R/C Plane Simulation Software - Tips & Advice Wanted

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Discussion Overview

The discussion revolves around the development of a simple R/C flight simulator, focusing on the challenges of modeling aerodynamics and the simplifications necessary for effective simulation. Participants share their experiences and seek advice on resources and methodologies for creating such software.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • Mike expresses interest in writing an R/C flight simulator but acknowledges the complexity of aerodynamics and the need for simplifications in simulation software.
  • Cyrus shares his experience with flight simulation and suggests that Mike start by reading books on aircraft stability and controls.
  • Mike reveals his background in general physics and AI-based games, indicating a desire for simplified models to ease into the complexities of flight dynamics.
  • Mike finds a website with pointers but notes the lack of documentation on flight simulation theory.
  • Another participant recommends looking through lecture slides from a Princeton course as a resource for background knowledge.
  • Mike shares equations related to thrust, lift, and drag, questioning their usefulness for a first attempt at simulation.
  • A later reply emphasizes the importance of using actual aerodynamic data sets from wind tunnel or flight tests rather than relying solely on simplified equations.

Areas of Agreement / Disagreement

Participants generally agree on the need for simplifications in simulation but have differing views on the adequacy of simplified equations versus the necessity of using empirical aerodynamic data for accurate modeling. The discussion remains unresolved regarding the best approach to take.

Contextual Notes

There are limitations regarding the assumptions made in the proposed models and the dependency on specific definitions of aerodynamic coefficients. The discussion highlights the challenge of balancing simplicity with accuracy in simulation design.

Who May Find This Useful

This discussion may be useful for individuals interested in flight simulation development, particularly those looking for guidance on aerodynamics and modeling techniques in R/C aircraft simulations.

SwedishWings
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I hope i posted on the right forum...

I've been considering writing a simple(?) R/C flight simulator for quite some time. After reading about aerodynamics i concluded that a simulation software are bound to make great simplifications, and may only model a subset of the actual physics involved. However, there seem to be very little written on the subject, when it comes to good simplified simulation software for planes.

Any pointers would be most welcome. Perhaps there are some GPL projects that has related simulation models?

Thanks in advance,
Mike
 
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SwedishWings said:
I hope i posted on the right forum...

I've been considering writing a simple(?) R/C flight simulator for quite some time. After reading about aerodynamics i concluded that a simulation software are bound to make great simplifications, and may only model a subset of the actual physics involved. However, there seem to be very little written on the subject, when it comes to good simplified simulation software for planes.

Any pointers would be most welcome. Perhaps there are some GPL projects that has related simulation models?

Thanks in advance,
Mike

I do flight simulation. I've made one for a Cessna 172 and a VTOL aircraft. What is your background in flight dynamics? I would start by reading some aircraft stability and controls books to understand what you need to do.
 
Cyrus said:
I do flight simulation. I've made one for a Cessna 172 and a VTOL aircraft. What is your background in flight dynamics? I would start by reading some aircraft stability and controls books to understand what you need to do.

Thanks for your reply Cyrus!

I'm a total rookie on flight dynamics. I have better understanding of general physics, as I've spent a few years working with AI based games and 3D rendering engines. Honestly, after spending about 30 hours on the net reading about aerodynamics, i felt discouraged by the complexity - it appears mankind still don't know exactly why we can fly =)

Indeed, reading a few books on the subject would be a good thing. However, i was hoping to find some shortcuts in terms of simplified, easy to understand, simulation models that would be a good starting point. Perhaps in the long run, simulation could be refined with experience and knowledge.

I found the http://www.rowlhouse.co.uk/sss/index.html" that has some pointers. Unfortunately, very little documentation exists on the actual flight simulation and the theory behind it.

Any help is most welcome!

Thanks,
Mike
 
Last edited by a moderator:
SwedishWings said:
Thanks for your reply Cyrus!

I'm a total rookie on flight dynamics. I have better understanding of general physics, as I've spent a few years working with AI based games and 3D rendering engines. Honestly, after spending about 30 hours on the net reading about aerodynamics, i felt discouraged by the complexity - it appears mankind still don't know exactly why we can fly =)

Indeed, reading a few books on the subject would be a good thing. However, i was hoping to find some shortcuts in terms of simplified, easy to understand, simulation models that would be a good starting point. Perhaps in the long run, simulation could be refined with experience and knowledge.

I found the http://www.rowlhouse.co.uk/sss/index.html" that has some pointers. Unfortunately, very little documentation exists on the actual flight simulation and the theory behind it.

Any help is most welcome!

Thanks,
Mike

Start doing some background by looking through the lecture slides on this website

http://www.princeton.edu/~stengel/MAE331.html

As a first cut, you may want to consider a very simple linearized simulation.
 
Last edited by a moderator:
Cyrus said:
Start doing some background by looking through the lecture slides on this website

http://www.princeton.edu/~stengel/MAE331.html

As a first cut, you may want to consider a very simple linearized simulation.

Thanks a lot!

I have started reading and find it quite easy to follow, though some explanations would help.

I stumbled on some very simple equations on this http://www.grc.nasa.gov/WWW/K-12/airplane/short.html" :

Thrust = m(dot) V
Lift = k V^2 A cl
Drag = k V^2 A cd

where k is Smeaton's coefficient (.00327), cl is the lift coefficient and cd is the drag coefficient.

Are this equations (and some basic Newton stuff) to far simplified for being useful in a first attempt?

/Mike
 
Last edited by a moderator:
SwedishWings said:
Thanks a lot!

I have started reading and find it quite easy to follow, though some explanations would help.

I stumbled on some very simple equations on this http://www.grc.nasa.gov/WWW/K-12/airplane/short.html" :

Thrust = m(dot) V
Lift = k V^2 A cl
Drag = k V^2 A cd

where k is Smeaton's coefficient (.00327), cl is the lift coefficient and cd is the drag coefficient.

Are this equations (and some basic Newton stuff) to far simplified for being useful in a first attempt?

/Mike

What you need are databases of forces (lift, drag, sideforce) and moment (roll,pitch,yaw) aerodynamic data sets (for a given aircraft) if you want a simulation. Note, not values calculated from an equation, actual wind tunnel or flight test data. These need to be a function of angle of attack, airspeed, and body rotation rotes (p,q,r). The simulation will look through the table of values at each time step. This is your aerodynamics model. You will also need a model for the engine, the mass/inertia properties, and the atmosphere.
 
Last edited by a moderator:

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