No of Facets (max 31),</b> (integer), (units mm), (default 21)<br>
The detail of the facetted tyre representation is controlled by this value.<br>
<b><u><br>
</u></b><b>Tyre Diameter Shoulder (0-1),</b> (real), (units mm), (default 0.9)<br>
Sets the value for the diameter of the tyre shoulder as a fraction of the rolling radius. The shoulder is the tapered section of the graphical representation.<br>
<b><u><br>
</u></b><b>Tyre Width Shoulder (0-1),</b> (real), (units mm), (default 0.75 mm)<br>
Sets the value for the width of the tyre excluding the shoulder as a fraction of the width. The shoulder is the tapered section of the graphical representation.<br>
<b><u><br>
</u></b><b>3D Tracking Line Length,</b> (real), (units mm), (default 150 mm)<br>
Sets the length of the tracking line drawn through each hard point when in edit mode.<br>
<b><u><br>
</u></b><b>Joggle Symbol Size,</b> (real), (units none), (default 0.05)<br>
Defines the size of the joggle symbol used to indicate the current point when in joggle mode. Size is based on screen size.<br>
<b><u><br>
</u></b><b>C of G Symbol Size,</b> (real), (units mm), (default 25 mm)<br>
Defines the diameter of the symbol used to represent the position of the C of G symbol.<br>
<b><u><br>
</u></b><b>Grid Size,</b> (real), (units mm), (default 200 mm)<br>
Sets the size of the squares used to draw the ground plane grid.<br>
<b><u><br>
</u></b><b>3D Line Clipping Length,</b> (real), (units mm), (default 2000 mm)<br>
Sets the clipped size for graphical lines that have no defined length, such as cross product vectors.<br>
<b><u><br>
</u></b><b>3D Plane Clipping Length,</b> (real), (units mm), (default 1000 mm)<br>
Sets the clipped size for graphical planes that have no defined size.<br>
<b><u><br>
</u></b><b>BumpStop Cone Upper Radius,</b> (real), (units mm), (default 60 mm)<br>
Sets the radius used for the upper radius of the bump stop graphical cone.<br>
<b><u><br>
</u></b><b>BumpStop Cone Lower Radius,</b> (real), (units mm), (default 20 mm)<br>
Sets the radius used for the lower radius of the bump stop graphical cone.<br>
<b><u><br>
</u></b><b>BumpStop Number of Facets (max 19),</b> (integer), (units mm), (default 10)<br>
The detail of the cone used to draw a bumpstop element is controlled by a number of facets.<br>
<b><u><br>
</u></b><b>Virtual Steer Axis Length,</b> (real), (units mm), (default 2000 mm)<br>
Sets the length of the virtual steer axis.<br>
<b><u><br>
</u></b><b>Local Coordinate Axis Length,</b> (real), (units mm), (default 60 mm)<br>
Sets the length of the local coordinate axis systems drawn on the graphical display.<br>
<br>
{<center><img data="bm291.bmp" title="bm291.bmp"><br>
Editing the Enhanced graphics sizes<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Graphics Label Sizes<br>
</font></b></font><font size="2"><br>
The text labels drawn on the graphics display can be set by the user.<br>
<b><u><br>
</u></b></font><b>Point Value Size,</b> (real), (units mm), (default 20 mm)<br>
Sets the size of the text used to identify the model template point Nos.<br>
<b><u><br>
</u></b><b>Point No. Size,</b> (real), (units mm), (default 20 mm)<br>
Sets the size of the text used to identify the model hard point co-ordinates.<br>
<br>
{<center><img data="bm292.bmp" title="bm292.bmp"><br>
Editing the Enhanced graphics label sizes<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Compliance Graphic Sizes<br>
</font></b></font><font size="2"><br>
The Compliance graphics elements have a number of dimensional properties that can be defined by the user.<br>
<b><u><br>
</u></b></font><b>Ball Joint Radius,</b> (real), (units mm), (default 15 mm)<br>
Defines the radius of the <font face="Times New Roman"><font face="Arial">Rigid</font></font><font face="Times New Roman"><font face="Arial"> ball joints in the compliant model.<b><u><br>
<br>
</u></b></font></font><b>Ball Joint Circumferential Complexity,</b> (integer), (units none), (default 10)<br>
Sets the number of facets applied to the ball joint in the circumferential direction.<b><u><br>
<br>
</u></b><b>Ball Joint Height Complexity,</b> (integer), (units none), (default 10)<br>
Sets the number of facets applied to the ball joint in the height direction.<b><u><br>
<br>
</u></b><b>Bush Radius,</b> (real), (units mm), (default 12 mm)<br>
Defines the radius of the <font face="Times New Roman"><font face="Arial">Bush</font></font><font face="Times New Roman"><font face="Arial"> elements in the compliant model.<b><u><br>
<br>
</u></b></font></font><b>Bush Length,</b> (real), (units mm), (default 30 mm)<br>
Defines the length of the <font face="Times New Roman"><font face="Arial">Bush</font></font><font face="Times New Roman"><font face="Arial"> elements in the compliant model.<b><u><br>
<br>
</u></b></font></font><b>Bush Circumferential Complexity,</b> (integer), (units none), (default 10)<br>
Sets the number of facets applied to the bush in the circumferential direction.<b><u><br>
</u></b><br>
<b>Bush Height Complexity,</b> (integer), (units none), (default 4)<br>
Sets the number of facets applied to the bush in the height direction.<b><u><br>
<br>
</u></b><b>Bush Axis Length,</b> (real), (units mm), (default 60 mm)<br>
Defines the length of the lines used to indicate the bush local axes.<b><u><br>
<br>
</u></b><b>Tyre Spring Radius,</b> (real), (units mm), (default 12 mm)<br>
Defines the radius of the springs for the compliant tyre element.<b><u><br>
<br>
</u></b><b>Force / Torque Fixed Head Size,</b> (real), (units mm), (default 30 mm)<br>
Defines the size of the internal and external force and torque heads, when the display is set to fixed head size.<br>
<b><u><br>
</u></b><b>Force / Torque Fixed Length,</b> (real), (units mm), (default 300 mm)<br>
Defines the length of any force or torque arrow, when display is set to fixed length.<b><u><br>
<br>
</u></b><b>Force Scaled Length,</b> (real), (units mm/N), (default 0.2 mm/N)<br>
Defines the scale factor applied to forces when force display is set to variable length and/or variable head.<b><u><br>
</u></b><br>
<b>Torque Scaled Length,</b> (real), (units mm/N.mm), (default 0.002 mm/N.mm)<br>
Defines the scale factor applied to torque<font face="Times New Roman"><font face="Arial">s when torque display is set to variable length and/or variable head.<b><u><br>
<br>
</u></b></font></font><b>Force Value Size,</b> (real), (units mm), (default 6.00 mm)<br>
Defines the screen size of the force value label.<b><u><br>
</u></b><br>
{<center><img data="bm293.bmp" title="bm293.bmp"><br>
Editing the Compliance graphics sizes<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Graph Markers and Text Sizes<br>
</font></b></font><font size="2"><br>
The user can define the graph marker sizes. Additionally the text sizes on the graphs and the compliance results can be set by the user.<br>
<b><u><br>
</u></b></font><b>Data Marker Size,</b> (real), (units screen size 0-1), (default 0.05)<br>
Defines the size of the marker symbols for the graph Data lines<br>
<b><u><br>
</u></b><b>Scope Marker Size,</b> (real), (units screen size 0-1), (default 0.05)<br>
Defines the size of the marker symbols for the graph Scope lines<br>
<b><u><br>
</u></b><b>User Marker Size,</b> (real), (units screen size 0-1), (default 0.05)<br>
Defines the size of the marker symbols for the graph User lines<br>
<b><u><br>
</u></b><b>Graph Data Values Text Size,</b> (real), (units screen size 0-1), (default 0.03)<br>
Defines the size of the text used to display values of points on the graphs.<br>
<b><u><br>
</u></b><b>Compliance Title Text Size,</b> (real), (units screen size 0-1), (default 0.1)<br>
Defines the size of the text used to display the graph titles on the compliance coefficient results display.<br>
<b><u><br>
</u></b><b>Compliance Label Text Size,</b> (real), (units screen size 0-1), (default 0.067)<br>
Defines the size of the text used to display the variables labels on the compliance coefficient results display.<br>
<b><u><br>
</u></b><b>Compliance Values Text Size,</b> (real), (units screen size 0-1), (default 0.067)<br>
Defines the size of the text used to display the compliance coefficients on the bar chart results display.<br>
<br>
{<center><img data="bm294.bmp" title="bm294.bmp"><br>
Editing the Graph marker and text sizes<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Graphs Decimal Points Display<br>
</font></b></font><font size="2"><br>
The user can define the number of decimal points used on the graph display for individual value displays.<br>
<b><u><br>
</u></b></font><b>X-Data Listing,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the X data value list.<br>
<b><u><br>
</u></b><b>Y-Data Listing,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the Y data value list.<br>
<b><u><br>
</u></b><b>Derivative Data Listing,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the derivative value on the data list.<br>
<b><u><br>
</u></b><b>Scope Deviation,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the display of the deviation between the data and scope lines.<br>
<b><u><br>
</u></b><b>User Deviation,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the display of the deviation between the data and user lines.<br>
<b><u><br>
</u></b><b>X-Axis Label,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the displayed X-Axis value labels.<br>
<b><u><br>
</u></b><b>Y-Axis Label,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the displayed Y-Axis value labels.<br>
<b><u><br>
</u></b><b>Compliance Graph Values,</b> (integer), (units none), (default 3)<br>
Sets the number of decimal points for the displayed bar chart values on the compliance graphs.<br>
<br>
{<center><img data="bm295.bmp" title="bm295.bmp"><br>
Editing the displayed Graph Decimal Points settings<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Point Tolerances<br>
</font></b></font><font size="2"><br>
Individual point tolerances can be edited by locating the point and tolerance of interest through the tree structure presented and setting the actual limiting value. All point tolerances can be set in one go by defining the </font><font face="Times New Roman"><font face="Arial">delta</font></font><font face="Times New Roman"><font face="Arial"> from their current position in each axis and direction.<br>
<b><u><br>
</u></b></font></font>For the individual point tolerances setting, select from tree structure and then edit from;<br>
<br>
{<center><img data="bm296.bmp" title="bm296.bmp"><br>
Selecting the Point and tolerance to Edit from the tree display<br>
</center>
<b><u><br>
</u></b><b>Min X,</b> (real), (units mm), (default none)<br>
Sets the minimum allowed hard point value in the X-axis direction.<br>
<b><u><br>
</u></b><b>Max X,</b> (real), (units mm), (default none)<br>
Sets the maximum allowed hard point value in the X-axis direction.<br>
<b><u><br>
</u></b><b>Min Y,</b> (real), (units mm), (default none)<br>
Sets the minimum allowed hard point value in the Y-axis direction.<br>
<b><u><br>
</u></b><b>Max Y,</b> (real), (units mm), (default none)<br>
Sets the maximum allowed hard point value in the Y-axis direction.<br>
<b><u><br>
</u></b><b>Min Z,</b> (real), (units mm), (default none)<br>
Sets the minimum allowed hard point value in the Z-axis direction.<br>
<b><u><br>
</u></b><b>Max Z,</b> (real), (units mm), (default none)<br>
Sets the maximum allowed hard point value in the Z-axis direction.<br>
<br>
{<center><img data="bm297.bmp" title="bm297.bmp"><br>
Individual Point Tolerance Editing<br>
</center>
<br>
For the <font face="Times New Roman"><font face="Arial">all points</font></font><font face="Times New Roman"><font face="Arial"> tolerances setting, all tolerances are edited as positive difference values along each axis direction, (i.e. both positive and negative axis directions are entered as positive values;<br>
<br>
<b>-ve X Tolerance,</b></font></font> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the <font face="Times New Roman"><font face="Arial">ve X-axis direction for the hard point value.<br>
<br>
<b>+ve X Tolerance,</b></font></font> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the +ve X-axis direction for the hard point value.<br>
<br>
<b>-ve Y Tolerance,</b> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the <font face="Times New Roman"><font face="Arial">ve Y-axis direction for the hard point value.<br>
<br>
<b>+ve Y Tolerance,</b></font></font> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the +ve Y-axis direction for the hard point value.<br>
<br>
<b>-ve Z Tolerance,</b> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the <font face="Times New Roman"><font face="Arial">ve Z-axis direction for the hard point value.<br>
<br>
<b>+ve Z Tolerance,</b></font></font> (real), (units mm), (default 25 mm)<br>
Sets the tolerance in the +ve Z-axis direction for the hard point value.<br>
<br>
{<center><img data="bm298.bmp" title="bm298.bmp"><br>
Editing <font face="Times New Roman"><font face="Arial">All</font></font><font face="Times New Roman"><font face="Arial"> point Tolerances<br>
</font></font></center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Spring Data<br>
</font></b></font><font size="2"><br>
The suspension spring properties are used to define the spring forces applied to the compliant model, (when enabled). Incremental spring force properties are set by the combination of rate, free length, fitted length and the current spring displacement. Note that only linear rate springs can currently be modeled. All the properties are repeated twice (1) and (2) to support either corner models with two springs or full axle templates.<br>
<b><u><br>
</u></b></font>To edit the spring properties select <i>Data / Compliance Data / Spring Properties&</i><br>
<br>
<b>Front Spring Rate,</b> (real), (units N/mm), (default 41.5 N/mm)<br>
Sets the linear spring rate for the front suspension spring.<br>
<br>
<b>Rear Spring Rate,</b> (real), (units N/mm), (default 41.5 N/mm)<br>
Sets the linear spring rate for the rear suspension spring.<br>
<br>
<b>Front Spring Free Length,</b> (real), (units mm), (default 300 mm)<br>
Sets the free (un-compresed) length for the front suspension spring.<br>
<br>
<b>Rear Spring Free Length,</b> (real), (units mm), (default 300 mm)<br>
Sets the free (un-compresed) length for the rear suspension spring.<br>
<br>
<b>Front Spring Fitted Length,</b> (real), (units mm), (default 246.5 mm)<br>
Sets the fitted (installed) length for the front suspension spring.<br>
<br>
<b>Rear Spring Fitted Length,</b> (real), (units mm), (default 246.5 mm)<br>
Sets the fitted (installed) length for the rear suspension spring.<br>
<br>
{<center><img data="bm299.bmp" title="bm299.bmp"><br>
Editing the 3D Spring Data<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></center>
<b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Damper Data<br>
</font></b></font><font size="2"><br>
The suspension damper properties are used to define the damping characteristics applied to the compliant model, (when enabled) via the main dampers. The damping due to bushes is included separately via a Bush Loss Angle number that can be edited via the <i>Data / Compliance Data / General Data&</i></font> menu option. Note that only linear damping can currently be modeled.<br>
<b><u><br>
</u></b>To edit the damper properties select <i>Data / Compliance Data / Damper Properties&</i><br>
<br>
<b>Front Damper 1 Rate,</b> (real), (units N/mm), (default 0.4 N.s/mm)<br>
Sets the damper rate for the front suspension damper 1 element.<br>
<br>
<b>Rear Damper 1 Rate,</b> (real), (units N/mm), (default 0.4 N.s/mm)<br>
Sets the damper rate for the rear suspension damper 1 element.<br>
<br>
<b>Front Damper 2 Rate,</b> (real), (units N/mm), (default 0.4 N.s/mm)<br>
Sets the damper rate for the front suspension damper 2 element.<br>
<br>
<b>Rear Damper 2 Rate,</b> (real), (units N/mm), (default 0.4 N.s/mm)<br>
Sets the damper rate for the rear suspension damper 2 element.<br>
<br>
{<center><img data="bm300.bmp" title="bm300.bmp"><br>
Editing the 3D Damper Data<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Roll Bar Properties<br>
</font></b></font><font size="2"><br>
The suspension roll bar properties are used to define the roll stiffness of the roll bar revolute joint, when included in a template. It only affects compliance results.<br>
<b><u><br>
</u></b></font>To edit the roll bar properties select <i>Data / Compliance Data / Roll Bar Properties&</i><br>
<br>
<b>Front Roll Bar Rate,</b> (real), (units N.mm/deg), (default 2.0E6 N.mm/deg)<br>
Sets the roll bar rate for the front suspension roll bar element.<br>
<br>
<b>Rear Roll Bar Rate,</b> (real), (units N.mm/deg), (default 2.0E6 N.mm/deg)<br>
Sets the roll bar rate for the rear suspension roll bar element.<br>
<br>
{<center><img data="bm301.bmp" title="bm301.bmp"><br>
Editing the 3D Roll Bar Properties<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D General Compliance Data<br>
</font></b></font><font size="2"><br>
The compliant solver uses a number of standard constants in solving the compliant suspension model. These constants can be modified by the user through the data section.<br>
<b><u><br>
</u></b></font>To edit th ese general compliance properties select <i>Data / Compliance Data / General Data&</i><br>
<br>
<b>Singularity Stiffness,</b> (real), (units N/mm), (default 10. N/mm)<br>
Defines the stiffness value used within the solver to remove the singularity caused by components such as tie rods. Eliminates the degree of freedom using this arbitrary stiffness value.<br>
<br>
<b>Rigid (Ball Joint) Stiffness,</b> (real), (units N/mm), (default 1.0e8 N/mm)<br>
For ball joints defined as <font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> the compliant solver will treat as high stiffness bushes with a constant 3x translational stiffness and 3x zero rotational stiffness. This is the value used for the high translational stiffness.<br>
<br>
<b>Rigid Rotation Stiffness,</b></font></font> (real), (units N.mm/deg), (default 1.0e8 N.mm/deg)<br>
For joints defined as <font face="Times New Roman"><font face="Arial">rotational</font></font><font face="Times New Roman"><font face="Arial"> the compliant solver will treat as a a 6 d.o.f. bush with a constant 3x high translational stiffness and 2x high rotational stiffness. This is the value used for the high rotational stiffness. The translational stiffness is taken as the value above.<br>
</font></font><br>
<b>Bush Loss Angle,</b> (real), (units deg), (default 3.0 deg)<br>
Defines the default damping value for a bush. User defined values for individual bushes will overwrite this setting.<br>
<br>
<b>Default Compliant Stiffness,</b> (real), (units N/mm), (default 1.0e3 N/mm)<br>
For bushes this is used to fill the default 3 translational stiffness values when switched from a <font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> ball joint to a compliant bush.<br>
<br>
<b>Default Rotation Stiffness,</b></font></font> (real), (units N.mm/deg), (default 1.0e6 N/mm)<br>
For certain bushes this is used to fill the default 3 rotational stiffness values when used as a bush that requires some rotational stiffness other than <font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm302.bmp" title="bm302.bmp"><br>
Editing the 3D General Compliance Data<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></center>
<b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D User Definable Templates<br>
</font></b></font><font size="2"><br>
</font><b>Template Properties<br>
</b><br>
Each of the template types hard coded into Shark uses a series of properties to identify its form. The properties include;<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Template Number<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Template Label<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No of Parts<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part Labels<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No of Points<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Labels/Point Number<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point default x, y and z values<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No of Bushes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point attachments to parts<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Types<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No of Graphical Elements<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Graphical element type<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Graphical element associated points<br>
<b><u><br>
</u></b>Together with some additional properties this allows the application to both build, display and analyze the kinematic and compliant models for each template.<br>
<br>
<b>Hard Coded Templates<br>
</b><br>
By default some 30 templates are hard coded into the application. These are the ones listed in this help file under the <u>3D suspension templates</u> section. It is important to notice that these hard coded templates have a template index number. This allows the data files to refer to a template type by its index number when loaded, using the model structure as defined by the internal template, just replacing the default x, y and z co-ordinates with those in the model file.<br>
<br>
<b>Adding to the Templates<br>
</b><br>
It is possible to add to, (or indeed replace), the standard hard coded templates in two ways. The first is termed as <font face="Times New Roman"><font face="Arial">default</font></font><font face="Times New Roman"><font face="Arial"> templates, which are automatically loaded on program start-up. Whilst the second is termed </font></font><font face="Times New Roman"><font face="Arial">user</font></font><font face="Times New Roman"><font face="Arial"> templates and need to be loaded directly by the user once the application is open. Both </font></font><font face="Times New Roman"><font face="Arial">default</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">user</font></font><font face="Times New Roman"><font face="Arial"> templates are stored in ASCII text files that could be edited/viewed through any standard text editor.<br>
</font></font><br>
<b>Default Templates<br>
</b><br>
The <font face="Times New Roman"><font face="Arial">default</font></font><font face="Times New Roman"><font face="Arial"> templates are loaded on program start-up from the file </font></font><font face="Times New Roman"><font face="Arial">_User_Templates.Dat</font></font><font face="Times New Roman"><font face="Arial">. This file is searched for in the applications start-up folder, (normally C:\lesoft), and if found is read in. As with the </font></font><font face="Times New Roman"><font face="Arial">hard coded</font></font><font face="Times New Roman"><font face="Arial"> templates each entry in the default templates file has a template index number, and the default templates properties will be stored at this location. Thus if the index number used clashes with one used by the hard coded templates the hard coded template data will be over written. Whilst this would normally not be recommended it may for example be useful just to change the default point co-ordinates for the hard coded template.<br>
</font></font><br>
<b>Restoring the Default Templates<br>
</b><br>
The default templates would normally only be loaded on program start-up. It is possible to change the default templates through some external text editor such that you want to re-apply the default templates during a program run. This may also be required is a user defined template has inadvertently over-written a default template index and you require to re-read the default templates. To do this without having to quit the application select <i>File / Re-Read Default Templates</i>.<br>
<br>
<b>Loading User Defined Custom Templates<br>
</b><br>
User defined templates are stored in ASCII text files having exactly the same file format as the <font face="Times New Roman"><font face="Arial">defaults</font></font><font face="Times New Roman"><font face="Arial"> file. As with the hard coded and default templates each entry in a file will have a template index number. This will be the template slot that will be filled with the following template properties. So as with user templates it is possible to over-write a hard coded or default template when reading in user template data. To load user defined templates from an existing file select <i>File / Add Custom Templates</i></font></font> and locate the required file via the browser.<br>
<br>
<b>Creating and Editing Templates<br>
</b><br>
The easiest way of modifying and creating templates is to use the supplied template editing tool. This spread sheet based display allows you to view/modify existing templates or create new ones. To open the template editor select <i>File / Edit Templates&</i><br>
<br>
{<center><img data="bm303.bmp" title="bm303.bmp"><br>
</center>
<center>Editing the 3D Template Properties <font face="Times New Roman"><font face="Arial"> Parts Panel<br>
</font></font></center>
<br>
The display is divided into 4 separate panels, For Parts, Points, Settings and Graphics. As the labels suggest. <br>
<br>
The Parts panel identifies how many parts their are in the template and gives each one a label. An additional part is assumed without it needing to be defined, that is the ground/body.<br>
<br>
The Points panel defines how many points there are in the template, gives each one a label and a set of default co-ordinates.<br>
<br>
The Settings panel defines how the model is connected. This is done by identifying which parts a point is attached too. If it is attached to two parts (including ground), this implies a connection between these two parts at the defined point. If a point is only attached to one point then it does not define a joint. Additionally the settings panel identify points that have a special function, (listed as gen type). Examples of these special functions damper attachment points, steering rack attachment etc. A point may have more than one special function, (listed under gen. type 1 and gen. type 2).<br>
