Steering : essential to driving
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   Elsewhere  on  this  site  you  can  learn  about  all  the  other  stuff  that  makes  a  car  go  and 
stop,  so  this  page  is  where  you'll  learn  about  how  it  goes  around  corners.  More 
specifically,  how  the  various  steering  mechanisms  work. 
Like most things in a car, the concept of steering is simple - you turn the steering wheel, 
the  front  wheels  turn  accordingly,  and  the  car  changes  direction.  How  that  happens 
though is not quite so simple. Well - it used to be back in the days when cars were called 
horseless carriages, but nowadays, not so much. 
Find Mustang steering wheels at AmericanMuscle. 
Basic steering components  
99%  of  the  world's  car  steering  systems  are  made  up  of  the  same  three  or  four 
components. The steering wheel, which connects to the steering system, which connects 
to the track rod, which connects to the tie rods, which connect to the steering arms. The 
steering system can be one of several designs, which we'll go into further down the page, 
but all the designs essentially move the track rod left-to-right across the car. The tie rods 
connect to the ends of the track rod with ball and socket joints, and then to the ends of 
the steering arms, also with ball and socket joints. The purpose of the tie rods is to allow 
suspension  movement  as  well  as  an  element  of  adjustability  in  the  steering  geometry. 
The tie rod lengths can normally be changed to achieve these different geometries.   
The Ackermann Angle : your wheels don't point the 
same direction.  
In  the  simplest  form  of  steering,  both  the  front  wheels  always  point  in  the  same 
direction. You turn the wheel, they both point the same way and around the corner you 
go. Except that by doing this, you end up with tyres scrubbing, loss of grip and a vehicle 
that 'crabs' around the corner. So why is this? Well, it's the same thing you need to take 
into consideration when looking at transmissions. When a car goes around a corner, the 
outside  wheels  travel  further  than  the  inside  wheels.  In  the  case  of  a  transmission,  it's 
why you need a differential (see the Transmission Bible), but in the case of steering, it's 
why you need the front wheels to actually point in different directions. On the left is the 
diagram  from  the  Transmission  Bible.  You  can  see  the  inside  wheels  travel  around  a 
circle with a smaller radius (r2) than the outside wheels (r1).   
In order for that to happen without causing undue stress to the front wheels and tyres, 
they  must  point  at  slightly  different  angles  to  the  centreline  of  the  car.  The  diagram  to 
the left shows the same thing only zoomed in to show the relative angles of the tyres to 
the  car.  It's  all  to  do  with  the  geometry  of  circles.  This  difference  of  angle  is  achieved 
with  a  relatively  simple  arrangement  of  steering  components  to  create  a  trapezoid 
geometry  (a  parallelogram  with  one  of  the  parallel  sides  shorter  than  the  other).  Once 
this is achieved, the wheels point at different angles as the steering geometry is moved. 
Most vehicles now don't use 'pure' Ackermann steering geometry because it doesn't take 
some of the dynamic and compliant effects of steering and suspension into account, but 
some derivative of this is used in almost all steering systems (right). 
Why 'Ackermann'? 
This  particular  technology  was  first  introduced  in  1758  by  Erasmus  Darwin,  father  of 
Charles  Darwin,  in  a  paper  entitled "Erasmus  Darwin's  improved  design  for  steering 
carriages--and cars". It was never patented though until 1817 when Rudolph Ackermann 
patented it in London, and that's the name that stuck. 
Steering ratios 
Every vehicle has a steering ratio inherent in the design. If it didn't you'd never be able 
to turn the wheels. Steering ratio gives mechanical advantage to the driver, allowing you 
to turn the tyres with the weight of the whole car sitting on them, but more importantly, 
it means you don't have to turn the steering wheel a ridiculous number  of times to get 
the  wheels  to  move.  Steering  ratio  is  the  ratio  of  the  number  of  degrees  turned  at  the 
steering wheel vs. the number of degrees the front wheels are deflected. So for example, 
if you turn the steering wheel 20 and the front wheels only turn 1, that gives a steering 
ratio of 20:1. For most modern cars, the steering ratio is between 12:1 and 20:1. This, 
coupled with the maximum angle of deflection of the wheels gives the lock-to-lock turns 
for  the  steering  wheel.  For  example,  if  a  car  has  a  steering  ratio  of  18:1  and  the  front 
wheels  have  a  maximum  deflection  of  25,  then  at  25,  the  steering  wheel  has  turned 
25x18, which is 450. That's only to one side, so the entire steering goes from  -25 to 
plus 25 giving  a lock-to-lock angle  at the steering wheel of 900, or 2.5 turns (900 / 
360). 
