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## Main Question or Discussion Point

Hello Guys.

Maybe you got in the past some similiar 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:

Greetings and thanks

Wolv3r

Maybe you got in the past some similiar 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