I only see one for drag, is there one for lift?
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1,176 YaMomzBox420
@sacr3dbac0n0 also, I made a series of programs that can determine drag force in realtime using the equations for drag that look similar to what's below. The specific coefficient of drag for any craft can be found by letting it freefall through the atmosphere while running the calculations(this is the first of my programs. It works for any craft shape/size and in any atmosphere). Then you use the "average" drag coefficient to run the drag calculations in realtime(the second program). Using this method, I've gotten surprisingly accurate results, in fact nearly identical to the games own calculations. I haven't uploaded those yet as they're not quite finished to my liking, but I'll try to make them available soon. The equations for lift are very similar and could probably be calculated using a similar method, but I haven't tried it yet
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4,712 sacr3dbac0n0
@YaMomzBox420 That's a very good suggestion. I definitely looked into it but didn't quite figure it out yet.
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1,176 YaMomzBox420
@SamTheFox as a side note, that's nearly the same as the drag equation lol
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1,176 YaMomzBox420
It's been a while, but not that I know of. If my foray into drag taught me anything there's an easier way to do that using what the game offers. Take the acceleration vector and subtract everything that isn't lift from it(gravity, drag, thrust, etc). You probably have to do some projecting of vectors, but if done right, the ONLY type of acceleration left will be from lift, and you can then convert that back into force units or whatever from there
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4,712 sacr3dbac0n0
@SamTheFox Yes, but the other problem is the lift coefficient. It's a complex variable dependent on many factors, but the closest I got is C_L = 2 * pi * sin (AoA), which isn't ideal when using high-lift devices.
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9,400 RudimentaryCheezit
there probably isn’t, but you can get the lift using traditional math:
Lift = coefficient x ((atmo density x velocity squared) / 2) x wing area
The lift coefficient can be approximated by thin airfoil theory. That is, CL ~= 2 * pi * alpha for alpha in radians.