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JD™

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1 hour ago, Topsy said:

One part of me is most surprised that this worked out cheaper. Looks brilliant!

Only cheaper because I have a tame CNC operator at work and we're not massively busy in the factory at the moment ;)

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  • 4 weeks later...
  • 1 year later...

2 year bump! Been meaning to do this for ages but could never think of a good way to do it. Anyway, 50% scale motorbike model (spine for now) to start working on crazy aero bits that are popping up in MotoGP.

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Design done in Solidworks. Most of the spine is waterjet cut with telescoping, IGUS bushed, forks and 3D printed wheels (done in two halves each) on our Creality CR-M4 large format printer. The bit at the top is a 6-component balance and beneath that is a little roll system to allow the model to be cranked over to +/- 60 degrees, in 5 degree increments, for cornering cases.

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19 hours ago, forteh said:

Does the steering angle not need to be taken into account?

In theory maybe but in practice I don't think it's critical and can be introduced later if necessary. At racing speeds I think the actual steering angles they achieve are quite small and for what we're looking at the lean angle is the critical thing. There's going to be a steep learning curve to work out what the hell the forces actually mean though as everything's on the piss relative to everything else and there needs to be a fair amount of translation and taring off offsets etc.

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15 minutes ago, monkeyseemonkeydo said:

Already thinking that we may need to model a rider hanging his leg out under braking... going to be an interesting project!

Steel frame maquette with a stuffed textile covering, allow you to play with different body positions?  Screws up your spine design though, perhaps you could have a rolling chassis mounted forwards of the spine on a spar to give uninterrupted airflow over the bodywork/rider?

edit: you could 3D print the rider in limb sections and then incorporate that into the maquette

Edited by forteh
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