<br>
The graphics panel defines any additional graphical elements that the user requires to visualize the suspension template. A number of different graphic element types are available. By default graphical elements are automatically added for the wheel, stub axle, spring and damper and thus do not need to be added by the user.<br>
<br>
<b>Data types, Compulsory, Level 1, Level 2 and Level 3<br>
</b><br>
Template properties are arranged in sets that are identified by colour.<br>
<br>
Compulsory properties, (pale pink), are those that must be defined by the user these include all part and point panel properties together with 4 columns of the settings panel.<br>
<br>
The other property sets are arranged into three levels, all of which can be filled automatically, but with decreasing levels of confidence. The automatic fill can be enabled and set to the required level via the <i>Data / Auto Fill</i> menu options. By default the Auto fill option is set to <font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font><br>
Level 1, (pale mauve), involves identifying and numbering each of the bushes in the template. Setting the auto fill to level 1 or higher fill automatically populate the relevant column and value entry. This auto fill level is the most reliable and can be used with confidence.<br>
<br>
Level 2, (pale green), involves identifying the solution type to be used with each point, column 2 of the settings panel. The combination of general type settings and part connections is used to identify the most suitable solution type from the 10 alternatives. Whilst this level of auto fill works for all the hard coded template types it may need some user intervention for new types, but should be used as a first fill.<br>
<br>
Level 3, (pale yellow), covers the specific settings for each points solution, columns 6 to 11 for the settings panel. Where relevant it identifies which other points are used in each points solution. Some solution types require no points whilst some will require as many as six, (see the later discussion on this). This auto-fill level is the most likely to need user intervention to set the required properties.<br>
<br>
<b>Testing the Template<br>
</b><br>
The settings panel properties are used by the solver to identify the number of unknowns, (i.e. solving for one hard point introduces three unknowns x, y and z), and the equations to use for solving these unknowns. Thus for a successful template settings it is required to have as many equations as unknowns. A utility is provide to pre-test the template properties to check for satisfying this criteria. To test the currently displayed template settings select the menu item <i>Data / Run Validation Test</i>. A scrollable text display is listed identifying the current unknowns versus equations status and the form of each equation. (See later section for discussion on solution types).<br>
<br>
{<center><img data="bm304.bmp" title="bm304.bmp"><br>
</center>
<center>Testing the 3D Template Settings<br>
</center>
<br>
<br>
<b>Settings Panel </b><font face="Times New Roman"><b><font face="Arial"> General Types<br>
</font></b></font><br>
One of the compulsory properties for each point is the General type setting. As stated previously a point may have more than one general type settings. General types are listed in columns 12 and 13. Not all of the general types need appear in every template, although some general types must appear in each. These <font face="Times New Roman"><font face="Arial">required</font></font><font face="Times New Roman"><font face="Arial"> general types are identified below.<br>
</font></font><br>
The fifteen general types are;<br>
<br>
<b>0 </b><font face="Times New Roman"><b><font face="Arial"> None:</font></b></font> Defines the point status as having no general type. Examples of this would be most suspension link attachment points to the body and track rod outer ball joints.<br>
<br>
<b>1 </b><font face="Times New Roman"><b><font face="Arial"> Wheel Centre:</font></b></font> Simple general type that tags the model point used for the wheel centre. Together with the general type 2 below identify the wheel spindle axis. (Required).<br>
<br>
<b>2 </b><font face="Times New Roman"><b><font face="Arial"> Stub Axle:</font></b></font> Simple general type that tags the model point used to identify the wheel spindle axis. See also type 1 above. (Required).<br>
<br>
<b>3 </b><font face="Times New Roman"><b><font face="Arial"> Steering Attachment Point:</font></b></font> Identifies which suspension link end point should be used for the steering input from the rack or steering box. The omission of a type 3 point indicates a non-steerable suspension template, and thus will only appear in the rear suspension templates list. This point should be the inboard end of the track rod, i.e. link point connected to body. (Optional).<br>
<br>
<b>4 </b><font face="Times New Roman"><b><font face="Arial"> Damper 1 to Suspension:</font></b></font> Identifies this point as being the attachment of the damper to the suspension system it also identifies the slider of a Macpherson strut. If this general type is not identified no damper travel and damper ratios will be determined. Examples of this general type include the lower point of a conventional damper and the point used to identify the slider of a Macpherson strut. (Optional except for strut suspensions).<br>
<br>
<b>5 </b><font face="Times New Roman"><b><font face="Arial"> Damper 1 to Body (also Strut top):</font></b></font> Identifies this point as being the upper attachment point of the damper to the body it also identifies the top of a Macpherson strut . If this general type is not identified no damper travel and damper ratios will be determined. Examples of this general type include the upper point of a conventional damper and the point used to identify the top mount of the Macpherson strut. (Optional except for strut suspensions).<br>
<br>
<b>6 </b><font face="Times New Roman"><b><font face="Arial"> Spring 1 to Suspension: </font></b></font>Identifies the attachment point of the spring to the suspension. In the case of a conventional coil-over spring damper this point may be the same as type 4 above. If omitted the spring travel and spring ratio parameters will not be calculated. This point would not normally be at a connection between two parts point. (Optional).<br>
<br>
<b>7 </b><font face="Times New Roman"><b><font face="Arial"> Spring 1 to Body:</font></b></font> Identifies the attachment point of the spring to the body. In the case of a conventional coil-over spring damper this point may be the same as type 5 above. If omitted the spring travel and spring ratio parameters will not be calculated. (Optional).<br>
<br>
<b>8 </b><font face="Times New Roman"><b><font face="Arial"> Upper Ball joint:</font></b></font> Identifies a point as being the upper ball joint for the steering axis. This must be a connection between two parts to conform with the concept of a steering axis. It is an optional setting in that if it (and the lower ball joint) are not defined the steering axis is determined via a small perturbation of the steering input mechanism. If it can be defined it will lead to faster solution times than the small perturbation method. (Optional).<br>
<br>
<b>9 </b><font face="Times New Roman"><b><font face="Arial"> Lower Ball Joint:</font></b></font> Identifies a point as being the lower ball joint for the steering axis. This must be a connection between two parts to conform with the concept of a steering axis. It is an optional setting in that if it (and the upper ball joint) are not defined the steering axis is determined via a small perturbation of the steering input mechanism. If it can be defined it will lead to faster solution times than the small perturbation method. (Optional).<br>
<br>
<b>10 </b><font face="Times New Roman"><b><font face="Arial"> Strut Slider Point:</font></b></font> Sets the point for a Macpherson strut suspension type that is considered to be the location of the top bush for the strut, (attached to the strut body). (Required for Struts).<br>
<br>
<b>11 </b><font face="Times New Roman"><b><font face="Arial"> Strut Lower end Point:</font></b></font> Sets the point for a Macpherson strut suspension type that is considered to be the location of the strut lower bush, (attached to the strut slider). (Required for Struts).<br>
<br>
<b>14 </b><font face="Times New Roman"><b><font face="Arial"> Roll Bar, Link Attachment:</font></b></font> Identifies the point as being the first connection between the roll bar drop link and the suspension. (Optional). Roll bars can only be added to full axle templates so a template must have both this and point 32 defined.<br>
<br>
<b>15 </b><font face="Times New Roman"><b><font face="Arial"> Rack Lateral Mount Point:</font></b></font> Identifies the point as being the connection between the rack and the body at which the lateral load is taken. Only required if compliant rack force is required on asymmetric loading. (Optional). <br>
<br>
<b>16 </b><font face="Times New Roman"><b><font face="Arial"> Rack Mount Point:</font></b></font> Identifies the point as being the connection between the second rack connection point to the body. (Optional). <br>
<br>
<b>17 </b><font face="Times New Roman"><b><font face="Arial"> Wheel Centre (2):</font></b></font> Identifies the point as being a second wheel centre. Typically this implies a rigid axle type of suspension template as it is normal to model independent suspension as individual corners. (Optional). <br>
<br>
<b>18 </b><font face="Times New Roman"><b><font face="Arial"> Damper 2 to Suspension:</font></b></font> Identifies the point as being the connection between the second damper and the suspension. It could be the left hand side damper in a rigid axle template or the second damper in a two damper corner model, (Optional). <br>
<br>
<b>19 </b><font face="Times New Roman"><b><font face="Arial"> Damper 2 to Body:</font></b></font> Identifies the point as being the connection between the second damper and the suspension. (Optional). <br>
<br>
<b>20 </b><font face="Times New Roman"><b><font face="Arial"> Spring 2 to Suspension:</font></b></font> Identifies the point as being the connection between the second spring and the suspension. It could be the left hand side spring in a rigid axle template or the second spring in a twin spring corner model, (Optional). <br>
<br>
<b>21 </b><font face="Times New Roman"><b><font face="Arial"> Spring 2 to Body:</font></b></font> Identifies the point as being the connection between the second spring and the suspension. (Optional). <br>
<br>
<b>22 </b><font face="Times New Roman"><b><font face="Arial"> Rigid Axle Revolute:</font></b></font> Defines the point as being the revolute joint required by the over constrained rigid axle templates in kinematic mode. It adds a rotational degree of freedom to allow roll motion to occur kinematically. This rotation is then removed by applying equal and opposite torque<font face="Times New Roman"><font face="Arial">s in compliant mode as pre-loads of a stiff bush. (Optional). <br>
</font></font><br>
<b>23 </b><font face="Times New Roman"><b><font face="Arial"> Stub Axle (2):</font></b></font> Identifies a second stub axle point used in twist beam type templates where both sides are modelled in one go but have different stub axle references.. (Optional). <br>
<br>
<b>24 </b><font face="Times New Roman"><b><font face="Arial"> Shear Point:</font></b></font> Used just for twist beam suspensions to identify the different pivot point position used in bump and roll. (Optional).<br>
<br>
<b>25 </b><font face="Times New Roman"><b><font face="Arial"> Part C of G Point:</font></b></font> Used to identify a point as being the C of G point for its primary part. It is normal for this point to not be used except as the C of G point, i.e. no involved in any joints. (Optional).<br>
<br>
<b>26 </b><font face="Times New Roman"><b><font face="Arial"> Upper Ball joint(2):</font></b></font> Identifies a point as being the upper ball joint for the steering axis on full axle templates only. This must be a connection between two parts to conform with the concept of a steering axis. It is an optional setting in that if it (and the lower ball joint) are not defined the steering axis is determined via a small perturbation of the steering input mechanism. If it can be defined it will lead to faster solution times than the small perturbation method. (Optional).<br>
<br>
<b>27 </b><font face="Times New Roman"><b><font face="Arial"> Lower Ball Joint(2):</font></b></font> Identifies a point as being the lower ball joint for the steering axis on full axle templates only. This must be a connection between two parts to conform with the concept of a steering axis. It is an optional setting in that if it (and the upper ball joint) are not defined the steering axis is determined via a small perturbation of the steering input mechanism. If it can be defined it will lead to faster solution times than the small perturbation method. (Optional).<br>
<br>
<b>28 </b><font face="Times New Roman"><b><font face="Arial"> Strut Slider Point(2)</font></b></font> Sets the point for a Macpherson strut suspension type that is considered to be the location of the top bush for the strut for full axle templates only, (attached to the strut body). (Required for Struts).<br>
<br>
<b>29 </b><font face="Times New Roman"><b><font face="Arial"> Strut Lower end Point(2):</font></b></font> Sets the point for a Macpherson strut suspension type that is considered to be the location of the strut lower bush for full axle templates only, (attached to the strut slider). (Required for Struts).<br>
<br>
<b>32 </b><font face="Times New Roman"><b><font face="Arial"> Roll Bar, Link Attachment(2):</font></b></font> Identifies the point as being the second connection between the roll bar drop link and the suspension. (Optional). Roll bars can only be added to full axle templates so a template must have both this and point 14 defined.<br>
<br>
<b>33 </b><font face="Times New Roman"><b><font face="Arial"> Steering Attachment Point(2):</font></b></font> Identifies which suspension link end point should be used for the steering input from the rack or steering box for the second end in a full axle model only. See also point 3 above. This point should be the inboard end of the track rod, i.e. link point connected to body or rack. (Optional). For a compliant rack to be added to the model this point must be defined together with point 3 above.<br>
In kinematic mode this is treated as a simple revolute allowing roll motion. In compliant mode the roll bar stiffness is applied to this point to simulate the effect of the roll bar stiffness. (Optional). Roll bars can only be added to full axle templates so a template must have this point and points 14 and 32 defined.<br>
<br>
<b>34 </b><font face="Times New Roman"><b><font face="Arial"> Roll Bar Revolute Joint:</font></b></font> Identifies the points the position used to represent the anti-roll bar stiffness. The bush associated with this point has its translational stiffness<font face="Times New Roman"><font face="Arial"> set to rigid and the local z-axis rotational stiffness set to the defined roll bar stiffness.<br>
</font></font><br>
<b>35 </b><font face="Times New Roman"><b><font face="Arial"> Wheel Hub Compliance:</font></b></font> Identifies the point as the wheel hub. In compliance mode the bush associated with this point, that connects the hub to the upright, is given the compliant hub stiffness properties.<br>
<br>
<b>36 </b><font face="Times New Roman"><b><font face="Arial"> Wheel Hub Compliance(2):</font></b></font> Identifies the point as the second wheel hub in a full axle template. In compliance mode the bush associated with this point, that connects the hub to the upright, is given the compliant hub stiffness properties.<br>
<br>
<b>37 </b><font face="Times New Roman"><b><font face="Arial"> Outer CV Centre:</font></b></font> Marks the point as being the centre of the outer CV joint. This would normally for automatically generated drive shafts also be the stub axle point.<br>
<br>
<b>38 </b><font face="Times New Roman"><b><font face="Arial"> Outer CV Centre(2):</font></b></font> Marks the point as being the centre of the second outer CV joint in a full axle template. This would normally for automatically generated drive shafts also be the stub axle(2) point.<br>
<br>
<b>39 </b><font face="Times New Roman"><b><font face="Arial"> Inner CV Centre:</font></b></font> Marks the point as being the centre of the inner CV joint. This point is used along with point 41 to apply drive shaft torque<font face="Times New Roman"><font face="Arial">s.<br>
</font></font><br>
<b>40 </b><font face="Times New Roman"><b><font face="Arial"> Inner CV Centre(2):</font></b></font> Marks the point as being the centre of the second inner CV joint in a full axle template. This point is used along with point 42 to apply drive shaft torque<font face="Times New Roman"><font face="Arial">s.<br>
</font></font><br>
<b>41 </b><font face="Times New Roman"><b><font face="Arial"> Inner CV Axis:</font></b></font> This point type, together with point type 39, (see above) define the axis of the inner CV joint. This axis is used to apply drive shaft torque<font face="Times New Roman"><font face="Arial">s.<br>
</font></font><br>
<b>42 </b><font face="Times New Roman"><b><font face="Arial"> Inner CV Axis(2):</font></b></font> This point type, together with point type 40, (see above) define the axis of the second inner CV joint for a full axle template. This axis is used to apply drive shaft torque<font face="Times New Roman"><font face="Arial">s.<br>
</font></font><br>
<b>43 </b><font face="Times New Roman"><b><font face="Arial"> Spacer Point:</font></b></font> This point type marks it as being associated with a connection between a spacer and a part. This tag enables spacer specific calculations to be performed.<br>
<br>
<b>44 </b><font face="Times New Roman"><b><font face="Arial"> Spacer Vector Point:</font></b></font> This point type marks it as being the axis point of a spacer. Spacer vectors control the orientation of the spacer offset and thus require this individual flag to enable spacer vector specific calculations to be performed.<br>
<br>
{<center><img data="bm305.bmp" title="bm305.bmp"><br>
</center>
<center>Template Settings <font face="Times New Roman"><font face="Arial"> Type 1 General types<br>
</font></font></center>
<br>
<br>
<b>Settings Panel </b><font face="Times New Roman"><b><font face="Arial"> Point Types<br>
</font></b></font><br>
Point types can be auto filled with a reasonable level of confidence with auto fill set to level 2. The possible nine types are described below to enable direct user editing of this template setting. The equivalent required data values for columns 6 to 11 are also described.<br>
<br>
<b>0 </b><font face="Times New Roman"><b><font face="Arial"> To Body/Ground:</font></b></font> No unknowns or equation added to the main solver for this point type. No column 6 to 11 data required. Solver will pre calculate the positions of these points based on either incremental body bump or roll displacement. Example points would be any suspension attachment to body points.<br>
<br>
<b>1 </b><font face="Times New Roman"><b><font face="Arial"> Solve Direct (Sphere): </font></b></font>Adds three unknowns to the solver. Uses the spherical distance relationship of this point to any others listed in columns 6 to 11. Examples of this would be the outer ball joint of a conventional wishbone. Columns 6, 7 and 8 refer to other relevant points on part 1, whilst columns 9, 10 and 11 refer to other relevant points on part 2. As an example a lower wishbone outer ball joint would have two spherical equations with its two inboard body attachment points on its first part, and two spherical equations with the upper wishbones outer ball joint and the track rod outer ball joint on its second part.<br>
<br>
<b>2 - Solve Post (Vector Pos):</b> Does not add any unknowns or equations to the main solver for this point type. It is solved after the main solver calculation is complete and uses three other points on the same body to identify its new position. This would normally be used for points such as a springs<font face="Times New Roman"><font face="Arial"> attachment to a wishbone. The two pivot points and the outer ball joint define its position. Values need to be defined in columns 6, 7,and 8. No values would be expected in columns 9, 10 and 11.<br>
</font></font><br>
<b>3 </b><font face="Times New Roman"><b><font face="Arial"> Define Z-pos (Wheel Centre):</font></b></font> This type is only applicable to the wheel centre point. Solution for the wheel centre is based on a defined z position of the tyre contact point. The two unknowns of x and y are added to the solution. Requires three points to be defined in columns 6, 7 and 8 that identify three other points on part 1, (excluding the stub axle point).<br>
<br>
<b>4 </b><font face="Times New Roman"><b><font face="Arial"> Solve Direct (Slider Conn):</font></b></font> Specific point type for strut sliders. Equation based on retaining the relationship between the three strut axis points. Requires the strut top and strut lower point to be defined in columns 6 and 7 for the first part. Requires two points to be defined in columns 9 and 10 for points on part 2.<br>
<br>
<b>5 </b><font face="Times New Roman"><b><font face="Arial"> Solve Post (Stub Axle): </font></b></font>Specific point type for stub axle point. Solve method is based on a post main solver calculation that uses three other points on part 1 to define its position. Normally the wheel centre is given as one of the three.<br>
<br>
<b>6 </b><font face="Times New Roman"><b><font face="Arial"> Solve direct (Slider Bottom):</font></b></font> Specific type for the strut slider lower axis point. Requires the strut top point to be defined in column 6 for part 1.<br>
<br>
<b>7 </b><font face="Times New Roman"><b><font face="Arial"> Solve via Hookes Joint:</font></b></font> Normally only required if a simple spherical solution can<font face="Times New Roman"><font face="Arial">t be used because a force or connection is applied to a simple link element (i.e. two main suspension connections). An example of this is the mounting of a spring or anti-roll bar to a simple tie rod. The two main connection points are required in columns 6 and 7 for part 1.<br>
</font></font><br>
<b>8 </b><font face="Times New Roman"><b><font face="Arial"> Solve Post (Sphere):</font></b></font> A post main solver spherical calculation. Requires three defining points to be given in columns 6, 7 and 8 for part 1. Example is solution of roll bar drop link to roll bar position. Can only be applied to points that have no control over kinematic wheel position.<br>
<br>
<b>9 </b><font face="Times New Roman"><b><font face="Arial"> Pre-Solve (Kine Fix):</font></b></font> A pre main solver option calculation. Requires no defining points since the point is assumed to be inactive in kinematic mode. It remains fixed to the part it is defined on (normally ground or a ground fixed part). It is used to add additional compliance effects for parts such as rack mounts and sub frames that are assumed to have no kinematic effect but are included in the compliance matrix.<br>
<br>
{<center><img data="bm306.bmp" title="bm306.bmp"><br>
</center>
<center>Template Settings <font face="Times New Roman"><font face="Arial"> Selecting Point Type<br>
</font></font></center>
<br>
<b>Solution Types<br>
</b><br>
The solution types used by the main solver are based on one of six types. The particular type used for each depends on the point type settings discussed above.<br>
<br>
A brief description of each solution type is given here:<br>
<br>
<b>1 </b><font face="Times New Roman"><b><font face="Arial"> Sphere Equation:</font></b></font> Spherical distance between point 1 and point 2.<br>
<br>
<b>2 </b><font face="Times New Roman"><b><font face="Arial"> Distance to Vector: </font></b></font>Perpendicular distance of point 1 from a vector drawn from point 2 to point 3.<br>
<br>
<b>3 </b><font face="Times New Roman"><b><font face="Arial"> x-x Based Slope: </font></b></font>The slope between point 1 and point 2 is constant in x-x, i.e. point 1 and two are on the same vector.<br>
<br>
<b>4 </b><font face="Times New Roman"><b><font face="Arial"> y-y Based Slope: </font></b></font>The slope between point 1 and point 2 is constant in y-y, i.e. point 1 and two are on the same vector.<b><br>
</b><br>
<b>5 </b><font face="Times New Roman"><b><font face="Arial"> z-z Based Slope: </font></b></font>The slope between point 1 and point 2 is constant in z-z, i.e. point 1 and two are on the same vector.<b><br>
</b><br>
<b>6 </b><font face="Times New Roman"><b><font face="Arial"> Minimum Z value: </font></b></font>The lowest point of solid disc at point 1 normal to an axis to point 2 has a lowest z value as defined.<br>
<br>
<br>
<b>Creating a New Template<br>
</b><br>
The sequence of data entry for creating a new template should be:<br>
<br>
<b>1)</b> Identify an empty index No.<br>
<b>2)</b> On the <font face="Times New Roman"><font face="Arial">Parts</font></font><font face="Times New Roman"><font face="Arial"> panel enter the template label.<br>
</font></font><b>3)</b> On the <font face="Times New Roman"><font face="Arial">Parts</font></font><font face="Times New Roman"><font face="Arial"> panel define the number of parts, (make upright <u>last</u></font></font> part).<br>
