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Charts for AoA and Mach Lift and/or Drag Curves


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Right,

I don't know if anybody's made them yet, but it wouldn't be difficult.

DRAG_TIP

{

key = 0 1 0 0

key = 25 1 0 0

}

DRAG_SURFACE

{

key = 0 0.02 0 0

key = 0.85 0.02 0 0

key = 0.9 0.0152439 -0.07942077 -0.07942077

key = 1.1 0.0025 -0.005279571 -0.001936768

key = 2 0.002083333 -2.314833E-05 -2.314833E-05

key = 5 0.003333333 -0.000180556 -0.000180556

key = 25 0.001428571 -7.14286E-05 0

}

DRAG_TAIL

{

key = 0 1 0 0

key = 0.85 1 0 0

key = 1.1 0.25 -0.02215106 -0.02487721

key = 1.4 0.22 -0.03391732 -0.03391732

key = 5 0.15 -0.001198566 -0.001198566

key = 25 0.14 0 0

}

DRAG_MULTIPLIER

{

key = 0 0.5 0 0

key = 0.85 0.5 0 0

key = 1.1 1.3 0 -0.008100224

key = 2 0.7 -0.1104858 -0.1104858

key = 5 0.6 0 0

key = 10 0.85 0.02198264 0.02198264

key = 14 0.9 0.007694946 0.007694946

key = 25 0.95 0 0

}

DRAG_CD

{

key = 0.05 0.0025 0.15 0.15

key = 0.15 0.0225 0.3 0.3

key = 0.25 0.0625 0.5 0.5

key = 0.35 0.1225 0.7 0.7

key = 0.45 0.2025 0.9 0.9

key = 0.55 0.3025 1.1 1.1

key = 0.65 0.4225 1.3 1.3

key = 0.75 0.5625 1.5 1.5

key = 0.8 0.66 2.3775 2.3775

key = 0.85 0.8 2.733777 2.733777

key = 0.9 0.89 1.1 1.1

key = 1 1 1 1

}

LIFTING_SURFACE_CURVES

{

LIFTING_SURFACE

{

name = Default

lift

{

key = 0 0 0 1.965926

key = 0.258819 0.5114774 1.990092 1.905806

key = 0.5 0.9026583 0.7074468 -0.7074468

key = 0.7071068 0.5926583 -2.087948 -1.990095

key = 1 0 -2.014386 -2.014386

}

liftMach

{

key = 0 1 0 0

key = 0.3 0.5 -1.671345 -0.8273422

key = 1 0.125 -0.0005291355 -0.02625772

key = 5 0.0625 0 0

key = 25 0.05 0 0

}

drag

{

key = 0 0.01 0 0

key = 0.3420201 0.06 0.1750731 0.1750731

key = 0.5 0.24 2.60928 2.60928

key = 0.7071068 1.7 3.349777 3.349777

key = 1 2.4 1.387938 0

}

dragMach

{

key = 0 0.35 0 -0.8463008

key = 0.15 0.125 0 0

key = 0.9 0.275 0.541598 0.541598

key = 1.1 0.75 0 0

key = 1.4 0.4 -0.3626955 -0.3626955

key = 1.6 0.35 -0.1545923 -0.1545923

key = 2 0.3 -0.09013031 -0.09013031

key = 5 0.22 0 0

key = 25 0.3 0.0006807274 0

}

}

LIFTING_SURFACE

{

name = BodyLift

lift

{

key = 0 0 0 1.975376

key = 0.309017 0.5877852 1.565065 1.565065

key = 0.5877852 0.9510565 0.735902 0.735902

key = 0.7071068 1 0 0

key = 0.8910065 0.809017 -2.70827 -2.70827

key = 1 0 -11.06124 0

}

liftMach

{

key = 0.3 0.167 0 0

key = 0.8 0.167 0 -0.3904104

key = 1 0.125 -0.0005291355 -0.02625772

key = 5 0.0625 0 0

key = 25 0.05 0 0

}

drag

{

key = 0 0 0 0

}

dragMach

{

key = 0 0 0 0

}

}

LIFTING_SURFACE

{

name = SpeedBrake

lift

{

key = 0 0 0 0

}

liftMach

{

key = 0 0 0 0

}

drag

{

key = 0 0.01 0 0

key = 0.3420201 0.06 0.1750731 0.1750731

key = 0.5 0.24 2.60928 2.60928

key = 0.7071068 1.7 3.349777 3.349777

key = 1 2.4 1.387938 0

}

dragMach

{

key = 0 0.35 0 -0.8463008

key = 0.15 0.125 0 0

key = 0.9 0.275 0.541598 0.541598

key = 1.1 0.75 0 0

key = 1.4 0.4 -0.3626955 -0.3626955

key = 1.6 0.35 -0.1545923 -0.1545923

key = 2 0.3 -0.09013031 -0.09013031

key = 5 0.22 0 0

key = 25 0.3 0.0006807274 0

}

}

}

The curves that end at 25 refer to Mach and the curves that end at 1 refer to atmospheric density.

Best,

-Slashy

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I don't think charts can be made for AoA since the AoA depends more on the craft. I've made aircraft with an AoA of nearly 40 degrees, and other more recent ones with an AoA of less than 3 degrees.

However generally past 400m/s either it has a near-zero AoA or its wings are quickly losing their ability to stay attached to the plane.

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Okay I'm starting to see it. The first value of the four is either a mach or air density. What are the following 3 numbers?

You can find information here:

http://forum.kerbalspaceprogram.com/threads/93332

https://en.wikipedia.org/wiki/Cubic_Hermite_spline

Each key is a curve segment in which you have starting point, ending point, starting tangent, and ending tangent.

- - - Updated - - -

Charts for AoA and Mach Lift (& Drag) Curves - Do these exist somewhere? For the game's curves, not real life.

If not, would it be hard to do?

I've produced quite a few drag coefficient curves for various vehicles. I found it to be too complex to compute the drag coefficient from the data in the config files (though I understand basically how it's done). I found it easier to determine it experimentally by performing tests within the game.

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