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| I began to wonder why exactly most transport aircraft cruise between Mach=0.8 and Mach=0.9 or so. Of course in the back of my mind I knew that drag coefficient increased dramatically at some point, what would be a flat drag curve at low velocity (Mach <= 0.3) would start to rise slowly then at some point called the "drag divergence Mach number" the drag coefficient would dramatically rise - going from a slow linear growth to a suddenly exponential growth. For shapes that look pretty close to the nosecone of an aircraft, this Machdd number is right around Mach=0.85, and drag for example could climb from a Cd of 0.25 to one of 0.45 between Mach 0.85 and Mach 1.0. After Mach 1.0 (usually around Mach 1.2 ?) different shapes have a dramatic effect on Drag as it relates to Mach number. A sphere continues to increase and levels off eventually. Sharpened cones Cd's drop, and sooner or later seem to reach about the same drag coefficient as the subsonic value. I have a textbook from a years ago college physics course ("Classical Dynamics of Particles & Systems") that has a single sample graph, and there are certain web resources for different shapes, but this all seems to be emperical data. Does anyone know how to mathematically or computationally model drag? Does anyone have any good references for this kind of thing? How do flight simulators do it? Is there a reasonably simple mathematical model to cover it? Thanks guys! |
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| "Vareck Bostrom" <bostrov@mac.com> wrote in message news:bostrov-2C2AF5.20565801122003@news.easynews.com... ....How do Well I've learned a lot recently about how FS does it since I started making my first model. In the sim, they only account for the flight surfaces-wings, vertical stabilizer, horizontal stabilizer, flaps, rudder, etc., the sim doesn't even know what shape or exact size the fuselage is. Basically, the larger a flight surface is, the more drag it causes. The more lift a surface provides, the more drag it causes. That's what the sim looks at. There are also options for the designer of the model to add or reduce this drag, but in theory the sim should calculate drag accurately without any other info. |
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In article <roYyb.63498$gQ6.37004@newssvr25.news.prodigy.com> , "Gary L." <someone@123.net> wrote: I don't think this is true once the aircraft (or any object) is transsonic - different wing shapes and nose cone shapes seem to have very dramatic changes in the onset of the Mach critical number. |
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| "Vareck Bostrom" <bostrov@mac.com> wrote in message news:bostrov-C99021.01175302122003@news.easynews.com... drag? model making rudder, is. sim or Actually, you're both right! :-) Transonic drag rise is a whole subject unto itself and goes way beyond simple increases in drag coefficients. It involves the onset of shock, which is again a whole subject unto itself. It's extremely hard to discuss the transonic region without dealing with a specific shape. There are a few constants, but not nearly enough to reduce the issue to any reasonable generalizations. I should think that reproducing true transonic transition on a desktop is a real stretch for the pocketbook, and really unnecessary. You have to realize I think, that in dealing with a desktop simulator, there is a point where you can get way too bogged down in creating what is going on in the background with complicated physics, where the result of all that physics can be duplicated short cutting around it to present the operator with an answer that satisfies the needs of the simulator. I realize of course that this flies in the face of those who want all this realism programmed in. What I'm saying here is that the ultimate realism, even if possible to produce, might exceed the design demographics for the simulator's market. In other words, to express it with Occam's Razor......."it might be possible, but they ain't gonna do it......cause you ain't gonna want to pay for it!!!!! :-))) Dudley Henriques International Fighter Pilots Fellowship Commercial Pilot/ CFI Retired For personal email, please replace the z's with e's. dhenriquesATzarthlinkDOTnzt |
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Hi Vareck; "Vareck Bostrom" <bostrov@mac.com> wrote in message news:bostrov-2C2AF5.20565801122003@news.easynews.com... If this is of any help, there is a measurement system called a Reynolds Number which is used to measure airflow efficency around an object. It's a relationship of interial force divided by viscuous force. Would it point you in the desired direction? Cheers, John |
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How does X-Plane handle it? Anyone know? On Tue, 02 Dec 2003 15:34:19 GMT, "Dudley Henriques" <dhenriques@nowhere.net> wrote: ----== Posted via Newsfeed.Com - Unlimited-Uncensored-Secure Usenet News==---- http://www.newsfeed.com The #1 Newsgroup Service in the World! >100,000 Newsgroups ---= 19 East/West-Coast Specialized Servers - Total Privacy via Encryption =--- |
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| "John Fraser" <jfraser@ns.sympatico.ca> wrote in message news:my2zb.3172$IF6.140108@ursa-nb00s0.nbnet.nb.ca... Reynolds a Reynolds is quite handy in determining how far back on the airfoil you can get the drag divergence mach number (Mdd) without boundary layer separation which is a critical design factor in getting the airplane through the transonic region with minimum turbulence problems on the airframe, and has a direct relationship to thrust requirements in the transonic range and the avoidance of high wave drag early on in that transition. I'll tell you one thing here fellas. By the time you guys get finished designing this desktop simulator you're talking about, I'm going to have to dig into my wife's mad money to afford the damn thing. :-)))) Dudley Henriques International Fighter Pilots Fellowship Commercial Pilot/ CFI Retired For personal email, please replace the z's with e's. dhenriquesATzarthlinkDOTnzt |