<b>4)</b> On the <font face="Times New Roman"><font face="Arial">Parts</font></font><font face="Times New Roman"><font face="Arial"> panel enter the part labels. Ensure the upright is the last part in the list.<br>
</font></font><b>5)</b> Change to the <font face="Times New Roman"><font face="Arial">Points</font></font><font face="Times New Roman"><font face="Arial"> panel and define the number of points.<br>
</font></font><b>6)</b> On the <font face="Times New Roman"><font face="Arial">Points</font></font><font face="Times New Roman"><font face="Arial"> panel define the point labels.<br>
</font></font><b>7)</b> On the <font face="Times New Roman"><font face="Arial">Points</font></font><font face="Times New Roman"><font face="Arial"> panel enter the default x, y and z coordinates.<br>
</font></font><b>8)</b> Change to the <font face="Times New Roman"><font face="Arial">Settings</font></font><font face="Times New Roman"><font face="Arial"> panel and set the Part 1 and Part 2 properties for each point.<br>
</font></font><b>9)</b> On the <font face="Times New Roman"><font face="Arial">Settings</font></font><font face="Times New Roman"><font face="Arial"> panel define the relevant Gen. Type 1and Gen. Type 2 settings.<br>
</font></font><b>10)</b> Set the Auto fit level to 3 and review the filled values.<br>
<b>11)</b> Check the validity of the auto-filled values using the <i>Data / Run Validation Test&</i> option.<br>
<b>12)</b> If necessary make modifications to columns 6 to 11 to pass test.<br>
<b>13)</b> Change to <font face="Times New Roman"><font face="Arial">Graphics</font></font><font face="Times New Roman"><font face="Arial"> panel and add define number of graphical elements.<br>
</font></font><b>14)</b> On the <font face="Times New Roman"><font face="Arial">Graphics</font></font><font face="Times New Roman"><font face="Arial"> panel enter graphical element data.<br>
</font></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Control Elements and Actuators<br>
</font></b></font><font size="2"><br>
Control Element properties are used either to modify the position of a hard point (position actuator) or change length of a point to point distance (length actuator). This is a kinematic effect in that it will modify the kinematic motion as a function of the transducer input. The transducer can be the change in the length between two points, such as the damper upper and lower points. The transducer input can also be the Z-displacement of the ground/body (or of a identified point), finally it can also be the current roll angular displacement. The relationship between the transducer value and the change in length of the controller distance is defined by a point-by-point spline employing linear interpolation/extrapolation. Individual control elements can be applied to points/lengths in pairs to provide control for example in the case of a pivot axis where you wish to move both axis-defining points.<br>
</font><b><u><br>
</u></b>To edit the control element properties pick the relevant control elements <font face="Times New Roman"><font face="Arial">hot spot</font></font><font face="Times New Roman"><font face="Arial"> in the graphical display. (if they are not visible turn on visibility via <i>Graphics / Enhanced visibility / Actuator</i></font></font>).<br>
<br>
For the <font face="Times New Roman"><b><font face="Arial">Position Actuator</font></b></font><font face="Times New Roman"><b></b></font> the properties are&<br>
<br>
{<center><img data="bm307.bmp" title="bm307.bmp"><br>
Editing the <font face="Arial">Position Actuator</font><font face="Times New Roman"><font face="Arial"> Control Element Properties<br>
</font></font></center>
<br>
<b>Label,</b> (string), (units -), (Added via Pick)<br>
Identifies an individual label for the actuator.<br>
<br>
<b>Static Colour,</b> (choice), (units -), (default <font face="Times New Roman"><font face="Arial">Cyan</font></font><font face="Times New Roman"><font face="Arial">)<br>
Sets the colour used to draw <u>all</u></font></font> actuators at the static position.<br>
<br>
<b>Incremental Colour,</b> (choice), (units -), (default <font face="Times New Roman"><font face="Arial">Blue</font></font><font face="Times New Roman"><font face="Arial">)<br>
Sets the colour used to draw <u>all</u></font></font> actuators at any position other than <font face="Times New Roman"><font face="Arial">static</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<b>Tube 1 Diameter,</b></font></font> (real), (units mm), (default 5.0 mm)<br>
Sets the graphical size of tube 1 for <u>all</u> actuators.<br>
<br>
<b>Tube 2 Diameter,</b> (real), (units mm), (default 10.0 mm)<br>
Sets the graphical size of tube 2 for <u>all</u> actuators.<br>
<br>
<b>No. of Facets,</b> (integer), (units -), (default 10 )<br>
Sets the number of radial facets used to draw the actuator cylinders for <u>all</u> actuators.<br>
<br>
<b>Fixed Length,</b> (real), (units mm), (default 150 mm)<br>
Defines the length of the fixed portion of <u>all</u> the <font face="Times New Roman"><font face="Arial">position</font></font><font face="Times New Roman"><font face="Arial"> actuator.<br>
</font></font><br>
<b>Edit Control Data Spline,</b> (real), (units mm or deg as appropriate), (default spline)<br>
Defines the relationship between the transducer measured property and the applied actuator change. In its simplest form this could be the ratio for the change in lengths.<br>
<br>
{<center><img data="bm308.bmp" title="bm308.bmp"><br>
Editing the <font face="Times New Roman"><font face="Arial">Control Spline</font></font><font face="Times New Roman"><font face="Arial"> for a Control Element<br>
</font></font></center>
<br>
<b>Actuator 1 Pnt1,</b> (choice), (units -), (default picked point)<br>
Identifies the point whose position will be modified by the position actuator, (normally selected from the graphical display with the mouse as part of the creation process).<br>
<br>
<b>Vector (dx/dy/dz),</b> (real), (units -), (default 0.0/1.0/0.0)<br>
Sets the actuator vector used for the point displacement, i.e. the points position will be moved along this vector by the actuator.<br>
<br>
<b>Transducer Pnt1,</b> (choice), (units -), (default damper lower)<br>
Sets the first point of the transducer. Can be a hard point (for the change in position between two points) or the Z-displacement of the ground, body or the point specified in <font face="Times New Roman"><font face="Arial">Transducer Pnt2</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<b>Transducer Pnt2,</b></font></font> (choice), (units -), (default damper upper)<br>
Sets the second point of the transducer. Can be a hard point (for the change in position between two points) or the point referenced by a Z-displacement selection in <font face="Times New Roman"><font face="Arial">Transducer Pnt1</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font><br>
<b>Actuator 2 Scaler,</b> (real), (units -), (default 1.0)<br>
Sets the displacement scale used between the <font face="Times New Roman"><font face="Arial">Actuator Pnt1</font></font><font face="Times New Roman"><font face="Arial"> and the optional </font></font><font face="Times New Roman"><font face="Arial">Actuator Pnt2</font></font><font face="Times New Roman"><font face="Arial">. Actuator Pnt2 will use the same displacement vector as Pnt1 but its displacement will be the Scaler times the displacement of Actuator Pnt1.<br>
<br>
<b>Enhanced Visibility,</b></font></font> (On/Off switch), (units -), (default On)<br>
Control the visibility in the graphics display of <u>all</u> control elements.<br>
<br>
For the <font face="Times New Roman"><b><font face="Arial">Length Actuator</font></b></font><font face="Times New Roman"><b></b></font> the properties are the same as for the above position actuator with the exception of&<br>
<br>
{<center><img data="bm309.bmp" title="bm309.bmp"><br>
Editing the <font face="Arial">Length Actuator</font><font face="Times New Roman"><font face="Arial"> Control Element Properties<br>
</font></font></center>
<br>
<b>Actuator 1 Pnt1,</b> (choice), (units -), (default picked point)<br>
Identifies the first point involved in the controlled length of the length actuator, (normally selected from the graphical display with the mouse as part of the creation process).<br>
<br>
<b>Actuator 1 Pnt2,</b> (choice), (units -), (default picked point)<br>
Identifies the second point involved in the controlled length of the length actuator, (normally selected from the graphical display with the mouse as part of the creation process).<br>
<br>
<b>Actuator 2 Pnt1,</b> (choice), (units -), (default none)<br>
For the optional second control length, identifies the first point involved in the controlled length of the length actuator. Select from available list.<br>
<br>
<b>Actuator 2 Pnt2,</b> (choice), (units -), (default none)<br>
For the optional second control length, identifies the second point involved in the controlled length of the length actuator. Select from available list.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Body Centre of Gravity Properties<br>
</font></b></font><font size="2"><br>
To edit the body C of G properties pick the C of G symbol through the graphical interface, (if it is not visible turn on visibility via <i>Graphics / Enhanced visibility / Body C of G Marker</i></font>). These properties can also be edited via the pull down menu <i>Data / Parameters& </i>Although the label may be misleading with the use of the word <font face="Times New Roman"><font face="Arial">body</font></font><font face="Times New Roman"><font face="Arial">, it is in reality the total overall vehicle C of G property and not just the </font></font><font face="Times New Roman"><font face="Arial">body</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
</font></font>{<center><img data="bm310.bmp" title="bm310.bmp"><br>
Editing the Body C of G Properties<br>
</center>
<br>
For the <font face="Times New Roman"><b><font face="Arial">Body Centre of Gravity</font></b></font><font face="Times New Roman"><b></b></font> the properties are&<br>
<br>
<b>Graphic Size,</b> (real), (units mm), (default 25 mm)<br>
Sets the size of the on screen graphic used to identify and locate the <font face="Arial">hot spot</font><font face="Times New Roman"><font face="Arial"> for the body G of G point.<br>
<br>
<b>C of G Height,</b></font></font> (real), (units mm), (default 250 mm)<br>
Defines the height above the ground plane of the vehicle C of G, (note this is not the global Z position but Z height relative to the ground plane).<br>
<br>
<b>Total Weight Front,</b> (real), (units %), (default 40 %)<br>
Sets the percentage of the total vehicle weight associated with front, (i.e. together with the wheelbase this positions the axial position of the vehicle C of G.<br>
<br>
<b>Total Sprung Weight,</b> (real), (units kg), (default 0.0 kg)<br>
Defines the amount of the total vehicle mass that is considered to be <font face="Times New Roman"><font face="Arial">sprung</font></font><font face="Times New Roman"><font face="Arial">. This value is only used as part of the </font></font><font face="Times New Roman"><font face="Arial">Ride Height</font></font><font face="Times New Roman"><font face="Arial"> options, where it is also prompted for.<br>
</font></font><br>
<b>Enhanced Visibility,</b> (On/Off switch), (units -), (default On)<br>
Control the visibility in the graphics display of the C of G symbol.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> Graphical Element Properties<br>
</font></b></font><font size="2"><br>
A large number of different graphical element types are available within LSA from simple lines joining two points through cylinders, spheres, planes and facets. Each of these sections then have individual sub-sections having options on how to define the particular graphic group. Because of this the data entry when editing a graphical element varies considerably depending on the particular section and sub-section that the graphical element belongs to.<br>
<br>
Whilst the editing of graphical element properties can be via the template editor, it is more intuitive to do so through the 3d graphical interface by picking the particular graphical element directly. Each graphical element has a </font><font face="Times New Roman"><font face="Arial">hot spot</font></font><font face="Times New Roman"><font face="Arial"> adjacent to which is where it must be selected. To identify the hot spot use the status bar at the bottom of the display, which will list a description of the current </font></font><font face="Times New Roman"><font face="Arial">in range</font></font><font face="Times New Roman"><font face="Arial"> element, hard point or other </font></font><font face="Times New Roman"><font face="Arial">pickable</font></font><font face="Times New Roman"><font face="Arial"> feature.<br>
</font></font><br>
Obviously if an element is not visible it cannot be picked. Refer to the individual visibility switch menu<font face="Times New Roman"><font face="Arial">s <i>Graphics / Enhanced Visibility</i></font></font> or use the tree structure set up menu <i>SetUp / Graphics Switches Menu Tree</i>. The other potential issue when trying to pick a graphical element is that its <font face="Times New Roman"><font face="Arial">picking</font></font><font face="Times New Roman"><font face="Arial"> option may have been turned </font></font><font face="Times New Roman"><font face="Arial">off</font></font><font face="Times New Roman"><font face="Arial">. This is sometimes done to make selecting important features such as hard points easier by turning off the pickabilty of some of the more mundane graphical element types. To check the </font></font><font face="Times New Roman"><font face="Arial">pick</font></font><font face="Times New Roman"><font face="Arial"> status of an element type refer to <i>Graphics / Pick Visibility</i></font></font> or the setup box <i>SetUp / Graphics Switches Menu Tree</i>.<br>
<br>
The graphical element groups are; Line, Cylinder, Circle, Sphere, Facet, Plane, Distance, Components and Angle. Each of the graphical type sub-sections are discussed under the specific menu section and the relevant <u>overview</u> section.<br>
<br>
{<center><img data="bm311.bmp" title="bm311.bmp"><br>
Editing a Graphical Elements Properties<br>
</center>
<br>
A general description of the graphical element properties is given below, (note that when in the graphical edit display you can use the <font face="Times New Roman"><font face="Arial">page-up</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">page-down</font></font><font face="Times New Roman"><font face="Arial"> keys to move through the graphical elements in the model. The dialogue title bar will indicate the current position and how many are in the model for the selected corner/end.<br>
<br>
<b>Graphics Colour,</b></font></font> (choice), (units -), (default varies)<br>
Sets the graphics colour for the individual graphical element. Select from the presented choices.<br>
<br>
<b>Label,</b> (string), (units -), (default blank)<br>
Sets the Label for the individual graphical element. This is used in menu to aid identifying individual graphical elements of the same type from each other.<br>
<br>
Individual graphical element types will require up to four points to define them, un-required points will be <font face="Times New Roman"><font face="Arial">greyed</font></font><font face="Times New Roman"><font face="Arial"> out.<br>
<br>
<b>Point 1,</b></font></font> (choice), (units -), (default set by pick)<br>
Defines the first point associated with this graphical element. Select from available points.<br>
<br>
<b>Point 2,</b> (choice), (units -), (default set by pick)<br>
Defines the second point associated with this graphical element. Select from available points. Only required for some types.<br>
<br>
<b>Point 3,</b> (choice), (units -), (default set by pick)<br>
Defines the third point associated with this graphical element. Select from available points. Only required for some types.<br>
<br>
<b>Point 4,</b> (choice), (units -), (default set by pick)<br>
Defines the fourth point associated with this graphical element. Select from available points. Only required for some types.<br>
<br>
The next two options will be optionally available depending on not only the specific graphic element type but also the particular points being used. If a hard point is at the connection between two parts, you can choose which of the parts you want the graphic to be associated with. In kinematic mode it makes no difference which part is selected because the two parts are rigidly connected together however in compliance mode you have relative displacement between parts and hence the graphic point will move in relation to the selected part.<br>
<br>
<b>P1 Part Position,</b> (choice), (units -), (default set to first)<br>
Optionally defines the part that the first point is associated with. Some points may not have a choice since they may not be at a connection between two parts.<br>
<br>
<b>P2 Part Position,</b> (choice), (units -), (default set to first)<br>
Optionally defines the part that the second point is associated with. Some points may not have a choice since they may not be at a connection between two parts.<br>
<br>
The next properties, up to a maximum of six, vary in number and variable with each particular graphic type, some of the specifics are discussed below;<br>
<br>
<b>P1 Global X Offset,</b> (real), (units mm), (default 0.0 mm)<br>
Defines a global X offset for end 1 of the graphical element from its first point. Similar entries are available for Y and Z.<br>
<br>
<b>P2 Global X Offset,</b> (real), (units mm), (default 0.0 mm)<br>
Defines a global X offset for end 2 of the graphical element from its second point. Similar entries are available for Y and Z.<br>
<br>
<b>No. of Decimal Points,</b> (int), (units -), (default 0=use default)<br>
Sets the number of decimal points to be used for this graphical element when displaying its value or values. Note that 0 implies use the default settings which for this element type may not be zero, (likely to be three decimal points). To force a zero number of decimal points set the number of decimal points to a negative value.<br>
<br>
<b>Radius,</b> (real), (units mm), (default 35.0 mm)<br>
Defines the radius used for some circle and spherical graphical elements.<br>
<br>
<b>Length,</b> (real), (units mm), (default 15.0 mm)<br>
Defines the length property for some line, vector and plane graphical elements.<br>
<br>
<b>X Vector,</b> (real), (units -), (default 0.0)<br>
For vector lines sets the X component of the vector. Similar entries are given for the Y and Z components of the vector.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Bump Stop Data<br>
</font></b></font><font size="2"><br>
Bump stops can be optionally included in the model. To add them to your model you will need to pick the two points (on two different parts) that represent the line of action of the bump stop. Note that the points represent the line of action and not the actual position of the two ends. The line of action and the distance defined by the two points is taken as the characteristic start length. Bump stop mechanical properties are then defined as a function force versus the change in length from this characteristic length.<br>
</font><br>
Bump stop properties can thus be split into two sections, the graphical appearance and the mechanical properties.<br>
<br>
{<center><img data="bm312.bmp" title="bm312.bmp"><br>
Editing the Graphical Appearance of the Bump Stop Element<br>
</center>
<br>
The graphical properties are;<br>
<br>
<b>Static Colour,</b> (choice), (units -), (default dark brown)<br>
Defines the colour of the bump stop at the static position.<br>
<br>
<b>Incremental Colour,</b> (choice), (units -), (default light brown)<br>
Defines the colour of the bump stop at any position other than the static case.<br>
<br>
<b>Cone Upper Diameter,</b> (real), (units mm), (default 60.0 mm)<br>
Defines the diameter of the upper end of the cone graphic used to visually represent the bump stop element.<br>
<br>
<b>Cone Lower Diameter,</b> (real), (units mm), (default 20.0 mm)<br>
Defines the diameter of the lower end of the cone graphic used to visually represent the bump stop element. Note that the graphic will change this diameter as the bump stop starts to become compressed. This diameter change is purely a visual representation of the compression action and does not imply any mechanical or force property.<br>
<br>
<b>No. of Radial Facets,</b> (integer), (units -), (default 10)<br>
Defines the number of facets used around the radius for the graphical drawing of this element.<br>
<br>
<b>No. of Length Facets,</b> (integer), (units -), (default 5)<br>
Defines the number of facets used along the length for the graphical drawing of this element.<br>
<br>
<br>
The mechanical properties for the bump stop are accessed by selecting the icon adjacent to the <font face="Times New Roman"><font face="Arial">Edit Properties</font></font><font face="Times New Roman"><font face="Arial"> label. The mechanical properties for the bump stop are;<br>
<br>
The bump stop is defined as a force (N) against distance (mm). Where the X-axis is the distance and the Y-axis is force. To allow for the clearance effect set the force over the initial displacement to be zero and only ramp to a positive value once the bump stop becomes compressed. You can also use a bump stop to represent a rebound stop. Simply define </font></font><font face="Times New Roman"><font face="Arial">ve forces at the required </font></font><font face="Times New Roman"><font face="Arial">ve travel values. Remember that the X distance values are the change in length between the two bump stop points, not the vertical height change of the wheel.<br>
</font></font><br>
{<center><img data="bm313.bmp" title="bm313.bmp"><br>
Editing the Mechanical properties of the Bump Stop Element<br>
</center>
<br>
Remember that bump stops are optionally included in the solution. So whilst they might be visible in the model and have associated mechanical properties their effect on the compliant forces could still be disabled. Check the status of menu options <i>Solve / Suspension Bump Stop Preload</i> and <i>Solve / Suspension Bump Stop Rate</i>.<br>
<br>
<i>Note: For non-linear bump stops, some resultant forces calculated using the user defined bump stop curve, will be incorrect if the compliant displacements are </i><font face="Times New Roman"><i><font face="Arial">large</font></i></font><font face="Times New Roman"><i><font face="Arial">. This is due to the compliant solver linearizing the rate at a certain kinematic position, to compute the force it will apply to the system. Once this force is applied, the compliant displacement if large will change the kinematic position, leading to a new operating point of the bump stop (thus rate change), which is not taken into account to find a new bump stop force. To reduce this effect set the tyre vertical rate to a high value to stop the large displacements.</font></i></font><font face="Times New Roman"><i><br>
</i></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Data Requirements </font></b><b><font face="Arial"> Local Co-ordinate Systems<br>
</font></b><font size="2"><br>
The default method used to define the position of hard point is the global co-ordinate system. Local co-ordinates systems can be optionally used to define the initial definition position of hard points.<br>
<br>
The method for changing a point from using the global co-ordinate system to a local system is, first create the required co-ordinate system then edit the point and switch the points definition co-ordinate system to this new local system.<br>
<br>
To create a local co-ordinate system open the dialogue box, <i>Data / Coordinates / Local Coordinate Systems&</i></font> The <font face="Times New Roman"><font face="Arial">add</font></font><font face="Times New Roman"><font face="Arial"> button will index the number of co-ordinates systems and allow the definition of this new axis set. The properties for defining a local axis system are listed below;<br>
</font></font><br>
{<center><img data="bm314.bmp" title="bm314.bmp"><br>
Editing the properties of a local co-ordinate system<br>
</center>
<br>
<b>Label,</b> (string), (units -), (default blank)<br>
Defines the co-ordinate systems label that will be used in the relevant menus.<br>
<br>
A co-ordinate system is defined by an origin position, a point on an axis and a point in an appropriate plane. By the use of vector cross products these positions produce the final three axis directions.<br>
<br>
<b>Origin Coordinates,</b> (real), (units mm), (default 0.0,0.0,0.0)<br>
The origin co-ordinates can either be defined directly as a global position in x, y and z, this is the <font face="Times New Roman"><b><font face="Arial">Pos</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Position</font><font face="Times New Roman"><font face="Arial">).<br>
</font></font>The second option is to define the origin as being the position of an existing hard point, this is the <font face="Times New Roman"><b><font face="Arial">Pnt</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Point</font><font face="Times New Roman"><font face="Arial">).<br>
The third option is a combination of a hard point position and a global offset from this position, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Rel</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Relative</font><font face="Times New Roman"><font face="Arial">). In this option the defined global offsets are applied to the selected points position to arrive at the net origin position.<br>
</font></font><br>
<b>Point on Local Axis,</b> (real), (units mm), (default 0.0,0.0,0.0)<br>
First set the axis that will be defined by this point, from either the X, Y or Z axes.<br>
