Aircraft Simulation for beginners

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Discussion Overview

The discussion revolves around the development of a flight simulator using Blender, focusing on the physics of aircraft flight dynamics, particularly roll calculations. Participants explore various aspects of lift, drag, thrust, and the influence of control surfaces like ailerons, elevators, and rudders on aircraft behavior.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant describes their progress in simulating flight physics, including calculations for lift, drag, thrust, and basic roll dynamics, while seeking assistance with steering physics and flight dynamics.
  • Another participant suggests the importance of mass and moment of inertia in roll calculations, providing a formula for moment of inertia and noting its applicability to rigid bodies.
  • A participant requests clarification on the moment of inertia equation, specifically the meaning of the variables and whether integration is necessary for different sections of the aircraft.
  • Further explanation is provided regarding the summation process for calculating moment of inertia, emphasizing the need for accuracy by considering multiple sections of the aircraft.

Areas of Agreement / Disagreement

Participants generally agree on the relevance of mass and moment of inertia in the context of roll calculations, but there is no consensus on the specifics of how to implement these concepts in the simulation.

Contextual Notes

Participants express uncertainty regarding the integration of different centers of lift and gravity, as well as the accuracy of approximations in their calculations.

Who May Find This Useful

Individuals interested in flight simulation development, physics of flight dynamics, and those looking to understand the mathematical modeling of aircraft behavior may find this discussion beneficial.

eaglestrike
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Hello everyone
For the past 2 years I have slowly and agonisingly tried to make a flight simulator in http://www.blender.org" . I've gotten as far as this (regarding physics):
- got the Lift and Drag calculations
- got the thrust calculations
- got some REALLY basic roll calculations.
It is the the steering physics and flight dynamics I need help with now. I read that ailerons cause roll by deflecting air in certain directions. This causes the net lift to change and makes the aircraft rotate around its longitudinal axis. So I've come up with a whole lot of calculations that calculate the lift on different parts of the wing and calculate the difference in lift, and then use that to create torque. This works. But as I know, this isn't the only variable in aircraft roll... I know inertia is another one, but not much else (http://en.wikipedia.org/wiki/Flight_dynamics). What I need is some very simple but applicable roll calculations that can be used. I'm assuming at the moment that the same calculations can be adapted to work for the elevators and rudder. And as a note I would like to say that I am an eleventh grader with some common sense (hopefully!).
My current resources are:
http://www.auf.asn.au/groundschool/umodule4.html
http://www.av8n.com/how/#contents

Thanks.
 
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Sorry to be of relatively little help, but here is a suggestion. You'll need the mass of the object and its moment of inertia. Moment of inertia, I, can be approximated by I = sum(m_i * r_i ^2, i, 1, N) .

This only applies to rigid bodies, and even then, it's an approximation if the shape of the object is complex enough.

I is analogous to mass as rotational kinematics is to linear kinematics. Perhaps it would be accurate enough to approximate I with the sum written above. Chop the plane up into areas of known mass and center of mass. Then calculate the distance to the center of mass of the plane.
 
I was going to add that. Can you please explain the equation (as what mi is) ... also, will I have to integrate the different centres of the aircraft? as will the centre of lift have to be different altogether than the centre of gravity, or can I balance it with trig??
 
m_i

The subscript i is for index. That means you sum up the each section's mass times distance from the plane's center of mass squared for as many sections of the plane as you want. You then repeat this for each section and add together all the results. You must do the whole plane though, and taking a very small number of sections can be quite inaccurate.
 

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