Unification of flight models. Virtual wind tunneling

Good idea indeed.But details need more research.Hope that gaijin will do this.

Yes but they’re far more precise than Gaijin,… and don’t pick only the ED part and ignoring other things.

Gaijin do not own the skills and abilities in current staff to do that.

Give me like half a year and I might be able to do this in a rudimentary fashion (studying for it currently)

I do know the weakness of such system,…

I’m not smart enough to understand the science behind it, but if I guess it would result in more realistic performance relative to the engine running the game environment?

I wonder how expensive doing what FAR does would be computationally in the context of Gaijin’s pvp and damage models and all that.

The source code: Ferram-Aerospace-Research/FerramAerospaceResearch/FARAeroComponents at master · dkavolis/Ferram-Aerospace-Research · GitHub

In 2013, this was posted. It has been improved and iterated on since, but I cannot find a plain text explanation more recent than that:

Here’s a non-exhaustive list of things modeled in FAR right now; most of this is using approximations rather than exact solutions since the latter would be painful for the processor:

Wings

  • Effects of aspect ratio, taper ratio, wing sweep, camber (not intrinsic to any piece; must camber wing with multiple wing pieces placed at angles), and flaps accounted for.

  • Subsonic flow based off Prandtl lifting line theory, with stall above a given angle of attack.

  • Supersonic flow based off a combination of linear approximations for wings and shock-expansion theory for airfoils (using 10% thick diamond airfoils).

  • Transonic flow approximated as a smooth blending of the above.

  • Drag is a combination of the induced and wave drag factors predicted by the above, along with a simple approximation to account for transonic wave drag and a constant base friction drag.

Bodies

  • Effects of taper ratio and fineness ratio are considered. Sudden changes in cross-sectional area produce more pressure drag.

  • All flow regimes are approximated using simple potential and viscous flow calculations.

  • Extra drag added for unused attach nodes, which indicate a very un-aerodynamic surface exposed to the airflow; nodes facing the flow are assumed to have a stagnation pressure coefficient across the entire surface while nodes facing away from the flow are assumed to have half of the minimum pressure coefficient in that flow.

Most of the above stuff is based off of the 1965 Stability DATCOM that I managed to get my hands on. Not all of it is completely exact, but it does seem to provide a decent flight model.

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I’ve used FAR back in 2013-2014 when played KSP. It wont requiers NASA PC. We’re now in 2024, i’m sure Gaijin servers handle it easy. And even if not - they can move most expensive calculations to the client-side.
But within the context i should say - if someone made a 3rd party mod for a game back in 2013 with such capabilities and it actually worked as intended, i cant see any reasonable obstacles why Gaijin cant do the same for War Thunder today.