The axis point<font face="Times New Roman"><font face="Arial">s co-ordinates can either be defined directly as a global position in x, y and z, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Pos</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Position</font><font face="Times New Roman"><font face="Arial">).<br>
The second option is to define the axis point as being the position of an existing hard point, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Pnt</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Point</font><font face="Times New Roman"><font face="Arial">).<br>
</font></font>The third option is a combination of a hard point position and a global offset from this position, this is the <font face="Times New Roman"><b><font face="Arial">Rel</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Relative</font><font face="Times New Roman"><font face="Arial">). In this option the defined global offsets are applied to the selected points position to arrive at the net axis point</font></font><font face="Times New Roman"><font face="Arial">s position.<br>
<br>
<b>Point in Local Plane,</b></font></font> (real), (units mm), (default 0.0,0.0,0.0)<br>
First set the plane that will be defined by this point, from either the X-Y, X-Z, Y-Z or X-Z planes.<br>
The plane point<font face="Times New Roman"><font face="Arial">s co-ordinates can either be defined directly as a global position in x, y and z, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Pos</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Position</font><font face="Times New Roman"><font face="Arial">).<br>
The second option is to define the plane point as being the position of an existing hard point, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Pnt</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Point</font><font face="Times New Roman"><font face="Arial">).<br>
The third option is a combination of a hard point position and a global offset from this position, this is the </font></font><font face="Times New Roman"><b><font face="Arial">Rel</font></b></font><font face="Times New Roman"><b></b></font> option, (abbreviation of <font face="Arial">Relative</font><font face="Times New Roman"><font face="Arial">). In this option the defined global offsets are applied to the selected points position to arrive at the net plane point position.<br>
</font></font><br>
{<center><img data="bm315.bmp" title="bm315.bmp"><br>
Example screen shot of local co-ordinate system<br>
</center>
<br>
When a point is switched from one co-ordinate system to another its local co-ordinates are re-calculated in the new co-ordinate system so that no change in absolute position is implied by the change. This is to retain model stability during the transition/redefinition process.<br>
<br>
All created co-ordinates systems and their associated definition points can be edited joggled and dragged in the same way as all the other graphical points. Obviously if you change a co-ordinate systems position or orientation any points defined in the is system will have their position modified by this change.<br>
<br>
Once a point is switched to being defined by a local co-ordinate system its position in all the editing activities are displayed for this local system. You can continue to drag or joggle it in the normal way. In any results displays (including the status bar) its position will still be listed as in the global axis system.<br>
<br>
{<center><img data="bm316.bmp" title="bm316.bmp"><br>
Editing a points definition co-ordinate system, selection highlighted<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> Introduction<br>
</font></b></font><font size="2"><br>
This section describes the results variables listed by individual section. For details see sub sections;<br>
<br>
</font>2D Results<br>
3D Suspension Derivatives File<br>
3D Points Listing<br>
3D Compliance Coefficients<br>
3D Bush Deflections<br>
3D Joint/Bush Rotations <br>
3D Bush Forces<br>
AVI File Writer<br>
Unsprung Corner Weights<br>
3D Formatted Point Forces<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 2D Results<br>
</font></b></font><font size="2"><br>
The 2D results are a reduced set of the 3D derivatives list. The 2D results are normally only viewed through the graphs.<br>
<br>
The 2D suspension calculated derivatives for bump/rebound articulations are;<br>
<br>
</font>1) Camber Angle<br>
2) Roll Centre Height<br>
3) Track Change<br>
<br>
Whilst for 2D roll articulation the calculated derivatives are;<br>
<br>
1) Camber Angle<br>
2) Roll Centre Height<br>
3) Roll Centre Lateral<br>
<br>
{<center><img data="bm317.bmp" title="bm317.bmp"><br>
Typical 2D Results plot<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Suspension Derivatives File<br>
</font></b></font><font size="2"><br>
The Suspension Derivatives Files (SDF) contains a complete textual listing of the suspension model hard points, calculated static ride values and suspension derivatives varying with each articulation type.<br>
<br>
For a definition of each suspension derivative see the Theory section.<br>
<br>
The SDF file by default contains the following. Because users can <u>customize</u></font> the display to create multiple <font face="Times New Roman"><font face="Arial">standard</font></font><font face="Times New Roman"><font face="Arial"> reports, the actual display may be significantly different:<br>
</font></font><br>
Listing of input Suspension Hard Points:<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Listing depends on suspension type<br>
<br>
Static Values:<br>
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Camber angle (deg):</font> Static wheel camber angle<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Toe Angle (SAE) (deg)</font>: Static toe angle, (+ve toe in)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Toe Angle (Plane of Wheel) (deg):</font> Static toe angle, (+ve toe in)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Castor Angle (deg):</font> Static Castor angle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Castor Trail (Hub Trail) (mm):</font> Static Castor trail.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Castor Offset (mm):</font> Static Castor offset<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Kingpin Angle (deg):</font> Static Kingpin angle.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Kingpin Offset (at wheel) (mm):</font> Static Kingpin offset at the wheel centre.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Kingpin Offset (at ground) (mm):</font> Static kingpin offset at the ground plane.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Mechanical Trail (mm):</font> Static Mechanical trail.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<font color="#0000ff">Roll Centre Height (mm):</font> Static Roll Centre Height<br>
<br>
Derivatives listed for Bump and Rebound Travel:<br>
<br>
<font color="#0000ff">Camber angle (deg)<br>
</font>Toe Angle (deg)<br>
Castor Angle (deg)<br>
Kingpin angle (deg)<br>
Damper Ratio<br>
Spring Ratio<br>
Anti Dive (%)<br>
Anti Squat (%)<br>
Roll Centre Height to Body (mm)<br>
Roll Centre Height to Ground (mm)<br>
Half Track Change (mm)<br>
Wheelbase change (mm)<br>
Damper Travel (mm)<br>
Spring Travel (mm)<br>
<br>
Derivatives listed for Roll Articulation:<br>
<br>
<font color="#0000ff">Camber angle (deg)<br>
</font>Toe Angle (deg)<br>
Castor Angle (deg)<br>
Kingpin angle (deg)<br>
Damper Ratio<br>
Spring Ratio<br>
Roll Centre Position X (mm)<br>
Roll Centre Position Y (mm)<br>
Roll Centre Position Z (mm)<br>
Half Track Change (mm)<br>
Wheelbase change (mm)<br>
Damper Travel (mm)<br>
Spring Travel (mm)<br>
<br>
Derivatives listed for Steer Articulation:<br>
<br>
<font color="#0000ff">Toe Angle (inner) (deg)<br>
</font>Toe Angle (outer) (deg)<br>
Camber angle (inner) (deg)<br>
Camber Angle (outer) (deg)<br>
Ackermann (%)<br>
Turning Circle Radius (mm)<br>
<br>
{<center><img data="bm318.bmp" title="bm318.bmp"><br>
</center>
<center>Sample Section of the Suspension Derivative File (SDF) listing<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Points Listing<br>
</font></b></font><font size="2"><br>
The suspension hard points can be listed at any user-defined combination of bump and steering travel.<br>
<br>
</font>{<center><img data="bm319.bmp" title="bm319.bmp"><br>
Setting the Articulation Position for Points Listing<br>
</center>
<br>
The point listing display is different depending whether the solver is currently in kinematic or compliant mode. In kinematic mode the Hard point co-ordinates are listed for each hard point for both left and right hand wheels of each axle. Values listed are the X, Y and Z co-ordinates in the global co-ordinate system.<br>
<br>
{<center><img data="bm320.bmp" title="bm320.bmp"><br>
Kinematic Point Listing<br>
</center>
<br>
In the compliant mode the Kinematic hard point listing is supplemented at each increment by the inclusion of the compliant hard point positions of each part at the joint. The difference between the kinematic hard point and each compliant parts position at the joint is also listed.<br>
<br>
{<center><img data="bm321.bmp" title="bm321.bmp"><br>
Compliant Point Listing<br>
</center>
<br>
All dimensions and deflections are listed in the global Cartesian co-ordinates system, with units of mm.<br>
<br>
In addition to points being listed at a user-defined position two other options are available. These are list the co-ordinates of all the points for a selected corner and current calculation position, or list the co-ordinates of a selected single point for all the current calculation positions.<br>
<br>
{<center><img data="bm322.bmp" title="bm322.bmp"><br>
Point Listing for Single Point at All Positions - bump travel shown<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Compliance Coefficients<br>
</font></b></font><font size="2"><br>
The 3D compliance coefficients display summarizes the compliant performance of the suspension under a number of defined force sets. Each load case is represented by a series of Vertical bars, each bar being a user selected suspension derivative. The height of the bar is referred to as compliance co-efficient. The displayed co-efficient is the difference between kinematic model and the compliant model, for the selected suspension parameter.<br>
<br>
The sign reflects the direction of the change in the suspension parameter, i.e. a co-efficient of </font><font face="Times New Roman"><font face="Arial">0.1 for camber indicates that the camber angle has an increase in negative camber of 0.1 due to the bush compliances under this external load set.<br>
</font></font><br>
Compliance co-efficients are calculated for the <font face="Times New Roman"><font face="Arial">ride</font></font><font face="Times New Roman"><font face="Arial"> condition only, (tip, to view at an alternative position, use the Set Ride Height function).<br>
<br>
</font></font>{<center><img data="bm323.bmp" title="bm323.bmp"><br>
Example 3D Compliance Coefficients Display<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Bush Deflections<br>
</font></b></font><font size="2"><br>
The 3D bush deflections listing is only available for compliant models. Calculated deflections are listed for each bushed suspension hard point at each articulation increment and for each articulation type. The bush deflections are listed for the currently displayed external force set and suspension spring setting. Only hard point that are </font><font face="Times New Roman"><font face="Arial">bushed</font></font><font face="Times New Roman"><font face="Arial"> will appear in the list. The deflection is the difference between the kinematic position and the compliant position. Note the sign of the deflections is a function of which part is considered to move relative to what. If in doubt check the deformed geometry plot to identify relative sign.<br>
</font></font><br>
Points are listed labeled by template point No.<br>
<br>
Results Given are;<br>
<br>
<font color="#0000ff">DX Global, (N):</font> Lists the bush deflection component in the global X-axis.<br>
<br>
<font color="#0000ff">DY Global, (N):</font> Lists the bush deflection component in the global Y-axis.<br>
<br>
<font color="#0000ff">DZ Global, (N):</font> Lists the bush deflection component in the global Z-axis.<br>
<br>
<font color="#0000ff">DX Local, (N):</font> Lists the bush deflection component in the local X-axis.<br>
<br>
<font color="#0000ff">DY Local, (N):</font> Lists the bush deflection component in the local Y-axis.<br>
<br>
<font color="#0000ff">DZ Local, (N):</font> Lists the bush deflection component in the local Z-axis.<br>
<br>
{<center><img data="bm324.bmp" title="bm324.bmp"><br>
Example 3D Bush Deflections Listing<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Joint/Bush Rotations<br>
</font></b></font><font size="2"><br>
The 3D joint/bush rotations listing is only available for compliant models. Calculated rotations are listed for each suspension hard point at each articulation increment and for each articulation type. The bush rotations are the kinematic values that are used to determine bush pre-loads when included. The extra rotations due to compliance are not listed.<br>
<br>
Points are listed labeled by template point No.<br>
<br>
Results Given are;<br>
<br>
<font color="#0000ff">DX Global, (N):</font></font> Lists the joint/bush rotation component in the global X-axis.<br>
<br>
<font color="#0000ff">DY Global, (N):</font> Lists the joint/bush rotation component in the global Y-axis.<br>
<br>
<font color="#0000ff">DZ Global, (N):</font> Lists the joint/bush rotation component in the global Z-axis.<br>
<br>
<font color="#0000ff">DX Local, (N):</font> Lists the joint/bush rotation component in the local X-axis.<br>
<br>
<font color="#0000ff">DY Local, (N):</font> Lists the joint/bush rotation component in the local Y-axis.<br>
<br>
<font color="#0000ff">DZ Local, (N):</font> Lists the joint/bush rotation component in the local Z-axis.<br>
<br>
{<center><img data="bm325.bmp" title="bm325.bmp"><br>
Example 3D Joint/Bush Rotations Listing<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Bush Forces<br>
</font></b></font><font size="2"><br>
The 3D bush forces listing is only available for compliant models. Calculated forces are listed for each suspension hard point at each articulation increment and for each articulation type. The bush forces are listed for the currently displayed external force set and suspension spring setting. Each hard point is listed irrespective of whether set as </font><font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">bushed</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
Points are listed labeled by template point No.<br>
<br>
Results Given are;<br>
</font></font><br>
<font color="#0000ff">FX Global, (N):</font> Lists the bush force component in the global X-axis.<br>
<br>
<font color="#0000ff">FY Global, (N):</font> Lists the bush force component in the global Y-axis.<br>
<br>
<font color="#0000ff">FZ Global, (N):</font> Lists the bush force component in the global Z-axis.<br>
<br>
<font color="#0000ff">FX Local, (N):</font> Lists the bush force component in the local X-axis.<br>
<br>
<font color="#0000ff">FY Local, (N):</font> Lists the bush force component in the local Y-axis.<br>
<br>
<font color="#0000ff">FZ Local, (N):</font> Lists the bush force component in the local Z-axis.<br>
<br>
{<center><img data="bm326.bmp" title="bm326.bmp"><br>
Example 3D Bush Forces Listing<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></center>
<b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> AVI File Writer<br>
</font></b></font><font size="2"><br>
The graphics display animation sequences can be saved to a file. Currently only AVI format is supported, and without compression. A number of options are presented to make creating AVI files a simple task. Files can be created based on a the current motion sequence, i.e. bump, roll, steering or combined, or via a sequence of user selected images.<br>
<br>
</font>{<center><img data="bm327.bmp" title="bm327.bmp"><br>
AVI File Writer Dialogue Box<br>
</center>
<br>
The top portion of the display identifies whether the AVI file is to be created from the 'Current Motion Sequence' or from a series of 'Stills'. If using the Current motion sequence option, simply select the 'Write File' option to identify the file name/location to save the AVI file too. The AVI file is then generated.<br>
<br>
To create an AVI from a sequence of stills set the option to 'create from stills' then select the 'start' button. This will enable the 'Grab' button and zero the 'frames' counter. You can now set the required graphics view and then 'grab' it. Repeat this process until you have grabbed all required frames and then select 'End' to indicate the end of the grab sequence and enable the 'Save File&' option. Notice that grabbed images can be viewed as an editable list for a limited amount sorting, editing and deletion prior to writing the file.<br>
<br>
{<center><img data="bm328.bmp" title="bm328.bmp"><br>
Editing the 'Grabbed' Stills list<br>
</center>
<br>
Within the stills list display users can view individual frames for editing. The application used to do this is identified in the 'BMP use' option at the bottom of the main AVI file writer dialogue.<br>
<br>
Both the AVI sequence writer option and the stills grabber option can be either for the complete graphics screen or a selected area. The screen area is defined via clip rectangle the settings for which can either be entered directly or picked via the mouse. A switch is provided to optionally show the clip region on the graphics screen.<br>
<br>
{<center><img data="bm329.bmp" title="bm329.bmp"><br>
Screen Clip Area Selected<br>
</center>
<br>
By default the AVI file will include a single copy of the sequence. The user can change the number of cycles that are written to the AVI file. In the case of a user picked sequence of stills they would be repeated n cycle times. The replay rate of the AVI file is set by default to replay at a rate of 10 frames/sec. The user can change this setting prior to creating the file.<br>
<br>
A second file write option is provided principally for user grabbed sequences to append the grabbed stills but in reverse order to the AVI file. This then provides a smooth animation sequence from start to end and back to start again when looping through, without having to pick a full sequence.<br>
<br>
The AVI file can be viewed automatically after writing by having the 'Open AVI in viewer after Write/Save' option checked. The AVI will be viewed using the application identified in the Windows registry as being the default AVI file viewer. This can be specified directly by the user through 'AVI Use'; setting.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> Unsprung Corner Weights<br>
</font></b></font><font size="2"><br>
In compliance mode if the part mass properties are correctly defined, (mass and position), the unsprung corner weights can be calculated by applying a gravity force and determining the change in force in the tyre vertical force. This is performed automatically using the <i>Results / Unsprung Corner Weights</i></font> menu option.<br>
<br>
{<center><img data="bm330.bmp" title="bm330.bmp"><br>
Unsprung Corner Weight Results Display<br>
</center>
<br>
The option is given to locally access and edit the current parts mass property. If you change a part mass property use the update button to refresh the calculation.<br>
<br>
Full access to the parts mass <u>properties</u> is through the <i>Data / Mass Data / C of G Properties</i>. Alternatively the properties can be accessed by picking the relevant C of G symbol. These are only visible in compliant mode and are subject to their own individual visibility switch, <i>Graphics / Part C of G Visibility / C of G Marker</i>.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Results Description </font></b><font face="Times New Roman"><b><font face="Arial"> 3D Formatted Point Forces<br>
</font></b></font><font size="2"><br>
In addition to the standard <u>bush forces</u></font> results display, the user can create a line by line formatted point force display. The display is a defined mixture of tables, columns and lines. Thus you define how many tables, for each table how many columns and the column properties, finally the no of lines and the properties of each line.<br>
<br>
{<center><img data="bm331.bmp" title="bm331.bmp"><br>
Example formatted point forces screen shot<br>
</center>
<br>
The format settings are stored under a specific slot number, (0-25). Each setting is editable and saved to the INI file. To edit an individual setting change the display to the required slot, <i>Setting / Select required No.</i> and then use the local menu <i>Display / Edit Current Settings</i>. <br>
<br>
Each property is discussed below.<br>
<br>
<b>Label,</b> (string), (units -), (default blank)<br>
Defines the label used to identify the setting in any relevant menu entry or dialogue box heading.<br>
<br>
<b>No. of Tables,</b> (integer), (units -), (default 0)<br>
Sets the number of separate tables to include for the current setting, (maximum 10).<br>
<br>
<br>
At the top of the display before the first table is an optional header. The visibility for this header is made up of five individual parts.<br>
<br>
<b>Data Echo, </b> (choice), (units -), (default On)<br>
Optionally includes a copy of the defined hard point coordinates.<br>
<br>
<b>Time / Date, </b> (choice), (units -), (default On)<br>
Optionally includes the time a date that the display was produced.<br>
<br>
<b>Analysis Type, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that identifies the motion type used for the analysis.<br>
<br>
<b>Corner, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that the corner/end that the results are displayed for.<br>
<br>
<b>Template Type, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that identifies the template type of the corner/end used in the model for these results.<br>
<br>
The following properties are defined for each individual table;<br>
<br>
<b>Table Heading,</b> (string), (units -), (default blank)<br>
Defines the string used as a heading for the table.<br>
<br>
<b>No. of Columns, </b> (integer), (units -), (default 0)<br>
Defines the number of columns used for the table. Each columns represents a potential location to list a results. Note that columns can be left empty to aid visual appearance and readability.<br>
<br>
<b>Column Size, </b> (integer), (units -), (default 10)<br>
Defines the character width used for each column. Each column has to use the same width so set this to be as wide as is required.<br>
<br>
<b>No. of Col. Header Lines, </b> (integer), (units -), (default 4)<br>
Sets the number of lines used for the header of the columns. Column header strings are clipped to the defined width and then split on to the next line of the column header. Column header labels are taken from the columns parameter description.<br>
<br>
<b>No. of Lines, </b> (integer), (units -), (default 0)<br>
Sets the number of results lines to be used in the table. Each line can be individually controlled in terms of point and force type, whilst the column controls which load case to be used.<br>
<br>
<b>Comment Size, </b> (integer), (units -), (default 0)<br>
Each line has an optional comment string added to the front of the line. This sets the space allocated for the comment as a maximum number of character spacings. Comments that are longer than this will be clipped to length.<br>
<br>
The following properties are defined for each individual column;<br>
<br>
<b>Load Case, </b> (choice), (units -), (default User Definable Default Set)<br>
Sets the load case to use for each particular column. Selection is made from the available defined sets.<br>
<br>
<b>Decimal Points, </b> (integer), (units -), (default 0)<br>
Sets the number of decimal points used for each column.<br>
<br>
The following properties are defined for each individual line;<br>
<br>
<b>End, </b> (choice), (units -), (default none)<br>
Sets the suspension end to use for the specific line.<br>
<br>
<b>Point, </b> (choice), (units -), (default not set)<br>
Sets the hard point to use from the current <font face="Times New Roman"><font face="Arial">ends</font></font><font face="Times New Roman"><font face="Arial"> list. The list also includes the Tyres, Springs and Bump Stops.<br>
<br>
<b>Force, </b></font></font> (choice), (units -), (default not set)<br>
Identifies the force to use for this Line, Select from Local x, y and Z, Global x, y and z or the resultant.<br>
<br>
<b>Articulation, </b> (choice), (units -), (default As Set)<br>
Set which displacement module to use, from <font face="Times New Roman"><font face="Arial">As Set</font></font><font face="Times New Roman"><font face="Arial">, bump/rebound, roll or steering. </font></font><font face="Times New Roman"><font face="Arial">As Set</font></font><font face="Times New Roman"><font face="Arial"> implies the current selected articulation mode.<br>
<br>
<b>Position, </b></font></font> (choice), (units -), (default no set)<br>
Set which position for the selected displacement mode to use. This list will be a function of the currently selected displacement in the preceding column.<br>
<br>
<b>Comment, </b> (string), (units -), (default none)<br>
Define the optional comment for a line. Comments are placed at the beginning of the line in the space defined in the earlier <font face="Times New Roman"><font face="Arial">comment size</font></font><font face="Times New Roman"><font face="Arial"> setting.<br>
</font></font><br>
{<center><img data="bm332.bmp" title="bm332.bmp"><br>
Editing the Format settings<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">How To </font></b><font face="Times New Roman"><b><font face="Arial"> Customize SDF Display Settings<br>
</font></b></font><font size="2"><br>
</font><b>Introduction <br>
</b><font face="Times New Roman"><br>
</font><font face="Arial">With the Formatted SDF results users have full format control over both the values displayed and the layout format, each format is stored in a numbered and labelled slot. The first four slots 0,1,2 and 3 have a hard coded format setting, these can be overwritten by settings in the INI file, that relate to each of the four default displacement modes. The four hard-coded format settings are set up to mimic the original fixed format version outputs of each displacement mode.<br>
</font><br>
Each format slot is selected via the local <font face="Times New Roman"><font face="Arial">Setting</font></font><font face="Times New Roman"><font face="Arial"> menu. This lists the available format settings. Note that by default empty undefined slots are labelled as </font></font><font face="Times New Roman"><font face="Arial">Not Defined</font></font><font face="Times New Roman"><font face="Arial">. A local switch independent of the format controls which end(s) are plotted.<br>
<br>
To change the setting of a format set, first via the </font></font><font face="Times New Roman"><i><font face="Arial">Setting</font></i></font><font face="Times New Roman"><i></i></font> menu select the required format slot number. Now open the format editor via the local <i>Display / Edit Current Setting</i><i></i> menu.<br>
<br>
Each setting display is made up a number of tables, each table having a defined number of columns. Each column then has its own definition of variable and display properties.<br>
<br>
{<center><img data="bm333.bmp" title="bm333.bmp"><br>
Editing the SDF Display Format<br>
</center>
<br>
The properties used within each individual <font face="Arial">setting</font><font face="Times New Roman"><font face="Arial"> are;<br>
<br>
<b>Label, </b></font></font> (string), (units -), (default <font face="Times New Roman"><font face="Arial">Not Defined</font></font><font face="Times New Roman"><font face="Arial">)<br>
Sets the label used to identify each individual setting. This is used in any relevant menus and dialogue box titles.<br>
<br>
<b>No. of Tables, </b></font></font> (integer), (units -), (default 0)<br>
Defines how many tables are to be used to create this settings display. Each table will have its own column properties.<br>
<br>
At the top of the display before the first table is an optional header. The visibility for this header is made up of five individual parts.<br>
<br>
<b>Data Echo, </b> (choice), (units -), (default On)<br>
Optionally includes a copy of the defined hard point coordinates.<br>
<br>
<b>Time / Date, </b> (choice), (units -), (default On)<br>
Optionally includes the time a date that the display was produced.<br>
<br>
<b>Analysis Type, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that identifies the motion type used for the analysis.<br>
<br>
<b>Corner, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that the corner/end that the results are displayed for.<br>
<br>
<b>Template Type, </b> (choice), (units -), (default On)<br>
Optionally includes a text line that identifies the template type of the corner/end used in the model for these results.<br>
<br>
The following properties are defined for each individual table;<br>
<br>
<b>Table Heading, </b> (string), (units -), (default blank)<br>
Defines the text string displayed above the table.<br>
<br>
<b>No. of Columns, </b> (integer), (units -), (default 0)<br>
Defines the number of columns used for the table. Each columns represents a potential location to list a results. Note that columns can be left empty to aid visual appearance and readability.<br>
<br>
<b>Column Size, </b> (integer), (units -), (default 10)<br>
Defines the character width used for each column. Each column has to use the same width so set this to be as wide as is required.<br>
<br>
<b>No. of Col. Header Lines, </b> (integer), (units -), (default 4)<br>
Sets the number of lines used for the header of the columns. Column header strings are clipped to the defined width and then split on to the next line of the column header. Column header labels are taken from the columns parameter description.<br>
<br>
The following properties are defined for each individual column;<br>
<br>
<b>Source, </b> (choice), (units -), (default <font face="Times New Roman"><font face="Arial">Not Set</font></font><font face="Times New Roman"><font face="Arial">)<br>
Defines the origin type of the parameters list to be used for the data source. Options are, </font></font><font face="Times New Roman"><font face="Arial">Not Set</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Std. SDF</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Front Graphic</font></font><font face="Times New Roman"><font face="Arial">. </font></font><font face="Times New Roman"><font face="Arial">Rear Graphic</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">User SDF</font></font><font face="Times New Roman"><font face="Arial">.<br>
<br>
<b>Parameter, </b></font></font> (choice), (units -), (default <font face="Times New Roman"><font face="Arial">Not Set</font></font><font face="Times New Roman"><font face="Arial">)<br>
Defines the specific parameter to use in the column. The contents of the list depends on the setting used for the </font></font><font face="Times New Roman"><font face="Arial">Source</font></font><font face="Times New Roman"><font face="Arial"> variable above.<br>
</font></font><br>
<b>Decimal Points, </b> (integer), (units -), (default 0)<br>
Defines the number of decimal points used in the listing of the columns variable.<br>
<br>
<b>Corner, </b> (integer), (units -), (default As Set)<br>
Specifies which corner is listed in the column. The default option of <font face="Times New Roman"><font face="Arial">As Set</font></font><font face="Times New Roman"><font face="Arial"> implies that the values will be for the prescribed corner. The options of </font></font><font face="Times New Roman"><font face="Arial">1, +1, +2 and +3 allow you to generate a display that lists in adjacent columns the parameter for both left and right hand wheel, or indeed all four wheels.<br>
</font></font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">How To </font></b><font face="Times New Roman"><b><font face="Arial"> Create User Defined Results<br>
</font></b></font><font size="2"><br>
</font><b>Introduction <br>
</b><font face="Times New Roman"><br>
</font><font face="Arial">User defined results allows users to create their own specific analysis results but building equations that can use combinations of standard results, calculated forces, point displacements, mathematical operators and standard parameters. These user defined results are then available to plotted and listed in the same way as the standard results. User defined results can also be used in the equation for another user defined results.<br>
<br>
The equations are built up in a character string that uses a simplified Fortran language style. Within these strings existing results and point positions are identified by a combination of the square brackets </font><font face="Times New Roman"><font face="Arial">[</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">]</font></font><font face="Times New Roman"><font face="Arial"> together with a standard sequence of characters. Thus the use of square brackets in any implementation of the user language should be avoided.<br>
</font></font><br>
The standard results that can be used within user results are given in eighteen different sections. Whilst you don<font face="Times New Roman"><font face="Arial">t need to type these in yourself as you can use the </font></font><font face="Times New Roman"><font face="Arial">insert</font></font><font face="Times New Roman"><font face="Arial"> buttons supplied.<br>
<br>
<b>Standard SDF</b></font></font><font face="Times New Roman"><b><font face="Arial">s</font></b></font>, identified by square brackets and the standard SDF string, i.e. [Camber angle], for the static value append a <font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [Camber Angle0].<br>
<br>
<b>User SDF</b></font></font><font face="Times New Roman"><b><font face="Arial">s</font></b></font>, identified by square brackets and the user SDF string with a preceding <font face="Times New Roman"><font face="Arial">U</font></font><font face="Times New Roman"><font face="Arial">, i.e. [Umysdf], for the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [Umysdf0].<br>
</font></font><br>
<b>Front Pnt by Label</b>, identified by square brackets and the points long label. You identify either an individual component by appending the <font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [Lower wishbone front pivotX] for the x co-ordinate of the point or [Lower wishbone front pivotV] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [Lower wishbone front pivotX0].<br>
</font></font><br>
<b>Rear Pnt by Label</b>, (this is identical in form to the preceding section), identified by square brackets and the points long label. You identify either an individual component by appending the <font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [Lower wishbone front pivotX] for the x co-ordinate of the point or [Lower wishbone front pivotV] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [Lower wishbone front pivotX0].<br>
</font></font><br>
<b>Front Pnt by No.</b>, identified by square brackets and the point<font face="Times New Roman"><font face="Arial">s position in the template, (note this is not the same as the numeric short string, see later sections). You identify either an individual component by appending the </font></font><font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [frontP1X] for the x co-ordinate of the point or [frontP1V] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [frontP1X0].<br>
</font></font><br>
<b>Rear Pnt by No.</b>, identified by square brackets and the point<font face="Times New Roman"><font face="Arial">s position in the template, (note this is not the same as the numeric short string, see later sections). You identify either an individual component by appending the </font></font><font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [rearP1X] for the x co-ordinate of the point or [rearP1V] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [rearP1X0].<br>
</font></font><br>
<b>Front Pnt by Short Label</b>, identified by square brackets and the points short label. You identify either an individual component by appending the <font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [frontS1X] for the x co-ordinate of the point or [frontS1V] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [frontS1X0].<br>
</font></font><br>
<b>Rear Pnt by Short Label</b>, identified by square brackets and the points short label. You identify either an individual component by appending the <font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [rearS1X] for the x co-ordinate of the point or [rearS1V] for the vector position of the point. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [rearS1X0].<br>
</font></font><br>
<b>Front Graphic</b>, identified by square brackets a simple <font face="Times New Roman"><font face="Arial">frontG</font></font><font face="Times New Roman"><font face="Arial"> and the graphics number. Only one property is assumed available for each graphical element, it normally being a </font></font><font face="Times New Roman"><font face="Arial">distance</font></font><font face="Times New Roman"><font face="Arial">, a typical entry would look like [frontG3], whilst the for the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [frontG30]. Some care may need to taken when trying to use the extra </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> for static since this may also imply an alternative graphic position, i.e. graphic 10 and graphic 1 static.<br>
</font></font><br>
<b>Rear Graphic</b>, identified by square brackets a simple <font face="Times New Roman"><font face="Arial">rearG</font></font><font face="Times New Roman"><font face="Arial"> and the graphics number. Only one property is assumed available for each graphical element, it normally being a </font></font><font face="Times New Roman"><font face="Arial">distance</font></font><font face="Times New Roman"><font face="Arial">, a typical entry would look like [rearG2], whilst the for the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [rearG20]. Some care may need to taken when trying to use the extra </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> for static since this may also imply an alternative graphic position, i.e. graphic 10 and graphic 1 static.<br>
</font></font><br>
<b>Front force by label</b>, identified by square brackets, the points long label and either FX, FY, FZ or FR, for the x, y, z, or resultant force at the specified point, i.e. [Lower Wishbone Front PivotFX]. No static value option is currently supported.<br>
<br>
<b>Rear force by label</b>, identified by square brackets, the points long label and either FX, FY, FZ or FR, for the x, y, z, or resultant force at the specified point, i.e. [Lower Wishbone Front PivotFX]. No static value option is currently supported. Note that this method does not specifically define a front or rear suspension. It is implied by the point label itself and relies on it only being found in the required ends template. If you are using the same template for both ends you cannot use this non-end specific method unless it can also be applied to the front. Instead use one the following methods. No static value option is currently supported.<br>
<br>
<b>Front Force by No.</b>, identified by square brackets and the point<font face="Times New Roman"><font face="Arial">s position in the template, (note this is not the same as the numeric short string, see later sections). You identify either an individual force component by appending the </font></font><font face="Times New Roman"><font face="Arial">FX</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">FY</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">FZ</font></font><font face="Times New Roman"><font face="Arial"> characters or an </font></font><font face="Times New Roman"><font face="Arial">FR</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the resultant force, i.e. [frontP1FX] for the x force of the point or [frontP1FR] for the resultant force at the point. No static value option is currently supported.<br>
</font></font><br>
<b>Rear Force by No.</b>, identified by square brackets and the point<font face="Times New Roman"><font face="Arial">s position in the template, (note this is not the same as the numeric short string, see later sections). You identify either an individual force component by appending the </font></font><font face="Times New Roman"><font face="Arial">FX</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">FY</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">FZ</font></font><font face="Times New Roman"><font face="Arial"> characters or an </font></font><font face="Times New Roman"><font face="Arial">FR</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the resultant force, i.e. [rearP1FX] for the x force of the point or [rearP1FR] for the resultant force at the point. No static value option is currently supported.<br>
</font></font><br>
<b>Front Force by Short Label</b>, identified by square brackets and the points short label. You identify either an individual force component by appending the <font face="Times New Roman"><font face="Arial">FX</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">FY</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">FZ</font></font><font face="Times New Roman"><font face="Arial"> characters or an </font></font><font face="Times New Roman"><font face="Arial">FR</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the resultant force, i.e. [frontS1FX] for the x component force or [frontS1FR] for the resultant force at the point. No static value option is currently supported.<br>
<br>
<b>Rear Force by Short Label</b></font></font>, identified by square brackets and the points short label. You identify either an individual force component by appending the <font face="Times New Roman"><font face="Arial">FX</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">FY</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">FZ</font></font><font face="Times New Roman"><font face="Arial"> characters or an </font></font><font face="Times New Roman"><font face="Arial">FR</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the resultant force, i.e. [rearS1FX] for the x component force or [rearS1FR] for the resultant force at the point. No static value option is currently supported.<br>
</font></font><br>
<b>Front Pnt by Type.</b>, identified by square brackets a preceding <font face="Times New Roman"><font face="Arial">T</font></font><font face="Times New Roman"><font face="Arial"> and a specific point type label, (note this type label does not directly imply end so can be applied to both front and rear). You identify either an individual component by appending the </font></font><font face="Times New Roman"><font face="Arial">X</font></font><font face="Times New Roman"><font face="Arial">, </font></font><font face="Times New Roman"><font face="Arial">Y</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">Z</font></font><font face="Times New Roman"><font face="Arial"> character or a </font></font><font face="Times New Roman"><font face="Arial">V</font></font><font face="Times New Roman"><font face="Arial"> if you want to use the point within a vector equation, i.e. [TWheel centreX] for the x co-ordinate of the wheel centre or [Twheel centreV] for the vector position of the wheel centre. For the static value append a </font></font><font face="Times New Roman"><font face="Arial">0</font></font><font face="Times New Roman"><font face="Arial"> within the last square bracket, i.e. [Twheel centreX0].<br>
</font></font><br>
<b>Parameters</b>, identified by square brackets a preceding <font face="Times New Roman"><font face="Arial">P</font></font><font face="Times New Roman"><font face="Arial"> and the parameter description string, i.e. [Pbump Travel (mm)]. You can also use the parameter number, i.e. [P1]. Currently 30 parameters are available, (see below);<br>
<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1 Bump Travel (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2 Rebound Travel (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3 Bump Rebound Increment (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4 Roll Angle (deg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
5 Roll Increment (deg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
6 Steer Travel (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
7 Steer Increment (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8 Wheelbase (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
9 C of G Height (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
10 Braking Front (%)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
11 Drive Front (%)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
12 Total Weight Front (%)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
13 Front Brake Type (1 = Inboard 2 = Outboard)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
14 Rear Brake Type (1 = Inboard 2 = Outboard)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
15 Total Sprung Weight (kg)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
16 Front Type (1 = Independent 2 = Rigid )<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
17 Rear Type (1 = Independent 2 = Rigid )<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
18 Drive Shaft Joint (Tulip) Radius (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
19 Rack Pinon Gear Radius (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
20 Tyre Rolling Radius (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
21 Tyre Width (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
22 Tyre Vertical Stiffness (N/mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
23 Spring 1 Rate (N/mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
24 Spring 1 Free Length (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
25 Spring 1 Fitted Length (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
26 Spring 2 Rate (N/mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
27 Spring 2 Free Length (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
28 Spring 2 Fitted Length (mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
29 Damper 1 Rate (N.s/mm)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
30 Damper 2 Rate (N.s/mm)<br>
<br>
Available maths functions are given in the right hand selection box. To include into the function string at the currently selected position select the required function from the right hand box and select the <font face="Times New Roman"><font face="Arial">Insert Func</font></font><font face="Times New Roman"><font face="Arial">.<br>
</font></font><br>
The supporting maths functions in the user SDF' are;<br>
- &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Subtract two numbers, as in A - B<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Multiply two numbers, as in A * B<br>
**&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Raise to the power of , as in A**2<br>
/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Divide two numbers, as in A / B<br>
+&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Add two numbers, as in A + B<br>
ABS&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns the absolute value, as in ABS(A)<br>
ACOS&nbsp;&nbsp;&nbsp;&nbsp;
Returns the arc cosine of an angle with the returned angle in radians, as in ACOS(A)<br>
ACOSD&nbsp;&nbsp;&nbsp;
Returns the arc cosine of an angle with the returned angle in degrees, as in ACOSD(A)<br>
ASIN&nbsp;&nbsp;&nbsp;&nbsp;
Returns the arc sine of an angle with the returned angle in radians, as in ASIN(A)<br>
ASIND&nbsp;&nbsp;&nbsp;
Returns the arc sine of an angle with the returned angle in degrees, as in ASIND(A)<br>
ATAN&nbsp;&nbsp;&nbsp;&nbsp;
Returns the arc tan of an angle with the returned angle in radians, as in ATAN(A)<br>
ATAND&nbsp;&nbsp;&nbsp;
Returns the arc tan of an angle with the returned angle in degrees, as in ATAND(A)<br>
COS&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns the cosine of an angle with the angle in radians, as in COS(A)<br>
COSD&nbsp;&nbsp;&nbsp;&nbsp;
Returns the cosine of an angle with the angle in degrees, as in COSD(A)<br>
COSH&nbsp;&nbsp;&nbsp;&nbsp;
Returns the hyperbolic cosine of an angle with the angle in radians, as in COSH(A)<br>
EXP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns the exponential, as in EXP(A)<br>
INT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns integer of argument, as in INT(A)<br>
LOG&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns natural logarithm, as in LOG(A)<br>
LOG10&nbsp;&nbsp;&nbsp;
Returns common logarithm to base 10, as in LOG10(A)<br>
NINT&nbsp;&nbsp;&nbsp;&nbsp;
Returns nearest integer of the argument, as in NINT(A)<br>
REAL&nbsp;&nbsp;&nbsp;&nbsp;
Returns real number for integer argument, as in REAL(A)<br>
SIN&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns the sine of an angle with the angle in radians, as in SIN(A)<br>
SIND&nbsp;&nbsp;&nbsp;&nbsp;
Returns the sine of an angle with the angle in degrees, as in SIND(A)<br>
SINH&nbsp;&nbsp;&nbsp;&nbsp;
Returns the hyperbolic sine of an angle with the angle in radians, as in SINH(A)<br>
SQRT&nbsp;&nbsp;&nbsp;&nbsp;
Returns the square root of the argument, as in SQRT(A)<br>
TAN&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Returns the tan of an angle with the angle in radians, as in TAN(A)<br>
TAND&nbsp;&nbsp;&nbsp;&nbsp;
Returns the tan of an angle with the angle in degrees, as in TAND(A)<br>
TANH&nbsp;&nbsp;&nbsp;&nbsp;
Returns the hyperbolic tan of an angle with the angle in radians, as in TANH(A)<br>
VCROSS Returns as a vector the cross product of two vector arguments, as in VCROSS(vA,vB)<br>
VDOT Returns as a scalar the dot product of two vector arguments, as in VDOT(vA,vB)<br>
VMAG Returns as a scalar the magnitude of a vector argument, as in VMAG(vA)<br>
VNORM Returns a unitized vector of the vector argument, as in VNORM(vA)<br>
<br>
All these individual point, force, parameter and maths function can be freely mixed to produce the required equation and result. Some simple examples are given below to illustrate the points;<br>
<br>
The ratio of castor angle to kingpin angle;<br>
<font color="#0000ff"> [Castor Angle]/[Kingpin Angle]<br>
</font><br>
The castor angle change;<br>
<font color="#0000ff"> [Castor Angle]-[Castor Angle0]<br>
</font><br>
The distance between two points (note extensive use of ABS to ensure stability);<br>
<font color="#0000ff">SQRT( (ABS([frontP3X]-[frontP5X]))**2.0<br>
</font> + (ABS([frontP3Y]-[frontP5Y]))**2.0<br>
+ (ABS([frontP3Z]-[frontP5Z]))**2.0 )<br>
(as a test you can compare this against a graphical plot of the distance between two points added as a graphical)<br>
<br>
The ratio of the X force to the resultant force at a point.<br>
<font color="#0000ff">[Lower wishbone front pivotFX]/[Lower wishbone front pivotFR]<br>
</font><br>
Using an earlier user function (No. 1) in a later user function<br>
<font color="#0000ff">2.0*[U1]*COSD([Camber Angle])<br>
</font><br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">How To </font></b><font face="Times New Roman"><b><font face="Arial"> Use Controls<br>
</font></b></font><font size="2"><br>
</font><u><center>Implementation of Simple Position/Link Length control elements to Shark<br>
</u></center>
<br>
<u>Objective:</u> To allow the user to define a kinematic suspension model that can have either/or moving hard point(s) and changing link length(s). These changes to occur as a function of a measured displacement(s). This model change is applied automatically by the software as part of its solution iteration.<br>
<br>
<u>Implementation:</u> The required displacements are identified. Each 'displacement transducer' is defined by its two end points. Additional points can/may need to be added to a template to represent the desired transducer positions. The desired variable length links are 'tagged', being identified by their two end points. The desired moving hard points are marked, and their translating direction identified by global vector components, (dx,dy,dz).<br>
<br>
{<center><img data="bm334.bmp" title="bm334.bmp"><br>
Example screen shot showing transducer and actuator<br>
</center>
<br>
A spline is used to equate the change in transducer length to the change in link length, or change in hard point position. The spline can be interactively edited to review the change in the spline data has on displayed SDF graphs. The spline data would be of the form, x-axis is change in transducer length from static, y-axis enforced change in link length or point position.<br>
<br>
{<center><img data="bm335.bmp" title="bm335.bmp"><br>
Example Screen Shot of Spline Editor<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> Definition of Suspension Derivatives<br>
</font></b></font><font size="2"><br>
</font><b>Introduction <br>
</b><font face="Times New Roman"><br>
<font face="Arial">A large number of </font></font><font face="Times New Roman"><font face="Arial">suspension derivatives</font></font><font face="Times New Roman"><font face="Arial"> are calculated by </font></font><font face="Times New Roman"><font face="Arial">SHARK</font></font><font face="Times New Roman"><font face="Arial">, some are given at the static ride height only, whilst the variation with articulation is determined for others. The definition of these derivatives is given in this section and are based upon the SAE standard </font></font><font face="Times New Roman"><font face="Arial">Vehicle Dynamics Terminology</font></font><font face="Times New Roman"><font face="Arial"> SAE J670e. Where variations from this standard exist or where specific Lotus standards have been applied these will be identified. The units used together with the sign convention are also stated. The calculation formulae are given in terms of both the Shark co-ordinate system and point numbering system.<br>
</font></font><br>
<b>Static Values<br>
</b><br>
<b>Camber Angle, (deg)</b><br>
The inclination of the wheel plane to the vertical. It is considered positive when the wheel leans outward at the top and negative when it leans inward.<br>
<br>
{<center><img data="bm336.bmp" title="bm336.bmp"><br>
Camber Angle Definition<br>
</center>
<br>
<b>Toe Angle, SAE, (deg)<br>
</b>The static toe angle of a wheel at a specified wheel load or relative position of the wheel centre with respect to the sprung mass, is the angle between a longitudinal axis of the vehicle and the line of intersection of the wheel plane and the road surface. The wheel is <font face="Times New Roman"><font face="Arial">toed-in</font></font><font face="Times New Roman"><font face="Arial"> if the forward portion of the wheel is turned towards a central longitudinal axis of the vehicle (+ve), and </font></font><font face="Times New Roman"><font face="Arial">toed-out</font></font><font face="Times New Roman"><font face="Arial"> if turned away, (-ve).<br>
</font></font><br>
<b>Toe Angle, Plane of Wheel, (deg)</b><br>
This derivative is a Lotus definition which has the same units and sign convention as the SAE term, but instead of using the intersection of the wheel plane to the ground as the toe line, the angle is measured in the plane of the wheel.<br>
<br>
{<center><img data="bm337.bmp" title="bm337.bmp"><br>
Toe Angle Definitions<br>
</center>
<br>
<b>Castor Angle, (deg)<br>
</b>The angle in side elevation between the steering axis and the vertical. It is considered positive when the steering axis is inclined rearward (in the upward direction), and negative when the steering axis is inclined forward.<br>
<br>
<b>Castor Trail, hub trail, (mm)<br>
</b>The horizontal distance in side elevation between the steering axis and the wheel centre. The offset is considered positive when the wheel centre is forward of the steering axis and negative when it is rearward.<b><br>
</b><br>
<b>Castor Offset, (mm)<br>
</b>The distance in side elevation between the point where the steering axis intersects the ground, and the centre of tyre contact. The offset is considered positive when the intersection point is forward of the tyre contact centre and negative when it is rearward.<b><br>
</b><br>
{<center><img data="bm338.bmp" title="bm338.bmp"><br>
Castor Angle and Offset Definitions<br>
</center>
<br>
<b>Kingpin Angle, (deg)<br>
</b>The angle in front elevation between the steering axis and the vertical. It is considered positive when the steering axis leans inwards at the top and negative when it leans out.<br>
<br>
<b>Kingpin offset, at wheel, (mm)<br>
</b>Kingpin offset at the wheel centre is the horizontal distance in front elevation from the wheel centre to the steering axis. It is considered positive when the wheel centre is outboard of the steering axis, (normal case), and negative if inboard.<b><br>
</b><br>
<b>Kingpin offset, at ground, (mm)<br>
</b>Kingpin offset at the ground is the horizontal distance in front elevation between the point where the steering axis intersects the ground and the centre of the tyre contact. It is considered positive when the tyre contact is outboard of the steering axis intersection and negative if inboard.<br>
<br>
<b>Mechanical Trail, (mm)<br>
</b>The perpendicular distance in side elevation between the steering axis and the centre of tyre contact. It is considered positive when the steering axis is forward of the tyre contact centre and negative when it is rearward.<br>
<br>
{<center><img data="bm339.bmp" title="bm339.bmp"><br>
Kingpin Angle and Offset Definitions<br>
</center>
<br>
<b>Roll Centre Height, (mm)<br>
</b>The point in the transverse vertical plane through any pair of wheel centres at which lateral forces may be applied to the sprung mass without producing suspension roll. The preceding is the SAE definition, and is more normally stated as <font face="Times New Roman"><font face="Arial">the instantaneous centre of rotation of the body</font></font><font face="Times New Roman"><font face="Arial">. At static for a symmetrical suspension this point lies on the vehicle centreline and thus only the roll centre height is quoted at static. The calculation procedure uses a small bump step to define the tyre contact patch path, and allows a perpendicular plane to be constructed to this path at the current contact point. The intersection of this plane with either the other sides plane, (roll), or the vehicle centre line, (bump) defines the roll centre position.<b><br>
</b></font></font><br>
{<center><img data="bm340.bmp" title="bm340.bmp"><br>
Roll Centre Height Definition<br>
</center>
<br>
<b><font color="#000000">Incremental Values, (Included in SDF formatted file)<br>
</font></b><br>
<b>Camber Angle, (deg)</b><font color="#000000"><br>
</font>The inclination of the wheel plane to the vertical. It is considered positive when the wheel leans outward at the top and negative when it leans inward.<br>
<br>
<b>Toe Angle, SAE, (deg)<br>
</b>The static toe angle of a wheel at a specified wheel load or relative position of the wheel centre with respect to the sprung mass, is the angle between a longitudinal axis of the vehicle and the line of intersection of the wheel plane and the road surface. The wheel is <font face="Times New Roman"><font face="Arial">toed-in</font></font><font face="Times New Roman"><font face="Arial"> if the forward portion of the wheel is turned towards a central longitudinal axis of the vehicle (+ve), and </font></font><font face="Times New Roman"><font face="Arial">toed-out</font></font><font face="Times New Roman"><font face="Arial"> if turned away, (-ve).<br>
</font></font><br>
<b>Toe Angle, Plane of Wheel, (deg)</b><br>
This derivative is a Lotus definition which has the same units and sign convention as the SAE term, but instead of using the intersection of the wheel plane to the ground as the toe line, the angle is measured in the plane of the wheel.<br>
<br>
<b>Castor Angle, (deg)<br>
</b>The angle in side elevation between the steering axis and the vertical. It is considered positive when the steering axis is inclined rearward (in the upward direction), and negative when the steering axis is inclined forward.<br>
<br>
<b>Kingpin Angle, (deg)<br>
</b>The angle in front elevation between the steering axis and the vertical. It is considered positive when the steering axis leans inwards at the top and negative when it leans out.<br>
<br>
<b>Damper Ratio<br>
</b>The ratio of change in the vertical height of the tyre contact centre and the change in length of the damper. It has no sign convention and would be greater than one when the change in vertical height of the wheel is more than the change in length of the damper. (Lotus definition).<br>
<br>
<b>Spring Ratio<br>
</b>The ratio of change in the vertical height of the tyre contact centre and the change in length of the spring. It has no sign convention and would be greater than one when the change in vertical height of the wheel is more than the change in length of the spring. (Lotus definition).<br>
<br>
<b>Anti Dive, (%)<br>
</b>The ratio, given as a percentage, of the amount of the weight transfer under breaking that is reacted by the suspension geometry in resisting the body pitching motion. Thus 100% anti-dive results in no theoretical body pitching under braking. The construction technique relies on the suspension side view instantaneous centre being found and then further construction using brake split and vehicle c of g height. (Lotus Definition). Side view instantaneous centres (I.C.) are determined using small perturbation and projecting a normal to the path of the tyre contact point. Note that the origin point changes depending whether braking is inboard or outboard.<b><br>
</b><br>
{<center><img data="bm341.bmp" title="bm341.bmp"><br>
% Anti-Dive Derivation<br>
</center>
<b><br>
Anti Squat, (%)<br>
</b>The ratio, given as a percentage, of the amount of the weight transfer under acceleration that is reacted by the suspension geometry in resisting the body pitching motion. Thus 100% anti-squat results in no theoretical body pitching under acceleration. The construction technique relies on the suspension side view instantaneous centre being found and then further construction using torque split and vehicle c of g height.. (Lotus Definition). Side view instantaneous centres (I.C.) are determined using small perturbation and projecting a normal to the path of the tyre contact point. The value is only applicable to axles with some portion of the drive load. Note that the origin position changes depending on whether the suspension is independent or not.<b><br>
</b><br>
{<center><img data="bm342.bmp" title="bm342.bmp"><br>
% Anti-Squat Derivation <font face="Times New Roman"><font face="Arial"> 4WD<br>
</font></font></center>
<br>
{<center><img data="bm343.bmp" title="bm343.bmp"><br>
% Anti-Squat Derivation - FWD<br>
</center>
<b><br>
Roll Centre Height to Body, (mm)<br>
</b>The point in the transverse vertical plane through any pair of wheel centres at which lateral forces may be applied to the sprung mass without producing suspension roll. The preceding is the SAE definition, and is more normally stated as <font face="Times New Roman"><font face="Arial">the instantaneous centre of rotation of the body</font></font><font face="Times New Roman"><font face="Arial">. At static for a symmetrical suspension this point lies on the vehicle centreline and thus only the roll centre height is quoted at static. This is the variation of the roll centre height with wheel bump/rebound articulation, relative to the body origin. (Lotus definition).<b><br>
</b></font></font><br>
Roll Centre Height to Ground, (mm)<br>
See full description above. This is the variation of the roll centre height with wheel bump/rebound articulation, relative to the ground origin. (Lotus definition).<b><br>
<br>
Half Track Change, (mm)<br>
</b>The change in cross car co-ordinates from the static condition of the tyre contact centre. It is considered positive when the change is an increase the track and negative for a decrease in track. (Lotus definition).<br>
<b><br>
Wheelbase Change, (mm)<br>
</b>The change in fore/aft car co-ordinates from the static condition of the tyre contact centre. It is considered positive when the change is an increase in the wheelbase and negative for a decrease in wheelbase. (Lotus definition).<b><br>
<br>
Damper Travel, (mm)<br>
</b>The change in distance from the static condition between the two points defining the damper attachment points. It is considered positive when the change is such as to increase the distance between them and negative when it decreases. (Lotus definition).<b><br>
</b><br>
Spring Travel, (mm)<br>
The change in distance from the static condition between the two points defining the spring attachment points. It is considered positive when the change is such as to increase the distance between them and negative when it decreases. (Lotus definition).<b><br>
<br>
Roll Centre Position, X, (mm)<br>
</b>The incremental X co-ordinate of the roll centre under roll articulation. (Lotus Definition)<b><br>
<br>
Roll Centre Position, Y, (mm)<br>
</b>The incremental Y co-ordinate of the roll centre under roll articulation, normally given the wheel centre value. (Lotus Definition)<b><br>
</b><br>
Roll Centre Position, Z, (mm)<br>
The incremental Z co-ordinate of the roll centre under roll articulation. (Lotus Definition)<b><br>
<br>
Ackermann, (%)<br>
</b>The ratio, given as a percentage, of the actual steer angles compared to those required for zero scrub. (Lotus Definition)<b><br>
</b><br>
{<center><img data="bm344.bmp" title="bm344.bmp"><br>
% Ackermann Definition<br>
</center>
<br>
<b><font color="#000000">Additional Incremental Values, (Available on Graphs or SDF splines file)<br>
</font></b><br>
<b>Castor Trail, (mm)<br>
</b>The horizontal distance in side elevation between the steering axis and the wheel centre. The offset is considered positive when the steering axis is forward of the wheel centre and negative when it is rearward.<b><br>
</b><br>
<b>Castor Offset, (mm)<br>
</b>The distance in side elevation between the point where the steering axis intersects the ground, and the centre of tyre contact. The offset is considered positive when the intersection point is forward of the tyre contact centre and negative when it is rearward.<b><br>
</b><br>
<b>Kingpin offset, at wheel centre, (mm)<br>
</b>Kingpin offset at the wheel centre is the horizontal distance in front elevation from the wheel centre to the steering axis. It is considered positive when the wheel centre is outboard of the steering axis, (normal case), and negative if inboard.<b><br>
</b><br>
<b>Kingpin offset, at ground, (mm)<br>
</b>Kingpin offset at the ground is the horizontal distance in front elevation between the point where the steering axis intersects the ground and the centre of the tyre contact. It is considered positive when the tyre contact is outboard of the steering axis intersection and negative if inboard.<br>
<br>
<b>Mechanical Trail, (mm)<br>
</b>The perpendicular distance in side elevation between the steering axis and the centre of tyre contact. It is considered positive when the steering axis is forward of the tyre contact centre and negative when it is rearward.<br>
<b><br>
TCP Position, X, (mm)<br>
</b>The incremental X co-ordinate of the tyre contact point.<b><br>
<br>
TCP Position, Y, (mm)<br>
</b>The incremental Y co-ordinate of the tyre contact point.<b><br>
<br>
TCP Position, Z, (mm)<br>
</b>The incremental Z co-ordinate of the tyre contact point.<b><br>
</b><br>
Hub Position, X, (mm)<br>
The incremental X co-ordinate of the wheel centre point.<b><br>
<br>
Hub Position, Y, (mm)<br>
</b>The incremental Y co-ordinate of the wheel centre point.<b><br>
<br>
Hub Position, Z, (mm)<br>
</b>The incremental Z co-ordinate of the wheel centre point.<b><br>
<br>
Tyre Vertical Force, (N)<br>
</b>The incremental value of the vertical force at the tyre contact point. Only given in compliant mode.<b><br>
<br>
Swing Arm Length {Front}, (mm)<br>
</b>The incremental length of the front view virtual swing arm.<b><br>
</b><br>
Swing Arm Centre Y {Front}, (mm)<br>
The incremental Y position of the front view virtual swing arm centre.<b><br>
<br>
Swing Arm Centre Z {Front}, (mm)<br>
</b>The incremental Z position of the front view virtual swing arm centre.<b><br>
</b><br>
{<center><img data="bm345.bmp" title="bm345.bmp"><br>
Front View Swing Arm Definitions<br>
</center>
<b><br>
Swing Arm Length {Side}, (mm)<br>
</b>The incremental length of the side view virtual swing arm.<b><br>
<br>
Swing Arm Centre X {Side}, (mm)<br>
</b>The incremental X position of the side view virtual swing arm centre.<b><br>
<br>
Swing Arm Centre Z {Side}, (mm)<br>
</b>The incremental Z position of the side view virtual swing arm centre.<b><br>
<br>
Roll Centre Height to Body, (mm)<br>
</b>The point in the transverse vertical plane through any pair of wheel centres at which lateral forces may be applied to the sprung mass without producing suspension roll. The preceding is the SAE definition, and is more normally stated as <font face="Times New Roman"><font face="Arial">the instantaneous centre of rotation of the body</font></font><font face="Times New Roman"><font face="Arial">. At static for a symmetrical suspension this point lies on the vehicle centreline and thus only the roll centre height is quoted at static. This is the variation of the roll centre height with wheel bump/rebound articulation, relative to the body origin. (Lotus definition).<b><br>
</b></font></font><br>
Roll Centre Height to Ground, (mm)<br>
See full description above. This is the variation of the roll centre height with wheel bump/rebound articulation, relative to the ground origin. (Lotus definition).<b><br>
<br>
TCP dx/dz Gradient, (mm/mm)<br>
</b>The incremental value for the gradient of the Tyre contact point when viewed from the side.<br>
<b><br>
Turning Circle Radius, (mm)<br>
</b>The incremental turning circle is calculated from the average intersection point of the steered front wheel normals at the rear axle line.<b><br>
</b><br>
{<center><img data="bm346.bmp" title="bm346.bmp"><br>
Turning Circle Definition<br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> The Two Part Steering Rack Model<br>
</font></b></font><font size="2"><br>
Description:<br>
<br>
</font>The two-part rack adds two new parts, the <font face="Times New Roman"><font face="Arial">Rack Link</font></font><font face="Times New Roman"><font face="Arial"> and the </font></font><font face="Times New Roman"><font face="Arial">Rack Body</font></font><font face="Times New Roman"><font face="Arial">. The rack link slides within the rack body through two connections that are tagged in the template as </font></font><font face="Times New Roman"><font face="Arial">Rack Mount Point</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Rack Lateral Mount Point</font></font><font face="Times New Roman"><font face="Arial">. Being tagged the solver automatically applies suitable stiffness numbers to them to replicate sliders. The </font></font><font face="Times New Roman"><font face="Arial">rack lateral stiffness</font></font><font face="Times New Roman"><font face="Arial"> is applied to the one tagged as the Lateral mount point. The rack body is then connected to ground through two further bush connections, which if undefined, are set to the </font></font><font face="Times New Roman"><font face="Arial">rigid</font></font><font face="Times New Roman"><font face="Arial"> stiffness value in x, y and Z. The Rack link part is connected via ball joints to the two track-rods at the inner ball joint positions.<br>
</font></font><br>
{<center><img data="bm347.bmp" title="bm347.bmp"><br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> The Anti Roll Bar Model<br>
</font></b></font><font size="2"><br>
<b>Description:<br>
</b></font><br>
The anti-roll bar added via the default menu adds four new parts, two <font face="Times New Roman"><font face="Arial">Drop Links</font></font><font face="Times New Roman"><font face="Arial"> and the anti-roll bar itself made up of two separate </font></font><font face="Times New Roman"><font face="Arial">Roll Bar Parts</font></font><font face="Times New Roman"><font face="Arial">. The two roll bar parts are connected together via a </font></font><font face="Times New Roman"><font face="Arial">tagged</font></font><font face="Times New Roman"><font face="Arial"> point. In compliance this tagged point is treated as a revolute joint being given the defined roll bar stiffness. In total 11 new points are added to the template. The roll bar joint mentioned above, four new C of G points (one for each new part), the two defined attachment points of the drop link to the selected part, the attachment points of the drop link to the roll bar ends, (placed directly above the defined attachment points) and the two roll bar mounts. The roll bar mounts connect the roll bar to ground, (this is the same as the vehicle body). All of the points are solved in post solution forms, (vector pos and Hookes joint), such that no additional equations are added to the kinematic solution. Thus they do not contribute or control the kinematic motion.<br>
</font></font><br>
{<center><img data="bm348.bmp" title="bm348.bmp"><br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> The Compliant Hub Model<br>
</font></b></font><font size="2"><br>
<b>Description:<br>
</b></font><br>
The <font face="Times New Roman"><font face="Arial">Add compliant hub</font></font><font face="Times New Roman"><font face="Arial"> option provides a simple menu selection route to including hub compliance into the existing models template. It adds a new part, the </font></font><font face="Times New Roman"><font face="Arial">wheel/Hub</font></font><font face="Times New Roman"><font face="Arial"> between the upright and ground. Two new points are added one for the new parts C of G position and the other for the connection point. The compliant hub is modelled with a single bush, rather than the more physical two bushes (i.e. the inner and outer bearings), as typical know hub compliance values are usually measured as a single stiffness number. In compliance mode if no bush stiffness values are provided the default </font></font><font face="Times New Roman"><font face="Arial">Stiff</font></font><font face="Times New Roman"><font face="Arial"> values are applied to both axial and rotational stiffnesses. As part of the template modification performed by this option the Wheel centre point and stub axles points properties are changed such that they are associated with the new </font></font><font face="Times New Roman"><font face="Arial">hub</font></font><font face="Times New Roman"><font face="Arial"> part rather than the original </font></font><font face="Times New Roman"><font face="Arial">upright</font></font><font face="Times New Roman"><font face="Arial"> part.<br>
</font></font><br>
{<center><img data="bm349.bmp" title="bm349.bmp"><br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> Steering Box Models<br>
</font></b></font><font size="2"><br>
<b>Description:<br>
</b></font><br>
Two optional steering box types are available in the latest version of Shark. By hanging to a <font face="Times New Roman"><font face="Arial">steering box</font></font><font face="Times New Roman"><font face="Arial"> you do not add any extra parts, you just change how the steering motion is applied to the model. Most importantly the steering motion is no longer assumed to be defined in linear translation of the inner track rod joint (mm), but is now assumed to be the rotation of the steering box about its axis (degrees). The difference between the two is whether the inner track rod ball joint is attached to a common cross rail or the steering arms.<br>
</font></font><br>
{<center><img data="bm350.bmp" title="bm350.bmp"><br>
</center>
<br>
{<center><img data="bm351.bmp" title="bm351.bmp"><br>
</center>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> Leaf Spring Modelling<br>
</font></b></font><u><font size="2"><br>
<b><u>Leaf Spring Modelling in SHARK<br>
</u></b></font></u><br>
The leaf spring is modelled as a three link component, (rear hanger is <font face="Times New Roman"><font face="Arial">fourth</font></font><font face="Times New Roman"><font face="Arial"> link). Geometrically the link lengths could be based on the standard SAE1982 definition.<br>
<br>
To achieve the required kinematic spring shape with bump travel an adaptive length control element is applied. This senses the change in length between two markers and applies a controlling change in length to the enforced distance between two other markers. In the case of the leaf spring model the control element senses the change in length between the spring rear eye and a point on the axle part and applies a change in length to the distance between the front spring eye and a point on the axle part. The relationship between sensed length and changed length is a user definable look-up table that allows the required kinematic deformed shape to be achieved under bump displacement.<br>
</font></font><br>
{<center><img data="bm352.bmp" title="bm352.bmp"><br>
</center>
<br>
