How can I accurately calculate the lift coefficient for my paper plane's wing?

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SUMMARY

The discussion focuses on accurately calculating the lift coefficient for a paper plane's wing in a game development context. The user, Wolv3r, outlines the equations for trust, drag, lift, gravity, and velocity, seeking clarity on the lift coefficient calculation using angle of attack (aoa). The formula presented is Cl = Cl(2d slope) * (AR/AR+2)*aoa, where Cl(2d slope) represents the lift coefficient for a two-dimensional wing, and AR denotes the aspect ratio. The conversation emphasizes the unique aerodynamic characteristics of paper airplanes, which behave more like gliders than powered aircraft.

PREREQUISITES
  • Understanding of aerodynamic principles, specifically lift and drag.
  • Familiarity with the concept of angle of attack (aoa).
  • Knowledge of aspect ratio (AR) in wing design.
  • Basic physics of motion, including forces acting on an object in flight.
NEXT STEPS
  • Research the lift coefficient (Cl) for various wing shapes and configurations.
  • Explore the relationship between angle of attack (aoa) and lift generation.
  • Study the aerodynamic characteristics of gliders compared to powered aircraft.
  • Examine the effects of aspect ratio (AR) on flight performance and stability.
USEFUL FOR

This discussion is beneficial for game developers, aerodynamics enthusiasts, and anyone interested in simulating realistic flight physics for paper airplanes or similar lightweight gliders.

Wolv3r
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Hello Guys.

Maybe you got in the past some similar questions :)

I'm a game developer and I'm programming a game with a paper plane and I want to achieve a nearly real physic.

What I got so far:

trust = the speed when I throw the paper plane.
drag = dragcoefficient * airdensity * trust² * surface / 2
lift = 0.5 * airdensity * velocity² * wingarea * lift coefficient
gravity = weight * 9.822 / (24 frames per seconds)
velocity = trust - drag - lift + gravity

So, my problem now is this:

  • the correct lift coefficient:
    How can I calculate the lift coefficient with aoa? Here on this forum I found the following formula:
    Cl = Cl(2d slope) * (AR/AR+2)*aoa

    But what is 2d slope, and how can I calculate the Cl when I don't have the Cl? And what is AR?
  • When I throw the paper plane, and it's moving upwards, the speed is increasing. But it must be decreasing:
    I know, that I calculate the lift into velocity. So it must be increasing. But how is it in reality?

Greetings and thanks

Wolv3r
 
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Paper airplanes (at least the ones I use) have no internal thrust; no motors, engines, or propellers. They are therefore more like gliders and less like true powered airplanes. This means that unless they hit an up-drafting air current which externally provides lift, the paper airplane can only fall over the long-term. It can momentarily ascend as part of its overall downward path, but only at the expense of its forward momentum. It momentarily exchanges kinetic energy for gravitational potential energy (like a pendulum).
 
The 2d slope is the CL versus AOA curve for a 2d (idealized) wing, which would be similar to a wing with infinite span. AR is aspect ratio, the (wing span) / (wing chord). Link to a web page about paper airplanes:

http://paperplane.org/Aerodynamics/paero.htm
 

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