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[2.01] Physics is an absolute mess.
2017-08-10, 04:02 PM (This post was last modified: 2017-08-10 04:04 PM by Richard Dastardly.)
Post: #11
RE: [2.01] Physics is an absolute mess.
Well, the OP is certainly onto something - tried a previously working plane which left alone ended up at 1700m ( where it's propulsion was mostly useless - uses dediblades so not *completely* even though it really should be ). At that point it started falling *upwards* & was a real pain to bring back to useful altitudes. Once it's combat AI kicks in it works just fine though, even without removing wing pieces.

The problem is most FtD aircraft rely on thrusters to maneuver ( not least because the default AI does some wierd stuff in turns ), so balancing is not something done much. I was quite surprised when I ended up with a plane which didn't need thrusters, it doesn't take much fiddling with it to unbalance it though...

Also, some ( real ) planes may fly with the fuselage angled down in certain parts of the envelope, doesn't mean the overall wing AoA ( if you include flaps ) is negative though.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Update: Heavy & light tanks 07/04/18 for 2.1. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
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2017-08-11, 04:35 PM
Post: #12
RE: [2.01] Physics is an absolute mess.
Seems like the wings are generating lift no matter what angle they are at?

A simple wing lift model will have lift coefficient proportional to angle of attack, until say 15 degrees when it stalls, then only generating a small amount of lift, all multiplied by velocity squared.

A simple wing drag model will be a small amount of base drag coefficient + lift coefficient^2/(wing efficiency fudge factor, say 5), until stall when drag is increased by a lot, all multiplied by v^2.

Trust me, I has degree in aerodynamics XD.
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