- #1
janger
- 25
- 0
I'm writing a flight sim for use in Cinema 4D, an animation package that has a built-in physics engine. It's not supposed to be totally realistic, and I've got most things working fairly well. But one thing I don't understand is how to calculate lift correctly when the relative wind isn't coming directly from the "forward" direction.
What I mean is, say the plane points along the z-axis, and the wing's leading edge points along the x-axis, but the wind also has some x-component due to the aircraft side-slipping. Most books state something like: "lift is perpendicular to the direction of the relative wind". But I don't see how the x-component can have an impact on the lift calculation since it doesn't really "flow over" the wing. It's coming from the side. Are you supposed to zero out or ignore the x-component, and use the resulting vector as the relative wind? So a velocity, v = <100, -10, 90> would become v = <0, -10, 90>, and use this in the airspeed/lift equations?
What I mean is, say the plane points along the z-axis, and the wing's leading edge points along the x-axis, but the wind also has some x-component due to the aircraft side-slipping. Most books state something like: "lift is perpendicular to the direction of the relative wind". But I don't see how the x-component can have an impact on the lift calculation since it doesn't really "flow over" the wing. It's coming from the side. Are you supposed to zero out or ignore the x-component, and use the resulting vector as the relative wind? So a velocity, v = <100, -10, 90> would become v = <0, -10, 90>, and use this in the airspeed/lift equations?