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physics based airplane movement

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7 comments, last by Green_Baron 5 years ago

hi.

i just started simulating physics based airplane controller. is there any well explained source to work and learn from?

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Phew ... that's a big one ?

Do you want to dive into all the dynamics and modelling or just calculate the four main forces in subsonic low atmospheric aerodramatic flight ?

Orbiter and FlightGear may be places to start. The first one has papers linked on atmospheric modelling, the latter is completely open source, though a little over my head.

On 6/7/2019 at 9:22 PM, moeen k said:

is there any well explained source to work and learn from?

You can take introductory physics for aeronautics (see link), that is a good start describing basic principles and even some further details. I'd also recommend booking a pilot training session (if available for you), to get hands on real plane - it helps understanding it.

https://www.nasa.gov/sites/default/files/atoms/files/aero_introductory_physics.pdf

The mentioned Orbiter is quite good simulator ... although real question is - do you want a simulator, or arcade (in which case - basic principles are enough as even arcade is often based on flight principles - just tuned for fun)?

What details are you interested in (specifically)?

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

Posting because I have an interest in this as well. You can find material on blade element theory, which is the basis for the X-plane model. But not much more than that. The usual method, though, is a lot more complicated. It's about modeling the forces and torques acting on a plane, which gets amazingly complicated very fast, so I didn't even try going down that path very long.

How realistic are you aiming? I wanted something convincing but not necessarily realistic, so I started making my own thing. Never finished my own thing but I could show show what I have to you.

The deal is - you won't get proper simulation (you can still hack it to look 'about right' for given plane - but start inputting custom player made planes and flying objects, and your simulation is completely broken) of drag and lift ... unless you really simulate fluid dynamics around the plane. Which gets quite complex fast.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

I speculate that what OP is after is a simulation of the aerodramatics of a glider plane or generally of an airplane in low atmospheric flight. Wouldn't the classic vectorial approach suffice, then ?

For a naive approach i'd model drag (shape, airspeed, wingprofile), thrust (or glide slope), gravity (static and centripetal), lift, angle of attack and polar curve (speed, wingload, etc.), center of lift, center of gravity (may wander), forces induced by control surfaces and positions of the centers, atmospheric figures like density, temperature, moisture, eventually compressibility for the high speed stuff between ~250 knots but below mach 1. That would cover anything that is able to glide on its own, so not ugly fighter jets that drop out of the air when the engine stops turning.

That's how i would naively address this ... but i am definitely interested in other ways as well !

Found links to different approaches for dynamics modelling, as realized in FlightGear.

http://wiki.flightgear.org/Flight_Dynamics_Model

Some of them include ground interaction, icing, etc. And it is all open source.

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