Speed loss per second due to air resistance

AI Thread Summary
The discussion focuses on calculating speed loss due to air resistance for a tank sabot shell, emphasizing the importance of the drag force equation: F_d = 0.5 * ρ * v² * C_d * A. Participants highlight that the drag force changes as the projectile slows down, making instantaneous calculations less reliable. The impact of turbulence and the difference in drag coefficients for subsonic versus supersonic projectiles are also noted, suggesting that a computer simulation may be beneficial for accurate modeling. Ultimately, the conversation concludes that there is no single answer for velocity loss per second, as acceleration varies throughout the projectile's flight. Understanding these dynamics requires setting up a differential equation based on known variables.
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Is there a formula covering this? (not including free fall/gravity)

I have the drag coefficient, velocity and every other variable I think I would need for the object in particular.
 
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What have you tried?
Once you draw a FBD it should become clear..
 
The drag force is the product of the airspeed squared, a coefficient, and the area projected into a plane perpendicular to the wind.
 
NTW said:
The drag force is the product of the airspeed squared, a coefficient, and the area projected into a plane perpendicular to the wind.

So you'd multiply the drag coefficient and the velocity to get the loss per second?
 
No... You get a force... Off the head, the equation is f = 0,5*v2*S*rho*Cd, where v is the airspeed, S the area, rho the air density, and Cd the coefficient of drag.

Concerning the 'loss per second', that depends on the magnitude of the force pushing the thing... If it's equal to the drag, the loss will be zero...
 
NTW said:
No... You get a force... Off the head, the equation is f = 0,5*v2*S*rho*Cd, where v is the airspeed, S the area, rho the air density, and Cd the coefficient of drag.

Concerning the 'loss per second', that depends on the magnitude of the force pushing the thing... If it's equal to the drag, the loss will be zero...

It's for a tank sabot shell, so once fired there wouldn't be any further force pushing it, if that changes anything?
 
Not easy... The sabot will be probably be 'sucked' by the wake of the shell during the first meters of flight, and that suckimg could be a significant force. And there will be probably a tremendous supersonic turbulence there, ... A simple calculation, with equations as the one in the post above, will probably give results that are far from real...
 
NTW said:
Not easy... The sabot will be probably be 'sucked' by the wake of the shell during the first meters of flight, and that suckimg could be a significant force. And there will be probably a tremendous supersonic turbulence there, ... A simple calculation, with equations as the one in the post above, will probably give results that are far from real...

Yes from what I've read it affects the drag coefficient and I intend to use a ballistic table for a similar shaped bullet to model it on.

I just need the equation to calculate the speed lost per second due to drag.
 
otester said:
I just need the equation to calculate the speed lost per second due to drag.

Do you know Newtons second law?

Have you drawn a FBD?
 
  • #10
billy_joule said:
Do you know Newtons second law?

Have you drawn a FBD?

I drew it and I think I get it now.

Drag force is 408N.

Using force formula (a=f/m), force = 408N, mass = 3.6kg, the deceleration would be 113 m/s ?
 
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  • #11
Assuming your drag force is correct that looks right. Though, you'd lose marks for incorrect units.

Remember, your result is only valid instantaneously, in the next instant the bullet will be traveling slower; the drag force has changed so the deceleration will too.
 
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  • #12
billy_joule said:
Assuming your drag force is correct that looks right. Though, you'd lose marks for incorrect units.

Remember, your result is only valid instantaneously, in the next instant the bullet will be traveling slower; the drag force has changed so the deceleration will too.

Thank you for your help.

Also by incorrect units it should be 113m/s2 ?
 
  • #13
You are welcome. Yes that's the correct acceleration unit
 
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  • #14
NTW said:
And there will be probably a tremendous supersonic turbulence there, ... A simple calculation, with equations as the one in the post above, will probably give results that are far from real...

Once the shell leaves the area dominated by the plume of propellant gases coming from the barrel, turbukence will likely play no role.

More concerning is that the drag coefficient will be substantially different for a subsonic vs. a supersonic projectile.
 
  • #15
Turbulence will come not only from the plume of propellant gas, but from the wake of the shell... And the sabot will probably tumble after parting from the shell... This sabot thing would be a good candidate for a computer simulation.
 
  • #16
NTW said:
Turbulence will come not only from the plume of propellant gas, but from the wake of the shell... And the sabot will probably tumble after parting from the shell... This sabot thing would be a good candidate for a computer simulation.

In a supersonic flow, any of that nonsense occurring behind the projectile does not matter, as information about that flow field (in the form of pressure waves) cannot propagate through the air toward the shell faster than it is already traveling through the air (since it is supersonic in this case). The shell itself is rather small and unlikely to have a turbulent boundary layer, particularly if it is supersonic.

Additionally, the sabot would lose energy much more rapidly and fall away, meaning there is a sizable distance over which the projectile travels in which the only effect is its own motion. That region is the vast majority of the flight path.

Of course the bottom line here is that there is no single answer for how much velocity per second is lost during flight, as the acceleration will not be constant. With some reasonable assumptions, you could set up a pretty simple differential equation to solve to figure out the time history of the velocity over some time frame of interest assuming you know the drag coefficient already.

The drag force is equal to the mass times acceleration of the projectile.
F_d = \dfrac{1}{2} \rho v^2 C_d A = m_p \dfrac{dv}{dt}
\dfrac{dv}{dt} = \dfrac{\rho C_d A}{2 m_p} v^2

Assuming all of the constants there are truly constant, then that is easily solvable.
 
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