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Soulfreak

How to create a accurate Flight-model in the TK-Serie?

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Okay my friends I was thinking about *.ini-editing. And there

comes one question in my mind.

How can be built a accurate (real) Flightmodel for a new plane???

i have searched, but found nothing that awnsers my question.

where comes the the reference from for the flight model? etc. questions about questions... :blink:

I hope some one can tell me! :biggrin:

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Okay my friends I was thinking about *.ini-editing. And there

comes one question in my mind.

How can be built a accurate (real) Flightmodel for a new plane???

i have searched, but found nothing that awnsers my question.

where comes the the reference from for the flight model? etc. questions about questions... :blink:

I hope some one can tell me! :biggrin:

 

It all starts with research:

 

For a start, you'll need empty weights (in kg), thrust (in nm), fuel capacity (in kg). Then you'll need wing & horizontal stab span dimensions, along with , root, tip, & centerline chords. You'll also require leading edge sweep angles, and lifting surface areas.

 

Then after performing the necessary calculations, you'll have a baseline that still requires tweaking (lift and drag tables, etc).

 

Next, plug in the stall values , which are best obtained from flight manuals (if possible), though most Russkie birds have the values denoted on their AoA gages....very thougtful of them :biggrin:

 

I strongly suggest that you download Kreelin's aeroconvert. Its in our downloads section.

 

PM me if you need any help.

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Thank you Fubar!

That helps me a lot. :good:

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Learn how to use DATCOM+

 

It is capable of generating very good numbers at speeds less than Mach 0.6 and greater than Mach 1.5

Stock Third Wire FMs have many aerodynamic co-efficient tables based on Mach variation with a base number and 7 multiplier values at Mach 0.4 intervals ranging from 0.0 to 2.4

Normally, Mach 0.4 is used as the reference with a value of 1.0, so if DATCOM+ will give you good data for Mach 0.4, you are off to a very good start: you will have your base co-efficients.

If the aircraft is in the Mach 2 class or faster, DATCOM+ might be able to give you good data at Mach 1.6, Mach 2.0, and Mach 2.4, this would give you 4 of the 7 values you need for any one table.

You can plot Mach 0.1, Mach 0.2, and Mach 0.3 with DATCOM+ so you can approximate the Mach 0.0 values (or perhaps use Mach 0.001 or lower to get a good set), then you have 5 of 7.

The transonic range is tricky and for the most part DATOM+ will not handle it, so you will have to make some educated guesses (looking at existing FMs of aircraft with similar geometry for trends could allow you to fair in some useful pproximations) or get real world data if available.

 

Building the initial DATCOM profile is a tedious, error-prone process, but once you have a valid profile that models the aircraft as well as DATCOM can model it, it will reward you will tons of data.

This data is based on empirical models and is prone to errors, but will give you a starting point for a lot of numbers that you have no other way of estimating.

 

This is a labor intensive process, but has the best chance of producing an accurate FM short of using wind tunnel testing or actual flight data.

 

Alternatively, most FM developers start with a reasonable FM from a similar aircraft and tweak from there until they get the results they expect.

Tweaking sounds easier and faster, but:

1) You still have to learn what all the numbers mean so that you know what numbers to tweak and possible side effects that may occur when any value has been tweaked.

2) The principal way to test each tweak is to fly the aircraft in-game. Despite having a lot less research involved (compared to getting the values needed to build a good DATCOM+ profile), this is really more time-consuming and labor intensive than the above DATCOM+ approach.

 

No matter which path you take, if you are able to produce a decent flyable FM that also produces reasonably accurate and realistic in-game performance, you will have become part of a very elite minority in the Third Wire modding community. FM modders are few and far between since you have to know a lot of math, understand the functions of the various aerodynamic co-efficients, and have plenty of time for research and testing.

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