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Sorry. Not up on X plane at all. DH "George Lewis" <glewistn@nospam.earthlink.net> wrote in message news:3ugpsv0h55udvcut2a6las02h6aplr4t5k@4ax.com... The the add accurately which a reduce a realize this pay News==---- Newsgroups =--- |
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In article <%h2zb.1264$Qd6.307@newsread1.news.atl.earthlink.n et>, "Dudley Henriques" <dhenriques@nowhere.net> wrote: I'm not actually intending on writing a desktop simulator, I'm more curious about the possibility that someone else write one. I did order a Computational Fluid Dynamics textbook this afternoon though, it could turn into an interesting hobby... I don't think a full fluid-flow simulation is possible in real time on the desktop - yet. But desktop computational power is increasing rapidly, the next couple iterations of flight simulator may well have multiple 10 GHz processors to run on. At that level of power, simulations of that accuracy are computationally possible, at least. That level of computational power is on the order of 1990's vector supercomputers such as the Cray Y-MP C90, on which real CFD was run for real aircraft that we're flying around now in :-) I have this personal belief that once the aircraft is simulated as an interactive, changing object within an environment that more of the 'feel' may be captured, and in particular more extreme situations might be captured. You're right in that the simulator shouldn't become bogged down from a theoretical perspective. It's easy to imagine this type of simulation moving from airflow around the wing and airframe to airflow around the propeller or turbofan and compressor staging, to the requirements on the outside of FS2016 reading "Aerospace Engineeing degree from accredited 4-year university". That's going too far, perhaps, but I think FS2004 doesn't go far enough. In low speed flight, the physics is fairly simple and I think FS2004 does a good job with that, once you move to higher speed flight (above Mach = 0.3, but still below the transonic range) it seems that things become more complicated and at the transonic range to get any kind of realism (from what I can tell so far) you need to be running some level of realtime CFD or at least have a much more detailed lookup table done from precomputed CFD or test/wind tunnel data. Another aspect is this would make flight simulator more fun from an expiremental perspective: how would the kingair 350 perform with small turbofans instead of the turboprops? I had heard a rumor or something saying that a prototype kingair 350 was considered with turbofans at one point. We'll never see that kind of aircraft and entering table lookup data would all just be guesses, but a simulator that could run a more detailed airflow and engine simulation would at least have some basis in reality and might capture the feel of it. I would hope at least. The other thing that flight simulator 2004 doesn't really capture is the 'randomness' of flight as a basis in reality. We all know that if we have icing turned on, and forgot to turn on pitot heat, when flying through a cloud at approximately the right temperature we may suddenly lose our airspeed indicator. You instantly know what the problem is. The more interesting problems, I think, are what real pilots have to deal with that are the result of a complex system (the aircraft and engines) operating in a complex environment - I already mentioned the air florida flight 90 situation - icing or other blockage on the engine turbine inlet pressure sensor causing an incorrect differential reading and thereby an incorrect EPR reading. The pilots of that flight didn't instantly know what the problem was, the comments in the transcript were on the order of "that's not right" or "that's curious" - it's that aspect of flight I would hope to capture in a simulator. Would it have helped if air florida 90 had run up the engines for 20 seconds prior to takeoff to "de-ice" the interior of the engines? The engine simulator should answer that, heat flows should all be computed in realtime, surface icing across the entire aircraft, all insterments, etc should be simulated. Anyway, I think that'd be pretty cool. |
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| "Vareck Bostrom" <bostrov@mac.com> wrote in message news:bostrov-AD74BB.14372302122003@news.easynews.com... started fuselage The the add accurately which a reduce is a realize where physics an this realism, the pay I agree. The possibilities are endless for doing these things. In the end, it might very well be the potential sales market demographic rather than available hardware and software technology that dictates how deeply they go with simulation to the general public. I also agree that watching this develop in the next several years will be most interesting. Actually, I can tell you that from a purely personal viewpoint, I've thoroughly enjoyed what they have already accomplished, especially MS. It was a real pleasure taking part, even in the very small way I did, with their development team on COF. They are a very highly skilled and motivated bunch of people. I have no doubt at all that when this stuff is developed for the average Joe, it will be MS in it up to their armpits! DH |
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