This  works  the  other  way  around  too  of  course.  If  you  know  the  lock-to-lock  turns  and 
the  steering  ratio,  you  can  figure  out  the  wheel  deflection.  For  example  if  a  car  is 
advertised  as  having  a  16:1  steering  ratio  and  3  turns  lock-to-lock,  then  the  steering 
wheel can turn 1.5x360 (540) each way. At a ratio of 16:1 that means the front wheels 
deflect  by  33.75  each  way. 
For racing cars, the steering ratio is normally much smaller than for passenger cars - ie. 
closer  to  1:1  -  as  the  racing  drivers  need  to  get  fuller  deflection  into  the  steering  as 
quickly as possible. 
Turning circles 
The  turning  circle  of  a  car  is  the diameter of  the  circle  described  by  the  outside  wheels 
when turning on full lock. There is no hard and fast forumla to calculate the turning circle 
but  you  can  get  close  by  using  this:  
turning  circle radius =  (track/2)  +  (wheelbase/sin(average  steer  angle))  
The numbers required to calculate the turning circle explain why  a classic black London 
taxi has a tiny 8m turning circle to allow it to do U-turns in the narrow London streets. In 
this  case,  the  wheelbase  and  track  aren't  radically  different  to  any  other  car,  but  the 
average steering angle is huge. For comparison, a typical passenger car turning circle is 
normally  between 11m and 13m with SUV turning circles going out as much as 15m to 
17m. 
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Steering System designs : Pitman arm types 
There  really  are  only  two  basic  categories  of  steering  system  today;  those  that  have 
pitman  arms  with  a  steering  'box'  and  those  that  don't.  Older  cars  and  some  current 
trucks  use  pitman  arms,  so  for  the  sake  of  completeness,  I've  documented  some 
common  types.  Newer  cars  and  unibody  light-duty  trucks  typically  all  use  some 
derivative of rack and pinion steering.  
Pitman  arm  mechanisms  have  a  steering  'box'  where  the  shaft  from  the steering  wheel 
comes in and a lever arm comes out - the pitman arm. This pitman arm is linked to the 
track  rod  or  centre  link,  which  is  supported  by  idler  arms.  The  tie  rods  connect  to  the 
track rod. There are a large number of variations of the actual mechanical linkage from 
direct-link  where  the  pitman  arm  is  connected  directly  to  the  track  rod,  to  compound 
linkages  where  it  is  connected  to  one  end  of  the  steering  system  or  the  track  rod  via 
other  rods.  The  example  here  shows  a  compound  link  (left). 
Most of the steering box mechanisms that drive the pitman arm have a 'dead spot' in the 
centre of the steering where you can turn the steering wheel a slight amount before the 
front wheels start to turn. This slack can normally be adjusted with a screw mechanism 
but  it  can't  ever  be  eliminated.  The  traditional  advantage  of  these  systems  is  that  they 
give  bigger  mechanical  advantage  and  thus  work  well  on  heavier  vehicles.  With  the 
advent of power steering, that has become a moot point and the steering system design 
is now more to do with mechanical design, price and weight. The following are the four 
basic types of steering box used in pitman arm systems. 
Worm and sector  
In  this  type  of  steering  box,  the  end  of  the  shaft  from  the  steering  wheel  has  a  worm 
gear attached to it. It meshes directly with a sector gear (so called because it's a section 
of a full gear wheel). When the steering wheel is turned, the shaft turns the worm gear, 
and the sector gear pivots around its axis as its teeth are moved along the worm gear. 
