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Physics of air vs water

2,911 mojoyup  5.5 years ago

I studied acoustical engineering for many years both military and civilian, and one thing I noticed is aside from density and mass of particles, air is quite similar to water in simulation whereas both can be estimated for calculated physical manipulation by use of fluid dynamics. I tested a fuselage, about 20ft long with nothing else, from mid air with front end dead weight, and/or changing massScale methods for COM.
The model verified COM changed, yet in any change of density and mass in the active simulation while in the air, the front end (where I made the change) did not fall faster (heavier) than the rest of the model. No change in bubble, or model angle. It still fell flat no matter until a wing is added.

This tells me that somewhere in the calculations for the air physics, something is missing. In the water, as expected, the front dropped right away when it hit, telling me the mass in the front was in fact heavier as expected.

Developer, and/or others.....any thoughts on this?

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    2,911 mojoyup

    @randomusername The focus here is fuselage and airfoil, where I noticed the differences in water versus air, where there should be some similarities in resistance factors. There is none in the air for some parts that are vital to great designs and accurate ones. In any object that contains air speed/velocity profile in an active environment with gravitational force, there should be resistance that calculates for lift and drag, just as with the wings. All parts should have an independent affect on air, yet they do not. Only certain parts do. All parts should also, act as a single object when combined, which I think they do ok on. That is the possible update I expressed. It is not a design question, but a behind the scenes change that is in attention.

    5.5 years ago
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    2,911 mojoyup

    @randomusername I can design very well using the game physics. Absolutely well. That is not the question. The focus seemed to have shifted here. My concern is not what the game can do, but what the game cannot do, yet should.

    5.5 years ago
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    2,911 mojoyup

    @randomusername Airbrakes to propel....thats something to see :p. But yeah, I know what you mean, the COL can be left if COM is changed using structural or whatever has the same effect, as long as that COM is just above COL etc. It does work great for sure! Im just gonna have to play around with it more. Either way, its still fun to play around with :) Thanks again for the insight btw!

    5.5 years ago
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    2,911 mojoyup

    https://www.simpleplanes.com/a/w61o2j/physicsTest This is the test objects I have so far. To anyone, tell me what this means to you. If you notice the shape of the fuselage in the first two parts, where it flattens in the front, at any forward speed, that should rise if physics were right. Since not, I am trying to find a way to make it more realistic without anything changing much. :/ What got me doing this was noticing the COM was off realtime when testing actual models I built for fun. Not by too much but as we all know COM is HUGE. Anyhow, thoughts always welcome.

    5.5 years ago
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    2,911 mojoyup

    I see that structural panels create some change, though it, as with any block in the game, is still independent of full body physics. Prob not possible for what I ask which then leads me to believe I should steer from fuselage blocks, and build only with those that have natural lift. Which is kinda cool and challenging though :P

    5.5 years ago
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    2,911 mojoyup

    @randomusername From what I can see, rotators only change COM. In order to have any kind of air phsyics, the COL has to be manipulated when adding the part. Therefore, that does not solve it (yet). Going to see what parts can manipulate COL without doing/having to many unnecessary parts and see how the flight/fall works from there. Though, I doubt it will cause any fuselage, still, to generate a realistic flight/fall naturally regardless. I believe that all parts should be able to manipulate COL, as they would in real life....even a ball does such. Throw a ball spinning backwards very fast off a high level, and it will generate lift as well. THATS the kind of physics we need.

    5.5 years ago
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    2,911 mojoyup

    So, in the game (rather than real physics), all you have to do is have a pivot point for the fuselage then, correct? That way the game has something to calculate? IF so, How else, other than the cockpit, can this be achieved in game? I have attached the cockpit to the testing, and still there is no air resistance in relation to speed, therefore, without resistance values, lift and drag cannot be calculated realtime. It seems that in the game creation, only calculations were added to parts described as "Wing", whereas the fuselage is described with "fuselage-body" etc. Could/would you be able to create a fuselage with no wing attachments that shows air resistance in flight, and create a download for it? If so, that would be superb. @randomusername

    5.5 years ago
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    Cool

    5.5 years ago
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    16.4k ThePrototype

    Very interesting

    5.5 years ago
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    32.3k CRJ900Pilot

    No problem! Glad to help @mojoyup

    5.5 years ago
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    2,911 mojoyup

    @CRJ900Pilot Roger that, thank you

    5.5 years ago
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    32.3k CRJ900Pilot

    If you would like me or anyone else to receive a notification you have to click the “reply” button. This gives the other player a red notification button at the top of the screen right next to their username @mojoyup

    5.5 years ago
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    2,911 mojoyup

    It seems that COM and COL are not connected in the air, when they should have direct connection to each others physical environmental differences. COL seems to the be main (possibly only) factor in weight distribution of the plane, and/or any object really.

    5.5 years ago
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    32.3k CRJ900Pilot

    Yeah this is interesting

    5.5 years ago