- #1
metiscus
- 3
- 0
Lately I've been playing around with the idea of creating a very simple flight simulator as a hobby, just to learn the mathematics behind subsonic (think cessna) aerodynamics. I'm a computer engineer by training, so I am not afraid of mathematics but my current exposure to the dynamics portions of this topic is limited. I have archived and read a large number of the NACA reports from the 1940s and I have a book that contains dozens of the NACA airfoils along with the tabulated curve information. I've got a pdf copy of the DATCOM as well as Andersons book on aerodynamics. I have a very good understanding of 3d mathematics, at least as it applies to computer graphics.
So my question is, what is the best starting place to create such a toy program as far as the aerodynamic theory goes?
I would like to make utilization of actual airfoil data, and have my simulation be semi-realistic. I've started reading up on thin-airfoil theory but there is also the method of using panels. Effectively, if someone could take a few minutes of their time to direct my efforts to a theory of flight that suits my mathematical / physical capabilities, I would be thankful. Please note that I want to model all 6 degrees of freedom, a simple 2d lift-drag wing model is not really what I am looking for. I know that body aero forces are important too, so bonus points if you can give me ideas on how to deal with those as well..
So my question is, what is the best starting place to create such a toy program as far as the aerodynamic theory goes?
I would like to make utilization of actual airfoil data, and have my simulation be semi-realistic. I've started reading up on thin-airfoil theory but there is also the method of using panels. Effectively, if someone could take a few minutes of their time to direct my efforts to a theory of flight that suits my mathematical / physical capabilities, I would be thankful. Please note that I want to model all 6 degrees of freedom, a simple 2d lift-drag wing model is not really what I am looking for. I know that body aero forces are important too, so bonus points if you can give me ideas on how to deal with those as well..