The sector gear is mounted on the cross shaft which passes through the steering box and 
out  the  bottom  where  it  is  splined,  and  the  the  pitman  arm  is  attached  to  the  splines. 
When the sector gear turns, it turns the cross shaft, which turns the pitman arm, giving 
the output motion that is fed into the mechanical linkage on the track rod. The following 
diagram  shows  the  active  components  that  are  present  inside  the  worm  and  sector 
steering box. The box itself is sealed and filled with grease.   
Worm and roller  
The  worm  and  roller  steering  box  is  similar  in  design  to  the  worm  and  sector  box.  The 
difference here is that instead of having a sector gear that meshes with the worm gear, 
there  is  a  roller  instead.  The  roller  is  mounted  on  a  roller  bearing  shaft  and  is  held 
captive  on  the  end  of  the  cross  shaft.  As  the  worm  gear  turns,  the  roller  is  forced  to 
move along it but because it is held captive on the cross shaft, it twists the cross shaft. 
Typically  in  these  designs,  the  worm  gear  is  actually  an  hourglass  shape  so  that  it  is 
wider at the ends. Without the hourglass shape, the roller might disengage from it at the 
extents of its travel.   
Worm and nut or recirculating ball  
This  is  by  far  the  most  common  type  of  steering  box  for  pitman  arm  systems.  In  a 
recirculating  ball  steering  box,  the  worm  drive  has  many  more  turns  on  it  with  a  finer 
pitch. A box or nut is clamped over the worm drive that contains dozens of ball bearings. 
These  loop  around  the  worm  drive  and  then  out  into  a  recirculating  channel  within  the 
nut  where  they  are  fed  back  into  the  worm  drive  again.  Hence  recirculating.  As  the 
steering  wheel  is  turned,  the  worm  drive  turns  and  forces  the  ball  bearings  to  press 
against  the  channel  inside  the  nut.  This  forces  the  nut  to  move  along  the  worm  drive. 
The nut itself has a couple of gear teeth cast into the outside of it and these mesh with 
the teeth on a sector gear which is attached to the cross shaft just like in the worm and 
sector  mechanism.  This  system  has  much  less  free  play  or  slack  in  it  than  the  other 
designs,  hence  why  it's  used  the  most.  The  example  below  shows  a  recirculating  ball 
mechanism  with  the  nut  shown  in  cutaway  so  you  can  see  the  ball  bearings  and  the 
recirculation channel.   
Cam and lever  
Cam  and  lever  steering  boxes  are  very  similar  to  worm  and  sector  steering  boxes.  The 
worm  drive  is  known  as  a  cam  and  has  a  much  shallower  pitch  and  the  sector  gear  is 
replaced  with  two  studs  that  sit  in  the  cam  channels.  As  the  worm  gear  is  turned,  the 
studs  slide  along  the  cam  channels  which  forces  the  cross  shaft  to  rotate,  turning  the 
pitman arm. One of the design features of this style is that it turns the cross shaft 90 to 
the  normal  so  it  exits  through  the  side  of  the  steering  box  instead  of  the  bottom.  This 
can result in a very compact design when necessary.   
Steering System designs : Rack and pinion  
This  is by far the most common type of steering  you'll find in any  car today  due to it's 
relative simplicity and low cost. Rack and pinion systems give a much better feel for the 
driver,  and  there  isn't  the  slop  or  slack  associated  with  steering  box  pitman  arm  type 
systems.  The  downside  is  that  unlike  those  systems,  rack  and  pinion  designs  have  no 
adjustability  in  them,  so  once  they  wear  beyond  a  certain  mechanical  tolerance,  they 
need  replacing  completely.  This  is  rare  though. 
In a rack and pinion system, the track rod is replaced with the steering rack which is a 
long, toothed bar with the tie rods attached to each end. On the end of the steering shaft 
there  is  a  simple  pinion  gear  that  meshes  with  the  rack.  When  you  turn  the  steering 
wheel, the pinion gear turns, and moves the rack from left to right. Changing the size of 
the pinion gear alters the steering ratio. It really is that simple. The diagrams here show 
an example rack  and pinion system (left) as well as a  close-up  cutaway  of the steering 
rack itself (right). 
Variable-ratio rack and pinion steering 
This is a simple variation on the above design. All the components are the same, and it 
all works the same except that the spacing of the teeth on the rack varies depending on 
how close to the centre  of the rack they are. In  the middle, the  teeth  are spaced  close 
together to give slight steering for the first part of the turn - good for not oversteering at 
speed. As the teeth get further away from the centre, they increase in spacing slightly so 
that  the  wheels  turn  more  for  the  same  turn  of  the  steering  wheel  towards  full  lock. 
Simple. 
Vehicle dynamics and steering - how it can all go very 
wrong 
Generally speaking, when you turn the steering wheel in your car, you typically expect it 
to  go  where  you're  pointing  it.  At  slow  speed,  this  will  almost  always  be  the  case  but 
once  you  get  some  momentum  behind  you,  you  are  at  the  mercy  of  the  chassis  and 
suspension designers. In racing, the aerodynamic wings, air splitters and undertrays help 
to  maintain  an  even  balance  of  the  vehicle  in  corners  along  with  the  position  of  the 
weight  in  the  vehicle  and  the  supension  setup.  The  two  most  common  problems  you'll 
run into are understeer and oversteer. 
Understeer  
Understeer is so called because the car steers less than you want it to. Understeer can be 
brought  on  by  all  manner  of  chassis,  suspension  and  speed  issues  but  essentially  it 
means that the car is losing grip on the front wheels. Typically it happens as you brake 
and the weight is transferred to the front of the car. At this point the mechanical grip of 
the front tyres can simply be overpowered and they start to lose grip (for example on a 
wet  or  greasy  road  surface).  The  end  result  is  that  the  car  will  start  to  take  the  corner 
very  wide.  In  racing,  that  normally  involves  going  off  the  outside  of  the  corner  into  a 
catch  area  or  on  to  the  grass.  In  normal  you-and-me  driving,  it  means  crashing  at  the 
outside  of  the  corner.  Getting  out  of  understeer  can  involve  letting  off  the  throttle  in 
front-wheel-drive  vehicles  (to  try  to  give  the  tyres  chance  to  grip)  or  getting  on  the 
throttle in rear-wheel-drive vehicles (to try to bring the back end around). It's a complex 
topic more suited  to racing driving forums  but suffice to say  that  if you're trying to  get 
out of understeer and you cock it up, you get.....   
Oversteer  
The  bright  ones  amongst  you  will  probably  already  have  guessed  that  oversteer  is  the 
opposite of understeer. With oversteer, the car goes where it's pointed far too efficiently 
and  you  end  up  diving  into  the  corner  much  more  quickly  than  you  had  expected. 
Oversteer  is  brought  on  by  the  car  losing  grip  on  the rear wheels  as  the  weight  is 
transferred  off  them  under  braking,  resulting  in  the  rear  kicking  out  in  the  corner. 
Without counter-steering (see below) the end result in racing is that the car will spin and 
end  up  going  off  the  inside  of  the  corner  backwards.  In  normal  you-and-me  driving,  it 
means spinning the car and ending up pointing back the way you came.   
Counter-steering  
Counter-steering is what you need to do when you start to experience oversteer. If you 
get  into  a  situation  where  the  back  end  of  the  car  loses  grip  and  starts  to  swing  out, 
steering  opposite  to  the  direction  of  the  corner  can  often  'catch'  the  oversteer  by 
directing the nose of the car out of the corner. In drift racing and demonstration driving, 
it's  how  the  drivers  are  able  to  smoke  the  rear  tyres  and  power-slide  around  a  corner. 
They  will  use  a  combination  of  throttle,  weight  transfer  and  handbrake  to  induce 
oversteer  into  a  corner,  then  flick  the  steering  the  opposite  dirction,  honk  on  the 
accelerator and try to hold a slide all the way around the corner. It's also a widely-used 
technique  in  rally  racing.  Tiff  Needell  -  a  racing  driver  who  also  works  on  some  UK 
motoring programs - is an absolute master at counter-steer power sliding.   
Read more: http://www.carbibles.com/steering_bible.html#ixzz39h6tfBip