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Irrealistic use of Drag and what can be done.

13.5k GeneralCorpInc  one month ago

Since the time i started making vehicles, i was more and more aiming at making realistic vehicles. And with realistic come realistic reactions. The main problem was and still is drag.

It work unstable, getting randomly and stupidly high and get almost negative at airliner's altitude. Practicly no realism.

Thus, i was searching for a way to counter the irrealism. I found that for someone, the drag points, in the game, relates to 0.001045 in Drag Coeficient (Cd). I tried to closen up a bit with the turbo prop i am making, falling from 2200 drag points, to 780 drag point (i had to get at 58 drag points for 0,055 in "Irl drag corespondent.") I did it, and my prop went up from 515 to 953kph. Insane. It doesn't work that way then.

With this, i went back to 2180 drag points for 652kph. The top speed with wep.

Now, i came up with an idea. What if we reduced the engine's input depending on IAS's speed with reduced drag for realistic fineness speed and ratio. Fineness speed is like X distance for 1 X fall. Like 12m per meter of fall. This happens with a specific speed at specific angle.

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    After a little visit of FT server, i found out that it was not enough to just multiply Drag points by 0,001045. It had also to be divided by the wing surface. That then show us the drag coeficient Cd.

    Pinned one month ago
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    Oh wait, yeah I see where I'm wrong. If I use TAS, I'm measuring my total speed of the aircraft, which also includes my descent rate. WNP's code makes it only show the horizontal speed of the aircraft so it's more accurate. Okay, I'll probably use that from now on 😅@SilverStar

    +2 one month ago
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    @SilverStar i only added the last 2 lines

    one month ago
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    16.6k SilverStar

    @GeneralCorpInc Yes, you didn't have read right. Anyway you have edited your comment

    +1 one month ago
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    @SilverStar that's for ground speed. But it isn't used except for americans to say "am faster higher!"

    one month ago
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    16.6k SilverStar

    @GeneralCorpInc No. Only front axis for airspeed, not front and vertical.

    +1 one month ago
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    @SilverStar for glide ration you need front and vertical axes since glide ration depends on distance traveled horisontaly (front axe) per altitude lost (vertical axe).

    And since it depends one these two, plus the low speed, AoA is not 0, it cannot work only with TAS.

    one month ago
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    16.6k SilverStar

    @jamesPLANESii Of course but why would you measure a glide ratio with wind ?
    I'm talking about his formula because yours counts the airspeed on the 3 axes, but you need only one for the glide ratio.

    +1 one month ago
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    @SilverStar That first half is the equation to find velocity, and it also doesn't account for wind. You might aswell just use TAS

    +1 one month ago
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    16.6k SilverStar

    @jamesPLANESii Can I suggest you to use
    -sqrt(pow(rate(Latitude),2) + pow(rate(Longitude),2))/rate(Altitude) (credits WNP78)

    +1 one month ago
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    41.7k Dissent3R

    @GeneralCorpInc for the engines I basically just set the power to the real life counter parts, for example the GE90 115B generates around 115KLBS of thrust so I adjusted the engines power till I got a power to weight of about 0.522 (weight around 440KLBS), as for the acceleration I just adjusted it's throttleResponse value till it took off in the same time as a real 777 at that weight (say about 40 seconds). This method I've always used for my jet engines.


    Other than that, thanks for the glide ratio method, sounds solid, can't wait to use it

    +1 one month ago
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    @Dissent3R you just gotta see how many drag points are making the plane get the same glide ratio as the IRL one, then work on the engine to make it fly at realistic speeds.

    For instance, at 2180 DP, i had 650kph. Falling now at 780, i got a 12 to 1 glide ratio, but speed reached 953kph.

    I made then the engine's input divide by the IAS speed.
    Now, it got me again at 650kph top speed with same 780 DP.
    Here is what it make (turboprop):
    (Throttle)/(1+(IAS*0.01))
    The full one is quite heavy, but only this part count really in this case.
    --> the 0.01 was after some tests, i found it was tge right thing to multiply with for the top speed i wanted.

    one month ago
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    55.6k PlaneFlightX

    @Dissent3R I have no clue; all my stuff is fictional with irl inspiration because I suck at making replicas; I like building for fun and doing whatever is easiest in SP

    +1 one month ago
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    55.6k PlaneFlightX

    @jamesPLANESii good question

    +1 one month ago
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    41.7k Dissent3R

    @PlaneFlightX how many drag points should a 777 have, been playing with it for ages now but it still flies awkwardly

    +1 one month ago
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    44.1k Graingy

    @jamesPLANESii ... I may be stupid.

    +1 one month ago
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    @PlaneFlightX What's your glide ratio?

    +1 one month ago
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    TAS / rate(Altitude) @Graingy

    +2 one month ago
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    55.6k PlaneFlightX

    @jamesPLANESii mine's kinda of an abomination. Engine power increases with speed and altitude and I plucked some random dragScale value and put in on the one part with drag. It works and I haven't touched it in 2 years

    +1 one month ago
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    44.1k Graingy

    @jamesPLANESii How do you work out the glide ratio?

    +1 one month ago
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    Yeah that's how I do it. Set drag for a realistic glide ratio (tested with Autopilot, it's surprisingly good at this), set engine power for a realistic climb rate, and then it usually works out for a realistic cruise speed too.

    +1 one month ago