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Physics · Mechanics · Grade 10

Banked turn

What keeps a car on a bend, and why are roads banked?

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The situation

On big roads a bend is usually banked slightly towards the outside, and on racing circuits the bends are made as steep as walls. In summer you take a bend at 90 km/h without a care, but in winter on an icy road the car does not turn and slides towards the edge of the road. What makes a car go round a circle? Why is a road built banked, and what is the greatest speed at which a bend can be taken?

Topic

Circular motion. A car on a bend: why roads are banked

Key ideas

  • Centripetal acceleration
  • Force of friction
  • Banked road

Formulas

a=v2R

Centripetal acceleration: the direction of the velocity changes continuously.

Nsin⁡θ+Fcos⁡θ=mv2R,Ncos⁡θ−Fsin⁡θ=mg

Newton's second law on a banked (θ) road: horizontal and vertical components.

v0=gRtgθ

Design speed: at this speed no friction is needed at all.

vmax=gRμ+tgθ1−μtgθ

The greatest speed at which the bend can be taken without skidding. On a flat road vmax=μgR.

vmin=gRtgθ−μ1+μtgθ

On a steep, slippery road (tanθ>μ), if the car goes slower than this it slides down.

Theory

Turning needs a force

In uniform motion in a circle, even if the magnitude of the velocity does not change, its direction does — so there is an acceleration: a=v2/R, directed towards the centre (green arrow). This acceleration is provided by the centripetal force F=mv2/R. On a flat road this force is provided only by the friction between the tyres and the road, so vmax=μgR.

Why is a road banked?

If the road is banked at an angle θ, the normal reaction force N also tilts towards the centre and itself provides part of the centripetal force. At a speed of v0=gRtanθ it provides all of it — friction is zero, and the car turns even on ice. If you go faster, friction points down (towards the centre); if slower, up.

Skidding: along the tangent, by inertia

When the required friction exceeds μN, the tyres begin to slip. Nobody “throws” the car outwards: by inertia it tends to go on along the tangent, while the road turns away from under it. On ice the track goes almost along the tangent — watch the tangent line in the “From above” camera. On a very steep, slippery bend a slow-moving car, on the other hand, slides downwards, towards the centre.

Where the formula comes from: a = v²/R

In a short time Δt the car covers an arc Δs=vΔt and the velocity vector turns through an angle Δφ=Δs/R. If the magnitude of the velocity is constant, v→1, v→2 and Δv→=v→2−v→1 form an isosceles triangle: |Δv→|≈vΔφ=v2ΔtR. So a=|Δv→|Δt=v2R, and as Δt→0, Δv→ points along the radius towards the centre. In terms of angular velocity a=ω2R=ωv. Look in the “From above” camera: the velocity arrow keeps the same length and only turns.

Normal and tangential acceleration

In curvilinear motion the acceleration has two parts: the normal (centripetal) an=v2/R changes the direction of the velocity, and the tangential aτ=Δv/Δt changes its magnitude; the total acceleration is a=an2+aτ2. The car enters the bend at 0.6v and accelerates at 3 m/s²: at that moment both green arrows are visible in the scene, and on the graph aτ=3 m/s² while an grows in proportion to v2. Once the speed is reached, aτ=0 — uniform circular motion (for details see “Circular motion: the bicycle”).

Model simplifications

The car is a point mass; the engine keeps the speed along the road constant, and only the transverse (side) friction is taken into account. The coefficient of friction in skidding is also taken as μ; air resistance and the complex properties of tyres are ignored. After leaving the road the deceleration in the gravel zone is 0.5g. At the start the car accelerates from 0.6v to the chosen speed at 3 m/s².

Did you know?

  • The main bends of the Daytona racing circuit in the USA are banked at 31° — cars take them at more than 300 km/h.
  • The bends of velodromes are very steep — about 40–45°: the cyclist rides almost on a wall and, if he slows down, slides down.

Inside the experiment

The experiment starts from a real-life situation: you predict the result, change the controls, run the experiment and draw a conclusion. Inside are missions, theory, a quiz and a guided tour in which the camera moves and explains the key points.

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