5. Dividing the game figure into sectors#
The user has the possibility of defining a division of the game figure into angular sectors for which he gives a type of contact (GRAPPE_1_ENCO…), a wear coefficient and the angles at the beginning and end of the division (these angles must be increasing between -180° and +180°). The wear power for each sector is then calculated as the arithmetic mean over the moments, previously divided into blocks, of the product of the norms of the normal shock force and of the sliding speed taking into account only the contacts that take place in the angular sector in question. From this power, it is possible to define a worn volume by multiplying the wear power of the sector by the wear coefficient of the sector and by an operating time given by the user. It is also possible to calculate the depth of wear for this sector, assuming that the angular extension of the defect does not exceed that of the sector where it is detected.
It is the SECTEUR keyword that defines all of these modifications.
It is not planned to check the overall consistency of the calculations performed. In particular, wear can be distributed over several sectors and in this case, calculating the depth of wear no longer makes sense. It is up to the operator to ensure the validity of his results afterwards. A new calculation with another division may have to be carried out in order to obtain the value of the depth of wear. This choice is not binding because of the speed of the post-treatment in question. The advantage of doing these calculations in POURSUITE is obvious, given the above.