-
Notifications
You must be signed in to change notification settings - Fork 32
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
FAR Hypersonic Lift calculation (WaveRiders) #96
Comments
I just don't know a good way to support waveriders. The issue is their performance greatly depends on having the shock wave fully contained on the underside of the body. Otherwise, high-pressure leaks to the upper surface and greatly reduces lift and increases drag. I don't know a way on how to simulate that, let alone for arbitrary shapes that KSP needs to handle. You could have a surrogate model but it would have to interpolate over Mach, temperature, angle of attack and angle of slip. Add in also interactions with any other attached parts and I just don't think it's feasible.
No
No, forces are added to parts. Voxels are used for calculating exposed areas, determining shielding from the airstream and calculating cross-sections. |
ferram4 2021/01/24 |
well, my main concern is towards something like stock multiplanetary SSTO, and RSS SSTO with FAR, and hypersonic L/D is the essense. So FAR's hypersonic L/D should go close to reality, instead of going far lower than reality (even for normally winged aircraft). I think the best thing for FAR is that it exterminate the node effect of magical stock aero (for example, by using something like handreds of side intakes and fairings to build up an oddly shaped (imitating real craft) will encounter tremendous drag in stock aero, but normal drag with FAR. |
@dkavolis I apologize if I should've opened a new issue instead of continuing this one, as this one's quite old now, but I have a suggestion that might make it possible to simulate compression lift without being too computationally expensive. Basically my suggestion is this, instead of making the shock cone a 3D surface, wouldn't it be easier to model it as a 2D surface(such as a triangle) superimposed below the vessel, whose angle with the axis(of the vessel) varies as a function of the Mach number. (To make these calculations even simpler, only do this below the vessel) Then, to calculate compression lift at a particular Mach number, use the percentage area of the shock triangle that the waverider covers, apply a suitable function, and apply this compression lift effect. The shock triangle's shape can also be made to vary with Mach number, and as the craft will only superimpose the triangle completely above a specific speed, that speed will have the max compression lift, with diminishing effects below this speed. As the incidence angle perpendicular to the triangle's plane reduces with higher Mach numbers(essentially the shock-cone gets closer or more tightly-wound around the craft), there would also be some velocity at which the shock triangle is closest to the the craft(without intersecting it), and this would yield the absolute maximum amount of compression lift. A corollary to this is that if the vessel surface actually intersects or pokes out of the shock triangle, it would lead to a huge increase in drag(as is true in real life.) Because triangles are relatively simple shapes, I think it'd also be possible to vary them as the shape generating the compression shock changes(blunt bodies, sharp edged etc.) However, I suppose the effects of this on the actual shock incidence angle will be minuscule. Like @Kerbinator-CN said, these triangles can also be pre-computed, to further reduce computation time. Simply pre-calculate the triangle shapes before hand for several Mach numbers, then extrapolate using several float curves and use these values in-game. I actually don't know a lot about coding, but if you want, I can probably look up some values of the shock incidence angles, and shock-cone shapes, that could be used to model these 'shock-triangles'. I think this would actually be a reasonable way of modelling compression lift, without being too hacky(As Ferram intended FAR to be.) |
As far as I know,FAR L/D is very awful at hypersonic speed (even if I use skylon aerodynamic shape which almost satisfied area ruling, it is still only 2 L/D max at mach 9)
I'm now looking for high performance lift-assisted Earth SSTOs
Yes FAR is accurate in subsonic and transonic region, but what will FAR do at hypersonic speeds?
As for waveriders, their hypersonic lift is mainly compression lift, which is because shockwave are attached onthe front line, and shock wave can get sealed and have pressure difference between upper and lower sides. As a result, it gives a good compression lift that supports a high L/D up to 10 at Mach 6 (in the waverider module that its shape optimised for M6). Also, for a M6-rated waverider its L/D is higher-then-lower at AoA>0 (peaks at about AoA 10deg), and much lower at AoA<0 because of damage to aerodynamic flow stability.
As for latitual performance I didn't get any data related datas tho :-(
I also get the information that lift of waverider that can fly at low speed mainly comes from low pressure of eddy stream on both sides of upper surface's 2 concaved surface lines between middle raised line and strake edges. Before 25deg AoA as eddy atream get stronger lower the pressure of upper side, making lift even higher. After 25d AoA the stucture break and result in loss of lift.
Possible solution
Also I noticed a fact that FAR has FARWingModule, So may it be done through a FARwaverider Module that may include a series of constants for a CPU-efficient but accurate solution (3D CFD is way too performance-costly......?)
Note 1: may include meshworks to support that because it is nearly impossible to get waverider shape from stock parts
Note 2:Parameters to be included in the module: for example, Optimal_Mach, voxel pressure data (as curvature of mach) or..........
Note 3: interaction needed
Note: Problem is that whether FAR can actually see the shockwave?
As as mentioned in #8 ,it seems that FAR is just applying forces directly on voxel, and then add it to parts?
The text was updated successfully, but these errors were encountered: