This is in fact an issue for the designers of controls for mechanical systems. I learned about it in Process Control class, albeit 40 years ago.
If older cars had a higher differential, you’d need to let up more as the brake finally locks up.
There's mechanical braking assistance (not just ABS) which means pressing the same pedal distance may produce different breaking strength depending on the speed at which the pedal is pressed; e.g pressing hard triggers force assistance from, say, a vacuum reservoir that reuses engine pump loss, which means conversely pressing lightly for a normal stop does not need to exert as much pressure, hence an eased in stop.
Also with more stable vehicles with better chassis, suspension, and overall balance, I feel like rear braking has been tuned upwards over time, making for a more stable stop: notice how lightly pulling the handbrake has a straight-rolling car "sitting" instead of "diving". More consistent use of disc brakes instead of drums on the rear end certainly helps, as well as the ability for the vehicle to remain stable even when braking while in a turn.
Regarding brake friction itself, I can think of at least one major change: the ban of materials such as copper or asbestos in brake pads.
Some of the German marque factory pads have exceptional initial bite, coupled with exceptional high levels of dust.
e.g. https://iopscience.iop.org/article/10.1088/1361-6552/aba732
Ever experienced that a bus is braking (near-constant deacceleration), and people seem fine; but then the bus comes to a halt and thus stops deaccelerating, and people suddenly fall on the floor?
I think at least the derivative or acceleration is important for how well people can compensate. Not sure about higher derivatives though.
At macroscopic scales, I’m not aware of exactly instantaneous acceleration, since you would need some time to “sync” the movement of each atom in the object. But some processes will of course look instantaneous at any given time scale.
Figure 4-3 in https://www.ibiblio.org/apollo/Documents/lvfea-AS506-Apollo1... shows this for Apollo 11.
There is an interesting Δa/Δt while fuel is consumed and mass changes.
There are discontinuities to the graph when engines are shut down and stages decoupled.
Over a macro scale, it’s discontinuous, of course.
But, checkout Zeno's paradox for more on your philosophical questions
But, the bus has a non-constant kinetic energy (going up with the velocity*velocity, down as velocity goes down.)
So, you're actually producing a non-linear acceleration. This is jerk, but you can also think of it as just a non-linear acceleration and people are reacting to the fact it's not at all near constant deacceleration, and this is most noticable as velocity hits zero.
So, yes, it's jerk, but no, I think it can be intuitively better understood with pure acceleration terms and no jerk needed
Your muscles are pretty good at applying a constant force (or responding to a constant acceleration). Hold your arm out straight: it's no effort to keep your arm still and counteract the force of gravity. Now imagine gravity varies quickly and randomly between 0.5g and 2g. I guarantee your arm won't stay still.
The same prinicple applies on a bus or in a car, except this time the forces are smaller, and it's your neck keeping your head still!
> (...) jerk, snap and crackle. Turns out if you minimize those, you get a far more comfortable ride.
The proof is that roughly 100% of cars have components designed to limit this.
They do.
>Turns out if you minimize those, you get a far more comfortable ride. It matters far more than acceleration.
They know that this is the case. And put a lot of effort into making sure your car has the desired feel.
Besides your comfort these considerations are extremely important for the durability analysis for the vehicle.
>Finite element models of the whole system (tyres and suspension components and flexing elements of the vehicle body and road/track) can quickly allow analysis of the jerk, snap and crackle, and allow tuning of damping and drive system control loops to make a far more comfortable ride.
Finite element simulations are undesirable, they are extremely calculation expensive for those kind of large models and somewhat unsuitable. They are used in crash tests.
For the application you described multi body systems are used, where the car is decomposed into its functional components, which can be modeled either as stiff or flexible. With that you have a reasonably accurate model of a car which you can use to test on a virtual test track.
Basically every competent car manufacturer is doing this.
1) does this hold for all 3 of jerk, snap and crackle, like OP suggested?
2) In applications where no humans are involved (robot actuators etc.), would it make sense to minimize jerk, snap and crackle too?
They aren't the fundamental quantities you would look at, typically the output of a multi body system are displacement/velocity/acceleration, but of course if you look at a plot of acceleration you can just see these quantities (at least the first and second derivative are quite easy to see) or calculate them. And of course the ride comfort is related to the smoothness of the forces you experience, which is the same as wanting to minimize the derivatives of force. But I would suggest that these quantities are quite hard to analyze quantitatively as they are, naturally, subject to far more noise.
Where these quantities definitely are considered is when you look at vibrations.
>2) In applications where no humans are involved (robot actuators etc.), would it make sense to minimize jerk, snap and crackle too?
Yes, if you care about durability. Parts can break for different reasons, intuitively you easily understand that exceeding certain loads breaks them. Another, far more insidious, failure case is a cyclic load, which never exceeds a particular threshold. Again, vibrations play an important role there.
[1] Yes, this is a vast oversimplification, but the model I'll build using it is reasonably accurate.
[2] Most 3d printing enthusiasts are familiar with this issue; e.g. https://www.simplify3d.com/resources/print-quality-troublesh... . However, most of the advice you see amounts to "make everything stiffer", which helps, but the real solution is to be less jerky.
btw, minimizing higher orders of derivatives improve passenger comfort only so much if the driver isn't so good at look-ahead path planning, you can't make coffee cup rides not sickening by software.
MATLAB is the programming language. You are talking about Simulink. But there are also dedicated software packages for car multi body dynamics.
>you can't make coffee cup rides not sickening by software.
Plainly false.
> Plainly false.
I'm not sure how this is false, but I'm also not sure what the person you're replying to is getting at. coffee cup rides have no driver and therefore no look ahead path planning at all.
The entire appeal of these rides is that they exaggerate perception of third and higher derivatives by deliberately creating a chaotic field of view for their occupants, combined with constantly changing both the rate and direction of the acceleration of their squishy bodies in the rigid capsules to which they are loosely secured.
Smoothing this out with software would be possible, sure, but then the result would no longer be a coffee cup ride. I feel like this is a poorly formed example.
Turns out if you minimize those, you get a far more comfortable ride. It matters far more than acceleration.
Finite element models of the whole system (tyres and suspension components and flexing elements of the vehicle body and road/track) can quickly allow analysis of the jerk, snap and crackle, and allow tuning of damping and drive system control loops to make a far more comfortable ride.