Because of the solution delay in detect/sense this produces on coarse step size a degree of <font face="Times New Roman"><font face="Arial">staircasing</font></font><font face="Times New Roman"><font face="Arial">. An alternative approach is available that just uses the z-displacement of a point as the transducer variable, (this will still work with roll). One advantage of this approach is that the stable kinematic solution leads to a better calculation of the roll centre migration.<br>
<br>
</font></font>{<center><img data="bm353.bmp" title="bm353.bmp"><br>
</center>
<br>
The compliant characteristics of the leaf spring are modelled using the bush rotational stiffness and bush pre-loads at the two joint points. Other spring points such as the eye and hanger points are modelled as compliant bushes in the normal way. The limitation of this is that currently the rotational stiffness can only be a linear value, which is limiting when considering multi-leaf springs. The other issue is that the use of the bush pre-load to represent spring loads in the system means that for the as built system, there is no rotations and hence no bush pre-load. Initial pre-loads can<font face="Times New Roman"><font face="Arial">t be defined as non-zero they are only determined by rotation from static build position.<br>
</font></font><br>
This pre-load issue can be overcome by building the model at some free condition such that the static ride point is at <font face="Times New Roman"><font face="Arial">x</font></font><font face="Times New Roman"><font face="Arial"> mm of bump travel rather than 0 mm.<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup></font></font><b><font size="4">Theory </font></b><font face="Times New Roman"><b><font face="Arial"> The Slotted Joint<br>
</font></b></font><u><font size="2"><br>
<b><u>Modelling a slotted joint in SHARK<br>
</u></b></font></u><br>
The normal steering arm joint used in Shark is the simple ball joint. A modelling option is included, <i>Edit / Convert Ball Joint to Slot</i> that will convert a selected ball joint, (normally the steering arm outer joint) to a slotted joint. This option makes the necessary changes to the template without any further user interaction.<br>
<br>
The image below illustrates how the slotted joint makes use of a Hookes<font face="Times New Roman"><font face="Arial"> joint type spider added to the model to act as the connecting part and provide the necessary rotation restriction between the upright and the steering arm. The orientation of the slot can be controlled by the two points </font></font><font face="Times New Roman"><font face="Arial">Slot Normal1</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Slot Upper</font></font><font face="Times New Roman"><font face="Arial">. The </font></font><font face="Times New Roman"><font face="Arial">Slot Normal2</font></font><font face="Times New Roman"><font face="Arial"> point is defined by a function that uses the two other axis points to align it and thus is repositioned automatically when you change the </font></font><font face="Times New Roman"><font face="Arial">Slot Normal1</font></font><font face="Times New Roman"><font face="Arial"> point.<br>
</font></font><br>
{<center><img data="bm354.bmp" title="bm354.bmp"><br>
</center>
<br>
The extra marker point <font face="Times New Roman"><font face="Arial">Slot Marker</font></font><font face="Times New Roman"><font face="Arial"> is added attached to the steering arm but initially positioned at the same co-ordinates as the </font></font><font face="Times New Roman"><font face="Arial">slot upper</font></font><font face="Times New Roman"><font face="Arial"> point to provide the necessary post processing ball joint rotation targets. To display the joint such that its slot travel can be displayed the parts and markers should be set up as indicated in the figure below.<br>
</font></font><br>
{<center><img data="bm355.bmp" title="bm355.bmp"><br>
</center>
<br>
A typical display should then look as indicated below for the outer ball joint. With motion being constrained to be linear along the slot direction.<br>
<br>
{<center><img data="bm356.bmp" title="bm356.bmp"><br>
</center>
<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><sup>K</sup><b><font size="4">Appendix 1 </font></b><font face="Times New Roman"><b><font face="Arial"> Supported Batch Commands<br>
</font></b></font><font size="2"><br>
</font><b>Introduction <br>
</b><font face="Times New Roman"><br>
<font face="Arial">Supported batch commands are given below, grouped by sub-section. The list gives the short string Batch equivalent followed by full menu description and finally any optional arguments. Optional arguments are shown within square brackets []. Menu Items shown in <i>italics</i></font></font> are graphical in their action, in that they will require to open a graphical dialogue box to expect some user input and thus should not be used as part of a script file that is required to run completely automatically with no user input. Commands that are switches have an implied toggle if no <font face="Times New Roman"><font face="Arial">ON</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">OFF</font></font><font face="Times New Roman"><font face="Arial"> is added to the line. Thus in script mode to be certain of a particular switch status always use the </font></font><font face="Times New Roman"><font face="Arial">ON</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">OFF</font></font><font face="Times New Roman"><font face="Arial"> optional argument to ensure required setting.<br>
</font></font><br>
<b>General Items, (available at all levels)<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
QU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Quit Application<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
?&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List Menus<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Up a Menu Level<br>
<br>
For use within batch command files and available at all levels;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
At the start of the command, identifies it as a comment line<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&amp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
At the end of the command, indicates it to be invisible, i.e. not echoed to screen.<br>
PAUSE&nbsp;&nbsp;
Causes the batch run to pause and wait for the user to enter an expected value.<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
The PAUSE batch command has an optional argument that is used as a prefix to<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
the supplied text. Thus additional Batch commands can be placed in front of the <br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
users enter values/string to provide an invisible extra command. An example<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
might be to ask for a value then add the ED edit command in front of it.<br>
<br>
<b>Top Level<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
File<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Module<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Data<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ED&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
VI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Tracking<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Graphics<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Graphs<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Solve<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Results<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SetUp<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Window<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
HE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Help<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
INT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Switch to Interactive Display<br>
</i><br>
<b>File Sub-Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
NE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
New [Type, End]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
OP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Open [Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
OP BR&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
OP DIR&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
OP CD&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Add End From File& [Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD BR&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD DIR&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD CD&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save As [Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD BR&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD DIR&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AD CD&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Re-Read Default Templates (Skip User)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Re-Read Default+User Templates<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Add Custom Templates&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save Custom Templates (All)&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Exit<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Run Batch File<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Re-Read &lt;install&gt; INI File<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save INI File to &lt;install&gt; Folder<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
NE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
New&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ET&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit Templates<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
File Text Edit<br>
</i><br>
<b>Module Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2B&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2D Bump<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2R&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2D Roll<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3B&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3D Bump<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3R&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3D Roll<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3S&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3D Steer<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3C&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3D Combined Motion<br>
<br>
<b>Data Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Points<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PO LI&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PO ED&nbsp;&nbsp;
Edit [No./Label X, Y, Z]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Parameters&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PA LI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PA ED&nbsp;&nbsp;
Edit [Label, Value]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TY&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Tyre Sizes&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TY LI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TY ED&nbsp;&nbsp;
Edit [Label, Value, End]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Set Static Angles&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA LI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA ED&nbsp;&nbsp;
Edit [Label, Value, End]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Titles&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TI LI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TI ED&nbsp;&nbsp;
Edit [No. String]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Force Set<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FO LI&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FO CU&nbsp;&nbsp;
Current [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UEB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Use Extended Bump Travel [ON/OFF]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Extended Bump Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EB LI &nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EB AD&nbsp;&nbsp;
Add [Bump], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EB ED&nbsp;&nbsp;
Edit [No.] or [Label], [Bump], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EB DE&nbsp;&nbsp;
Delete [No.] or [Label] or [All]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UER&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Use Extended Roll Travel [ON/OFF]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ER&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Extended Bump Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ER LI &nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ER AD&nbsp;&nbsp;
Add [Roll], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ER ED&nbsp;&nbsp;
Edit [No.] or [Label], [Roll], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ER DE&nbsp;&nbsp;
Delete [No.] or [Label] or [All]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UES&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Use Extended Roll Travel [ON/OFF]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ES&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Extended Steer Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ES LI &nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ES AD&nbsp;&nbsp;
Add [Steer], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ES ED&nbsp;&nbsp;
Edit [No.] or [Label], [Steer], [Label]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ES DE&nbsp;&nbsp;
Delete [No.] or [Label] or [All]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UEC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Use Extended Combined Motion Travel [ON/OFF]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Extended Combined Mode Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CM LI &nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CM AD&nbsp;&nbsp;
Add [Steer], [Bump], [Roll]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CM ED&nbsp;&nbsp;
Edit [No.], [Steer], [Bump], [Roll]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CM DE&nbsp;&nbsp;
Delete [No.] or [All]<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MO &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Model Properties&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</i>CO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Compliance Data&<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO </i>SP<i>&nbsp;&nbsp;
Spring Properties<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO SP DI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO SP LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO SP ED&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit [End, Spring, Parameter, Value]<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO </i>DA<i>&nbsp;&nbsp;
Damper Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DA DI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DA LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DA ED&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit [End, Damper, Value]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DT&nbsp;&nbsp;
Drive Shaft Torques<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DT DI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DT LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DT ED&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit [End, Value]<br>
<i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO BU&nbsp;&nbsp;
Bush Properties (All)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO TY&nbsp;&nbsp;
Tyre Properties<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO EX&nbsp;&nbsp;
External Forces<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO RO&nbsp;&nbsp;
Roll Bar Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO RA&nbsp;&nbsp;
Linear Rack Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO NR&nbsp;&nbsp;
Non-Linear Rack Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO BS&nbsp;&nbsp;
Bump Stop Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO DL&nbsp;&nbsp;
Tyre Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO GE&nbsp;&nbsp;
General Data<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MA &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Mass Data&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
VI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View-Edit Coordinates<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EEB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit Extended Bump Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EER&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit Extended Roll Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EES&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit Extended Steer Travel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EEC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit Extended Combined Motion Travel<br>
<br>
<b>Edit Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UN&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Undo<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Redo<br>
<br>
<b>View Sub Menu<br>
</b><i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Refresh<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Autoscale<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Fill Style<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI WI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wire Frame<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI FI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Filled<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI HI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Hidden Line<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI DE&nbsp;&nbsp;
Depth Buffered (Flat shading)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Std Views<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST YZ&nbsp;&nbsp;
y-z<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST ZX&nbsp;&nbsp;
z-x<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST XY&nbsp;&nbsp;
x-y<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST IS&nbsp;&nbsp;
iso<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Set Display Mode Tool&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CH&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Change Units&<br>
</i><br>
<b>Tracking Sub Menu<br>
</b><i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Toggle<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
All<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
X<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Y&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Y<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Z&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Z<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
VI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Visible<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Length&<br>
<br>
<b>Graphics Sub Menu<br>
</b><i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
NO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Nos<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Labels<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Limits<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
VA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Point Values<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PNO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part Nos<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PLA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part Labels<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PCG&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Part C of G Visibility<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PCG PMA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
C of G Marker<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PCG PAP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
C of G Axes Points<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PCG PLX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
C of G Local Axes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Enhanced Visibility<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV SP&nbsp;&nbsp;
Spring<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV DA&nbsp;&nbsp;
Damper<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV WH&nbsp;&nbsp;
Wheel<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV GR&nbsp;&nbsp;
Grid<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV BO&nbsp;&nbsp;
Body<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV TR&nbsp;&nbsp;
Triad<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV OM&nbsp;&nbsp;
Origin Marker<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV BG&nbsp;&nbsp;
Body C of G Marker<br>
</i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV MG&nbsp;&nbsp;
Moving Ground/Wheels<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EV RA&nbsp;&nbsp;
Roll Axis<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display Both Sides<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Compliance Visability<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV BJ&nbsp;&nbsp;
Ball Joints<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV BU&nbsp;&nbsp;
Bushes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV TS&nbsp;&nbsp;
Tyre Spring<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV BAP&nbsp;
Bush Axis Points<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV BLA&nbsp;
Bush Local Axes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV EF&nbsp;&nbsp;
External Forces<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV EFA&nbsp;
External Force Axes<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV CF&nbsp;&nbsp;
Calculated Forces<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CV FV&nbsp;&nbsp;
Calc Forces Values<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Copy to Clipboard<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save to File& [Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA BR&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA DIR&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA CD&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AV&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AVI File Writer&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DV&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View Definition Values<br>
<br>
<b>Graphs Sub Menu<br>
</b><i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Properties<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Graphs/Autoscale (All)<br>
</i><br>
<b>Solve Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Motion<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MO GP&nbsp;&nbsp;
Ground Plane<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MO BO&nbsp;&nbsp;
Body<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3D Compliance<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
KI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Kinematic<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
EX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
External Forces<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Spring Pre-Load Force<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Spring Rate<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Roll Bar Force<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Bush Rotation Pre-Loads<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Bump Stop Preload<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Bump Stop Rate<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TV&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Suspension Tyre Vertical Rate<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Control Elements<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Drive Shaft Loads<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BK&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Braked Hub<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WH&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wheelbase Diff Sol<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WH FL&nbsp;&nbsp;
Float Wheelbase<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WH FI&nbsp;&nbsp;
Fix Wheelbase<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Grnd Plane Diff Sol<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GR TR&nbsp;&nbsp;
Translate<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GR RO&nbsp;&nbsp;
Roll<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
GR BU&nbsp;&nbsp;
Bump-Rebound<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Solver Tolerances<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST LI&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ST ED [Label, Value]&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Edit<br>
<br>
<b>Results Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Formatted SDF&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FI &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SDF Spline Fits&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SDF Spline Data&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Bush Deflections&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Joint-Bush Rotations&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
BF&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Bush Forces&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
