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mustang60348

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Posts posted by mustang60348


  1. CL was calculated when you introduced the required values into the application. The output was a set CLa value at the Mach value you've inputed. That is what the game needs to read in order to interpret the data.

     

    Lift varies with Mach level. Do you understand now?

     

     

    Which values are you referring to when you say "when you introduced the required values into the application".

     

    This is what is confusing me about the AeroConv application: When you enter CLa calcul, you enter Surface, Span, Ctip, Croot, LE Angle and Mach.

     

    Now CLa, is the Coeffecient of Lift , which should need Lift, V2, S and P (density). Yet you never enter, Density or Lift into that application. So how does it give you CLa.


  2. LOL.....are you serious? Think of the statement you've just made, and you'll find the answer.

     

     

    I don't see what you are saying, everything I have read says that CLa varies on an airfoil with alpha, NOT with mach. Lift varies with speed (as well as area, density and CLa) but NOT CLa.

     

    What am I missing here.

     

    After reading again.

     

    Perhaps this is why it varies with Mach

     

    Cl = 1/2(L/S*P*V2*)

     

    where

    L = Lift

    S = Area of the wing

    P = Density

    V2 = Velocity squared

     

    Is this what you are referring to.

     

    The confusing part is that L isn't solved for without knowing CL, which would appear to be a circular formula.

     

    How can the game solve for L without knowing CL and therefore you can't solve for CL.


  3. CD is the coefficient of drag. CDa is the Coefficient of Drag as determined by alpha , and is not to be confused with CD0, which is at zero lift. For the most part, CDa is a seldom used variable.

     

    After lots of reading, I am very confused by CLa, from my 'research' , CLa is Coeffecient of Lift, which is determined in a wind tunnel (in real life) and varies by Alpha. If this is the case, WHY in the game is there a CLa table based on Mach, since CLa doesn't change with Mach, but in fact changes by Alpha.


  4. If i recall it correctly from class, the Cla of an ideal infinite wing is 2Pi per radial.

     

    There is a correction for a finite wing based on aspect ratio, but i can't remember it. I will see if I can find it in my books somewhere.

     

     

    That doesn't sound right because it will vary with shape of the wing. Now, unless the definition of a finite one is based on a specific shape.

     

    As far as I can tell, the only way to get CLa is from wind tunnel testing and creating a lift curve vs Alpha for that airfoil. Same goes for CDa (Coeffecient of Drag)


  5. If you're referring to Kreelin's AeroConvert, I'd assume it to be an average of several airfoils. If you try several airfoil types in JavaFoil, you'll see that while CL0 may change appreciably among various airfoils, CLa seems to be more dependent on the wing's geometry itself.

     

    Yes, CLa, of course is the Coeffecient of Lift (at Alpha) and is determined by wind tunnel testing so I wonder how he is gettting his numbers for CLa


  6. I want to add my vote for Mustang's videos being the greatest thing since 'Girls Gone Wild.'

     

    With those videos and some pointers from Capun who helped me figure out getting the models into the game and most importantly filled in the blanks on how to put the skins on the models I can now add my small part to the community.

     

    Many thanks

     

    TD

     

    Thanks for the kind words

     

     

    I just thought, perhaps I could put out a series of "Mustang gone wild", I am a 46 year old grey haired man, Would anyone like to see that.

     

     

     

    :)

     

     

    I didn't think so. I could probably make lots of money from people who DON'T want to see that.


  7. Now, for your first assignment, I want the you to find the CLa, mac, and Ymac values for this aircraft. I will give you two freebies, the wingspan is 10.06 meters...you should be able to calculate the other values off that. 35 degrees is the leading edge sweep value.

     

    I have come up with CLa = 4.03, mac = 2.33, Ymac = 2.23

     

    I used 3.0 meters for Root Chord and 1.5 for Tip (based on the size of the picture and scale)

     

    How close am I


  8. Go for it Ed :biggrin: As I did it for AIRTEVRON guys (the first and the last FM makers team) I didn't write any docs on how to use it

     

    Would you consider , putting up a simple post to explain what each input is.

     

    For example

     

    I know CLa (Coefficient of Lift at Alpha) <- Correct

    CL (Lift Coefficient)

     

    But what is GRAVITY (in terms of this program) , is it a standard value,

    What about N (for calculating CL)


  9. In that case, thank you VERY much for making those videos. They're lifesavers! :)

     

    You are most welcome, I have gotten some excellent emails over the last couple of years about them. A fair number of people have found them to be an excellent introduction to modelling aircraft that they haven't found anywhere else.

     

    Most modelling tuts are for characters or weapons etc and while those are helpfull, it doesn't help the total newbie much for getting into aircraft modelling.

     

    What has been most satisfying for me is seeing someone who has never used a 3d program before, release a model into games like WOE/WOV/SF or FS series and it looks really good.


  10. I have not done FM's in a while since we have an FM expert in the team. But here's some sites that may be useful if you don't have them already

    Also look at the AvHistory.org 1% data files for some info. They are now using DATCOM (there is a free electronic version now) as the starting point.

     

    Airfoil Database

     

    Airfoil Data

     

    NACA-NASA

     

    NASA tools

     

    If I run into more info I'll post it

     

    BTW, are you "the" Mustang who did the modeling video tutorials a few years back?

     

     

    Thanks for the info.

     

    Yup, this is the same mustang that did the tuts.


  11. If I remember correctly from Boopidoo's Su-15 and wpnssgt's MiG-25's, the dragchute deploys as part of the speedbrake animation, however, it gives the effect of being authentic by using a command line something like:

     

    DeployWhenOnGround=TRUE

     

    You'd have to check exactly what it is though.

     

    I tried these things and for some reason when I put in that line, it won't animate anymore. It will animate if I leave it out BUT of course now the thing deploys in the air.


  12. Ahhhhh I see now.

     

    Good idea and good luck if you get it to work. I don't know about most users but anything in this community that tries to do it for me, I shy away from. Too many chances to screw up my install. Even the Mirage factory auto installers I point to a blank folder on the desktop and drop it in there first.

     

     

    Normally I agree, but this release needs this.


  13. Why?

     

    I am writing an installer for an aircraft release. It has custom weapons and I want it to be 100% seamless for the users therefore I don't the users to have to edit any files, or manipulate .ini files in way.

     

    Of course I don't want it to interfere with any other installations either. My theory being that I will load the current weapondata.ini , add my custom stuff to the end, read the last weapon number, make the appropriate changes to the ini and then create the .dat file from that.

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