Calculating Aircraft Physics for a Simulation Game

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SUMMARY

The discussion focuses on calculating aircraft physics for a simulation game, specifically addressing drag and rolling resistance. The user is working with a Tornado GR4, with a weight of 13890 kg, thrust of 38.7 kN, and a wing area of 26.6 m². Key formulas discussed include rolling resistance (F = C * Nf) and drag (D = Cd * A * 0.5 * r * V²). The user is advised to use rolling resistance rather than static friction and to correctly interpret weight and mass in calculations, emphasizing that weight is the force due to gravity (Weight = mg).

PREREQUISITES
  • Understanding of basic physics concepts such as force, mass, and weight
  • Familiarity with drag and rolling resistance formulas
  • Knowledge of aircraft specifications and performance metrics
  • Basic mathematical skills for calculations involving units and conversions
NEXT STEPS
  • Research the principles of lift and how they apply to aircraft simulation
  • Learn about the effects of varying air density on drag calculations
  • Explore the concept of thrust-to-weight ratio in aircraft performance
  • Investigate how to implement real-time physics calculations in game development
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Game developers, physics enthusiasts, and anyone interested in creating realistic aircraft simulations will benefit from this discussion.

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I’m attempting to write an aircraft simulation game with believable physics, although it doesn’t have to be precise but I’m having a bit of trouble getting it off the ground so to speak.

When I plug numbers into the drag and rolling resistance formulas, I don’t think I get accurate results, so I must be doing something wrong along the way, as I’m by no means an expert at maths or physics. I’m not looking at lift just yet, but obviously I will at some point.
I’m sure I’m making plenty of silly mistakes, so please correct me where I go wrong. I’ve been attempting to get my head around this for a couple of days but I don’t seem to be making much progress.

For example, let’s take a Tornado GR4 with the following specs:
(http://www.fas.org/man/dod-101/sys/ac/row/tornado.htm)
Weight: 13890kg
Thrust: 38.7kN
Wing area: 26.6m^2

Am I right in thinking I should be looking at rolling resistance rather than static friction in order to get the object (aircraft) moving along the ground?

Rolling resistance: F = C * Nf
Where F is the rolling resistance force
C is the rolling resistance coefficient
Nf is the normal force

Let’s take C to be 0.01 (ordinary car tyres on concrete).

Would the mass of the object be 13890 kg or 13890 / 9.81 = 1415.9 kg?
I’m a bit confused because force in Newtons has the units of kg ms^-2 but mass has the units of kg, although the units given for the weight (force), is in kg? If I were to take 1415.90 kg to be the mass, the normal force (Nf) would be 13890 N (1415.9 * 9.81)? I’m not sure that sounds right though :/

So the force required to get the object moving would have to be greater than 0.01 * 13890 = 138.9N?


For drag: D = Cd * A * 0.5 * r * V^2
Where D is the drag
Cd is the drag coefficient. Say 0.02
A is the reference area (for an aircraft, it’s the wing viewed from above which makes it easier/comparable to calculate the lift?). 26.6 m^2
r is the density of the air. 1.225 kg m^-3 (at sea level)
V is the velocity. Say 44 m^s-1
D = 0.02 * 26.6 * 0.5 * 1.225 * 44^2 = 630.8456 N

So how would I then calculate how much to slow the object down by? This is quite challenging for me as you can probably tell, but I hope to eventually grasp it. I’d appreciate any help that anyone is able to offer :)

Many thanks.
 
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Big problems when the specs list the weight of the aircraft in kilograms. 13890 kg is actually the mass. Weight = mg = 13890(9.8) Newtons. Max takeoff weight is 28000(9.8) N. Adjust rolling friction force accordingly (yes, it's rolling friction, not static or kinetic friction). Your drag formula is based on a certain speed...that should not be max takeoff speed, as drag is dependent on speed, which varies during takeoff...you'd have to use a weighted average speed, since calcs are a bit complex... I'm not sure what you mean by slowing down...F_net = ma, where F_net is the thrust less the friction less the drag.
 

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