UP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List All Point Coords for User Position&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List a Point Coords at All Positions&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List All Point Coords at a Position&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(All the above have the same set of sub options)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List [End No.], [Setup No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display [End No.], [Setup No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Write [Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR BR&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR DIR&nbsp;&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR CD&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Print [End No.], [Setup No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Setup&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Font Type [0-2]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
FS&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Font Size [1-8]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Run Report Batch File<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
RU&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Run [Filename] or [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
List Default Files<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
DI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Display [opt Filename]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Write<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR BR&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Browser<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR DIR&nbsp;&nbsp;
Directory Listing<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WR CD&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Change Directory<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Print [opt Filename]<br>
<br>
<b>Setup Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Properties&<br>
<br>
<b>Window Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
VI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
View Custom Control Display [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
OP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Open New Custom Control Display&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PR&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Print Custom Control Display [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Print (to default printer) Custom Control Display [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Printer Properties&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Copy to Clipboard [No.]<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Save to File& [No.]. [Filename]<br>
<br>
<b>Help Sub Menu<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Contents<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
SE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Search for Help On&<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
HO&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
How to Use Hep<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
AB&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
About Lotus Suspension Analysis&<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Appendix 2 </font></b><font face="Times New Roman"><b><font face="Arial"> Known Issues and Work Rounds<br>
</font></b></font><font size="3"><br>
<font size="2">1) Virtual Memory<br>
</font></font><br>
Problem: On start up get error message <font face="Times New Roman"><i><font face="Arial">unable to allocate ****** bytes of virtual memory</font></i></font><font face="Times New Roman"><i><font face="Arial"><br>
</font></i></font><b>Fix:</b> Modify start up menu/desk top icon to point to <font face="Times New Roman"><font face="Arial">sharknonvc.exe</font></font><font face="Times New Roman"><font face="Arial"> rather than default </font></font><font face="Times New Roman"><font face="Arial">shark.exe</font></font><font face="Times New Roman"><font face="Arial"> <br>
<br>
<br>
</font></font><b>2) Garbled Graphics Widgets<br>
</b><br>
Problem: Graphics display appears garbled/partially obscured. In particular this effects selection boxes, for example on the <font face="Times New Roman"><font face="Arial">File/New</font></font><font face="Times New Roman"><font face="Arial"> dialogue box.<br>
<b>Fix:</b></font></font> Associated with small fonts display with high dpi settings. Go to <font face="Times New Roman"><font face="Arial">Start / Settings / Control Panel</font></font><font face="Times New Roman"><font face="Arial">. Open </font></font><font face="Times New Roman"><font face="Arial">Display</font></font><font face="Times New Roman"><font face="Arial"> settings. Locate the font size, normally under </font></font><font face="Times New Roman"><font face="Arial">General</font></font><font face="Times New Roman"><font face="Arial"> tab. Set font size to small at no higher than 96 dpi. On some user sites this may require local admin rights.<br>
</font></font><br>
<br>
<b>3) Unstable Graphics, No Support for OpenGL depth buffering<br>
</b><br>
Problem: When using the <font face="Times New Roman"><font face="Arial">View / Graphics Frame Type / OpenGl</font></font><font face="Times New Roman"><font face="Arial"> option, (such that depth buffering is supported), graphics display is unstable and does not properly draw shaded depth buffered view.<br>
<b>Fix:</b></font></font> This is associated with the graphics cards hardware acceleration level. To resolve this go to <font face="Times New Roman"><font face="Arial">Start / Settings / Control Panel</font></font><font face="Times New Roman"><font face="Arial">. Open </font></font><font face="Times New Roman"><font face="Arial">Display</font></font><font face="Times New Roman"><font face="Arial"> settings, select the </font></font><font face="Times New Roman"><font face="Arial">settings</font></font><font face="Times New Roman"><font face="Arial"> tab and select the </font></font><font face="Times New Roman"><font face="Arial">Advanced</font></font><font face="Times New Roman"><font face="Arial"> button. You now need to identify the tab that has the </font></font><font face="Times New Roman"><font face="Arial">hardware acceleration</font></font><font face="Times New Roman"><font face="Arial"> level on. Typically this is under the </font></font><font face="Times New Roman"><font face="Arial">Troubleshooting</font></font><font face="Times New Roman"><font face="Arial"> tab. Try reducing the hardware acceleration away from </font></font><font face="Times New Roman"><font face="Arial">Full</font></font><font face="Times New Roman"><font face="Arial"> towards </font></font><font face="Times New Roman"><font face="Arial">None</font></font><font face="Times New Roman"><font face="Arial">. This is best performed on a step at a time trial basis to test how much of a reduction is required to enable the graphics to perform correctly. On some user sites this may require local admin rights. If it is considered not possible or undesirable to reduce the hardware acceleration level then the user will need to change to the </font></font><font face="Times New Roman"><font face="Arial">Windows GDI</font></font><font face="Times New Roman"><font face="Arial"> graphics frame type, select menu <i>View / Graphics Frame Type / Windows GDI</i></font></font>. Users should note that with this graphics frame type, depth buffering/shaded image is not supported.<br>
<br>
The introduction at version 4.03i of the <font face="Times New Roman"><font face="Arial">Software Double Buffer</font></font><font face="Times New Roman"><font face="Arial"> switch see menu <i>View / Use Software Double Buffer</i></font></font> should enable all hardware combinations to run in OpenGl mode.<br>
<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><sup>K</sup><sup>K</sup><b><font size="4">Appendix 3 </font></b><font face="Times New Roman"><b><font face="Arial"> Modes of Operation - Flow Diagram<br>
</font></b></font><font size="3"><br>
</font><font size="4">Shark Modes of Operation<br>
</font><font size="1"><br>
</font><b><font size="2">Interactive Mode<br>
</font></b>Shark was originally written to be used as a graphical based interactive multi-window application. In this mode of operation users migrate through the program with mouse based selections of menu and toolbar icon options with data entry into pop-up dialogue boxes and spread sheets.<br>
<br>
<b>Command Mode<br>
</b>To support alternative modes of operation required by some users a purely text based command mode has been added. In its simplest form all entry for the command mode is via the keyboard into a simple scrolling text window.<br>
<br>
The program can be started in either interactive mode or command mode. The command mode is initiated by the use of the <font face="Times New Roman"><font face="Arial">TEXT</font></font><font face="Times New Roman"><font face="Arial"> or </font></font><font face="Times New Roman"><font face="Arial">BATCH</font></font><font face="Times New Roman"><font face="Arial"> string added as a passed optional argument from the calling shortcut. It is also possible to switch between modes once the application is open.<br>
</font></font><br>
With some of the more complex data entry, such as external force sets, it is not possible to edit this information through the simple command line mode. It is however possible to work in a <font face="Times New Roman"><font face="Arial">mixed</font></font><font face="Times New Roman"><font face="Arial"> mode of operation which although the application may have been started in command mode the more complex data dialogue boxes can still be opened and data entered in the same way as the full interactive method. This mixed mode of operation has one limitation and it is connected with scripted batch running.<br>
</font></font><br>
<b>Scripted Batch<br>
</b>As mentioned above a sequence of batch commands can be entered into a text file and run as a <font face="Times New Roman"><font face="Arial">scripted</font></font><font face="Times New Roman"><font face="Arial"> batch mode. If these scripts are intended to be completely </font></font><font face="Times New Roman"><font face="Arial">hands free</font></font><font face="Times New Roman"><font face="Arial">; i.e. no user input, then only text commands should be used. It is anticipated that a number of customer </font></font><font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial"> script files will be created and placed on the &lt;install&gt; folder to be available to users of all levels. The &lt;install&gt; INI file can be modified to provide on a menu a list of these standard script files, which can then be run simply by a reference number. Also applies to installations that use the &lt;database&gt; folder, they will overwrite any &lt;install&gt; scripts.<br>
</font></font><font size="1"><br>
</font><b><font size="2">Report Script Files<br>
</font></b>To provide a complete overall automated report generation process, a scripted report file has been introduced. This takes a similar script file approach to the scripted batch mode but is targeted at defining the contents of a report document.<br>
<br>
Report script files can produce a complete analysis report that is sent straight to the printer, written/opened to a Word document or displayed in a Rich Text editor. These reports can be a mix of user formatted text, standard results listings and graph displays.<br>
<br>
The report script file supports direct text definition, (from single character, single word, single line, to complete external text file), carriage control, (space, new line, new page), batch command, scripted batch file, all standard text reports, user window graphics, visible graph, current graphics or AVI file of current graphics.<br>
<br>
As with the scripted batch files it is anticipated that a number of Customer <font face="Times New Roman"><font face="Arial">Standard</font></font><font face="Times New Roman"><font face="Arial"> report files will be created and placed on the &lt;install&gt; folder to be available to users of all levels. The &lt;install&gt; INI file can be modified to provide via a menu a list of these standard report files, which can then be run simply by a reference number. Also applies to installations that use the &lt;database&gt; folder, they will overwrite any &lt;install&gt; report scripts.<br>
</font></font><span style="font-size:11pt"><br>
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<br>
<p><hr><p>
<sup>+</sup><sup>$</sup><sup>#</sup><sup>&gt;</sup><b><font size="4">Appendix 4 </font></b><font face="Times New Roman"><b><font face="Arial"> StartUp Process Order - Flow Diagram<br>
</font></b></font><br>
<b>Startup Process </b><font face="Times New Roman"><b><font face="Arial"> Main Items Identified<br>
<font size="3"><br>
</font></font></b></font>Bracketed <i>[--] </i>items are optional / user specific intallation, nos match flow diagram points<br>
<font size="2"><br>
<b>Licenses:<br>
</b></font><span style="font-size:11pt">(1)</span> Check out License features<br>
<br>
<b>Paths:<br>
</b>(2) Set <font face="Times New Roman"><font face="Arial">TEMP</font></font><font face="Times New Roman"><font face="Arial"> directory to </font></font><font face="Times New Roman"><font face="Arial">Temp_Path</font></font><font face="Times New Roman"><font face="Arial"> or C:\temp, <i>[ Homedrive/Homepath ]</i></font></font><br>
<b>(3)</b> Set <font face="Times New Roman"><font face="Arial">WINDOWS</font></font><font face="Times New Roman"><font face="Arial"> directory to </font></font><font face="Times New Roman"><font face="Arial">Windir</font></font><font face="Times New Roman"><font face="Arial">, <i>[ Homedrive/Homepath ]</i></font></font><br>
<b>(4)</b> Set <font face="Times New Roman"><font face="Arial">STARTUP/INSTALL</font></font><font face="Times New Roman"><font face="Arial"> directory to startup directory<br>
</font></font><br>
<b><font size="2">INI file headers:<br>
</font></b><span style="font-size:11pt">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(5)</b></span> <i>[ Read top of </i><font face="Times New Roman"><i><font face="Arial">STARTUP/INSTALL</font></i></font><font face="Times New Roman"><i><font face="Arial"> INI file ]</font></i></font><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(6)</b> Look for and Read <font face="Times New Roman"><font face="Arial">SHARK_DATABASE</font></font><font face="Times New Roman"><font face="Arial"> environment variable<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(7)</b></font></font> Read top of <font face="Times New Roman"><font face="Arial">DATABASE</font></font><font face="Times New Roman"><font face="Arial"> INI file (if defined)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(8)</b></font></font> Read top of <font face="Times New Roman"><font face="Arial">USER</font></font><font face="Times New Roman"><font face="Arial"> INI file from </font></font><font face="Times New Roman"><font face="Arial">WINDOWS</font></font><font face="Times New Roman"><font face="Arial"> folder<br>
<br>
<b>Fill internal data values templates etc:<br>
</b></font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(9)</b> Fill internal default templates<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(10)</b> Fill templates from <font face="Times New Roman"><font face="Arial">STARTUP/INSTALL</font></font><font face="Times New Roman"><font face="Arial">_User_Templates.Dat<br>
</font></font>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(11)</b> Fill templates from <font face="Times New Roman"><font face="Arial">DATABASE</font></font><font face="Times New Roman"><font face="Arial">_User_Templates.Dat<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(12)</b></font></font> Set internal General defaults<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(13)</b> Set internal default solver settings<br>
<br>
<b>INI Files:<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(14)</b> <i>[ Read </i><font face="Times New Roman"><i><font face="Arial">STARTUP/INSTALL</font></i></font><font face="Times New Roman"><i><font face="Arial"> INI File ]</font></i></font><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(15)</b> Look for and Read <font face="Times New Roman"><font face="Arial">SHARK_DATABASE</font></font><font face="Times New Roman"><font face="Arial"> environment variable<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(16)</b></font></font> Read <font face="Times New Roman"><font face="Arial">DATABASE</font></font><font face="Times New Roman"><font face="Arial"> INI File (if defined)<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(17)</b></font></font> Read <font face="Times New Roman"><font face="Arial">USER</font></font><font face="Times New Roman"><font face="Arial"> INI file from </font></font><font face="Times New Roman"><font face="Arial">WINDOWS</font></font><font face="Times New Roman"><font face="Arial"> folder<br>
</font></font><br>
<b>User Language:<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(18)</b> Read <font face="Times New Roman"><font face="Arial">_custom.dic</font></font><font face="Times New Roman"><font face="Arial"> from </font></font><font face="Times New Roman"><font face="Arial">STARTUP/INSTALL</font></font><font face="Times New Roman"><font face="Arial">, <i>[ from </i></font></font><font face="Times New Roman"><i><font face="Arial">DATABASE</font></i></font><font face="Times New Roman"><i><font face="Arial"> ]</font></i></font><br>
<br>
<b>Command Lines:<br>
</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<b>(19)</b> Check for batch or interactive via command arguments<br>
<br>
<br>
<b><font size="4">Templates<br>
</font></b><font size="2"><br>
</font>All corner/axle models created in Shark refer to a particular template number. This number identifies the template that in turn specifies the definition of the model. This includes defining parts, points, graphics, connectivity (bushes) and key points in the template. Individual models map their unique point positions on to the template.<br>
<br>
Hard coded into the program (at version 4.03i) are 32 default templates. All of these are available to any user of the software. Some are classed as Rear suspension templates only because they do not have a steerable point identified in them.<br>
<br>
For a server installation, on program start up the template file <font face="Times New Roman"><font face="Arial">_User_Template.dat</font></font><font face="Times New Roman"><font face="Arial"> is searched for in the &lt;install&gt; folder. If it is found any template definitions identified within it are loaded and will either overwrite an existing default template (if the template number is already used by a default entry) or fill an empty slot number.<br>
</font></font><br>
If a Database Folder is defined, on program start up the template file <font face="Times New Roman"><font face="Arial">_User_Template.dat</font></font><font face="Times New Roman"><font face="Arial"> is searched for in the &lt;database&gt; folder. If it is found any template definitions identified within it are loaded and will either overwrite an existing loaded template data.<br>
</font></font><br>
Template definitions can be modified by individual users, thus individuals may have completely different definitions using the same template slot number. To provide a robust definition method, the specific template definition can be optionally included in the models data file. By definition this implies that when a model file is read in it can redefine a template specification, (and also that any subsequent use of the same template number will be similarly affected until the program is restarted or the templates reset).<br>
<br>
Extra <font face="Times New Roman"><font face="Arial">custom</font></font><font face="Times New Roman"><font face="Arial"> templates can be loaded at any time. Custom templates would normally have be a pre-saved set (or single) template, that may be required for occasional use but don</font></font><font face="Times New Roman"><font face="Arial">t warrant being added to the automatically loaded </font></font><font face="Times New Roman"><font face="Arial">_User_Templates.dat</font></font><font face="Times New Roman"><font face="Arial"> file.<br>
</font></font><br>
To allow users to return to a set of known template definitions, menu options are provided that will re-set the template definitions to the hard coded ones only, or the hard coded ones plus the system user templates in the <font face="Times New Roman"><font face="Arial">_User_Templates.dat</font></font><font face="Times New Roman"><font face="Arial"> file, (if it exists).<br>
</font></font><br>
{<center><img data="bm358.bmp" title="bm358.bmp"><br>
</center>
<center>Templates - Flow Diagram<br>
</center>
<span style="font-size:11pt"><br>
</span><b><font size="4">INI File<br>
</font></b><span style="font-size:11pt"><br>
</span><font size="2">The INI file contains all the user specific settings. This file is read in each time the program is started. It is updated/overwritten with the current settings when the program performs a normal exit. The program has hard coded defaults for all these settings, which are overwritten by the user settings when the INI file is read. Thus to revert back to the hard coded </font><font face="Times New Roman"><font face="Arial">factory</font></font><font face="Times New Roman"><font face="Arial"> defaults a user could delete the INI file prior to opening the application. For the standard installation the INI file is written to the </font></font><font face="Times New Roman"><font face="Arial">WindowsŽ</font></font><font face="Times New Roman"><font face="Arial"> folder (i.e. C:\WINNT), this means that individual users on the same machine could not have their own unique settings. Conversely it also meant that no two machines could expect to be set-up in the same way. An optional INI file is looked for in the &lt;database&gt; folder this is looked for and loaded if found prior to reading looking for the local windows INI file.<br>
</font></font><br>
For the user specific server installation the INI file process has an additional INI file step on startup. This provides a method that can support both a common setting on all machines and all individual user settings on the same machine. How?<br>
<br>
The specific server installation uses a central server for the software install, (i.e. the software is not installed on individual machines). This single location means that an INI file can be placed in this &lt;install&gt; folder that is read by all users. Because this install is seen as a <font face="Times New Roman"><font face="Arial">fixed</font></font><font face="Times New Roman"><font face="Arial"> file in that it is part of the initial install and then remains unchanged (primarily due to its location) a second system wide INI is required in a more flexible location. This second system wide INI file is to be identified by the &lt;database&gt; location. This &lt;database&gt; INI file can be modified by an expert user, to set common properties and settings for all users, unlike the &lt;install&gt; INI file which is fixed. Neither of these are written to on program close! But menu options exist to be able to write to them. These become the first two of the three INI files read. The application then looks in the specific user</font></font><font face="Times New Roman"><font face="Arial">s directory on the </font></font><font face="Times New Roman"><font face="Arial">Homedrive</font></font><font face="Times New Roman"><font face="Arial"> in the </font></font><font face="Times New Roman"><font face="Arial">Homepath</font></font><font face="Times New Roman"><font face="Arial"> for the users unique INI file. This is the INI file that is overwritten when the user closes the program and thus stores their specific variation of the default server settings. An example of where </font></font><font face="Times New Roman"><font face="Arial">Homedrive</font></font><font face="Times New Roman"><font face="Arial"> and </font></font><font face="Times New Roman"><font face="Arial">Homepath</font></font><font face="Times New Roman"><font face="Arial"> would point to is </font></font><font face="Times New Roman"><font face="Arial">C:\Documents and Settings\myusername\shark.ini</font></font><font face="Times New Roman"><font face="Arial">. Note that the standard installation uses the </font></font><font face="Times New Roman"><font face="Arial">Windows</font></font><font face="Times New Roman"><font face="Arial"> environment variable for this folder location.<br>
</font></font><br>
Users can revert back to the system wide server default settings either by deleting their local copy of <font face="Times New Roman"><font face="Arial">shark.ini</font></font><font face="Times New Roman"><font face="Arial"> prior to opening the application, or once the application is open selecting the menu option </font></font><font face="Times New Roman"><font face="Arial"><i>File/Re-Read &lt;install&gt; INI File</i></font></font><font face="Times New Roman"><i><font face="Arial"> </font></i></font>or<i> </i><font face="Times New Roman"><font face="Arial"><i>File/Re-Read &lt;database&gt; INI File</i></font></font><font face="Times New Roman"><i></i></font>. Note that this three step process will still mean that a users individual settings are still machine specific, but they will start with the same server specific defaults on any other machine. The users could copy their own individual INI file on to a new machine if they wished to preserve all their settings.<br>
<span style="font-size:11pt"><br>
</span><font size="2">{<center><img data="bm359.bmp" title="bm359.bmp"><br>
</font></center>
<center>INI File - Flow Diagram<br>
</center>
<br>
<br>
<p><hr><p>
<sup>$</sup><sup>#</sup><sup>&gt;</sup><sup>K</sup><sup>K</sup><sup>K</sup><b><font size="4">LOTUS ENGINEERING</font></b><br>
<b><font size="2"><br>
{<center><img data="bm360.bmp" title="bm360.bmp"><br>
<img data="bm361.bmp" title="bm361.bmp"><br>
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<p><hr><p>
<font size="4"><br>
<p><hr><p>
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