Modeling a wingsuit base jumper's speed

Click For Summary
SUMMARY

The discussion focuses on modeling the speed of a wingsuit base jumper using physics equations. Key equations include Fgravity = m*g, Ffriction = k*A*v^2, and the relationship between acceleration, velocity, and time. The analysis distinguishes between three phases of the jump: free fall for the first 7 seconds, wingsuit flight until 67 seconds, and parachute deployment thereafter. The forces acting on the jumper, including lift and drag, are influenced by the jumper's speed, angle of attack, and body shape, necessitating detailed analysis for accurate simulation.

PREREQUISITES
  • Understanding of basic physics concepts such as force, acceleration, and motion.
  • Familiarity with aerodynamic principles, including lift and drag.
  • Knowledge of mathematical modeling techniques for simulations.
  • Experience with programming for physics simulations, particularly in relation to time-stepping methods.
NEXT STEPS
  • Explore aerodynamic modeling techniques for wingsuits and parachutes.
  • Learn about computational fluid dynamics (CFD) for simulating airflow around objects.
  • Investigate the effects of angle of attack on lift and drag coefficients.
  • Study numerical methods for solving differential equations in physics simulations.
USEFUL FOR

Aerodynamics engineers, physics students, simulation developers, and enthusiasts interested in extreme sports dynamics will benefit from this discussion.

v42Waeger
Messages
1
Reaction score
0
Homework Statement
Model a base jumper based of a video in which is clear he has three phases the first is a free fall for 7 seconds, then he opens the wings of his suit which causes more fricition and continues to 'fly' for a whole minute at 125mph speed and at last he opens his parachute till he reaches the ground.
Relevant Equations
any formulas related to gravity and fricition which are needed to model the movement in the program.
Fgravity = m*g
Ffriction = k*A*v^2
Ftotal = Fgravity - Ffriction
a = Ftotal/m
v = v+a*dt

if t<7 then Fgravity>Ffriction
if 7<t<67 then v =55,88 (meters per second)
if t>67 then A = 45 (square meter)
if t>67 then Fgravity<Ffriction

the t defines the seconds the first 7 seconds are the free fall (phase 1) then till 67 seconds into the movement he 'flies' and after that he opens his parachute. This is not the exact way i put it in the program but the way i translated it to english.
 
Physics news on Phys.org
unfortunately reality is more complicated. During both the wing suit portion and the parachute portion (unless it’s an ancient dumb parachute) he really is flying. By flying I mean that the wing suit and parachute generate a force which is in a significantly different direction than just opposed to the direction of motion through the air. In this case you need to think more like an airplane rather than just free fall with drag.

You know the force of gravity. You don’t have any power, so there is no thrust. That leaves the force generated by the flow of the relative wind over the airfoil and body. In analyzing flight, the force of the wings (and fuselage, or in this case body) is generally broken into two pieces: one component in the direction opposite the direction of motion through the air called drag, and a component perpendicular to the motion called lift. The amount of drag and lift depend on the speed of the body through the air, the angle of attack (how the body or wing is angled relative to the relative wind) and, of course, the shape of the body and/or wing. It takes a lot of analysis to relate the relative wind speed and the angle of attack to lift and drag. For a simulation you would need tables relating these. The shape can also cause torques. This is how you fly. The pilot alters the shape creating an imbalance of force about the center of gravity resulting in torques that allow him to roll, pitch, and yaw. Again, careful analysis or measurement are required to relate shape changes to torques, and these must be determined over the full range of speed and angle of attack parameters.

Anyhow, if you can determine the lift and drag and torque for a variety of shape configurations, relative wind speeds, and angles of attack, (not easy) then it is a relatively simple matter to calculate linear and angular accelerations and continue in small steps through time.
 

Similar threads

Replies
23
Views
2K
  • · Replies 64 ·
3
Replies
64
Views
5K
  • · Replies 15 ·
Replies
15
Views
4K
  • · Replies 2 ·
Replies
2
Views
2K
Replies
17
Views
2K
  • · Replies 7 ·
Replies
7
Views
2K
  • · Replies 49 ·
2
Replies
49
Views
5K
Replies
4
Views
6K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 3 ·
Replies
3
Views
9K