Then you missed some very interesting posts. That's your loss, but not a reason to scuttle a useful thread.Really? I haven’t seen anything really useful for an entire page. It’s mostly the same arguments on repeat.
Then you missed some very interesting posts. That's your loss, but not a reason to scuttle a useful thread.Really? I haven’t seen anything really useful for an entire page. It’s mostly the same arguments on repeat.
i did read some interesting stuff, but it’s seems to have stopped.Then you missed some very interesting posts. That's your loss, but not a reason to scuttle a useful thread.
Some of it has been interesting, but I can’t think of anything actionable yet. At least not for most of us.
Hey, it is great to read that somebody is doing research... I wanted to respond to the Munk Moment post, but I made the mistake of googling it. First, all I got was references to my favorite TV detective. Then I tried something like Munk Moment in fluid dynamics and i got references to pipe flows and conservation of momentum... Then I started paid work on an unrelated project and I have less time to educate the masses. (There might be an apparent mass pun there.) Party on.Not that I've added any useful ideas to the thread but I am still studying Munks Moment to see if there is a way to put it to practical use in a simulation program the way Barrowman 'just works' for "Slender Finned Vehicles"
So far no joy but I am not done looking and learning ...
-- kjh
I believe the notion of "replace the 1 caliber rule with a 10% of total length rule" has been suggested several times, and it seem to me it's a good one. So you could, you know, use that and stuff.Personally, I’m just killing time waiting for an answer to my questions. We’ve been advised to do away with the base drag hack and do away with the 1-caliber rule of thumb, which I agree are not perfect, but my question is, if we do away with those, what do we use instead? What information does our sim software give us that tells us if our stubby rockets are going to fly straight or if they need nose weight and how much? If we are tossing out our current tools, what are we using now?
Indeed it seems that a proportion of length is a better basis for separating cg from our calculations of cp than calibers are.I believe the notion of "replace the 1 caliber rule with a 10% of total length rule" has been suggested several times, and it seem to me it's a good one.
@Alan15578 --Hey, it is great to read that somebody is doing research... I wanted to respond to the Munk Moment post, but I made the mistake of googling it. First, all I got was references to my favorite TV detective. Then I tried something like Munk Moment in fluid dynamics and i got references to pipe flows and conservation of momentum... Then I started paid work on an unrelated project and I have less time to educate the masses. (There might be an apparent mass pun there.) Party on.
There is no end to religious wars.This thread has really run its course, let them have their fun.
Not to mention Cp technically can't be calculated for zero angle of attack. By definition, Cp location is pitching moment about the nose divided by normal force (moment divided by force gives you the distance at which that force is applied). For an axisymmetric rocket, there should be no pitching moment at zero angle of attack and no normal force, so you just get 0/0. For the math minded people, there is a point discontinuity at zero alpha when plotting Cp vs angle of attack. It can be approximated by sweeping angle of attack near zero degrees (like maybe 1, 2, 3, 4 degrees etc) and extrapolating back to 0 degrees. In a perfect world without wind or alignment errors, a statically unstable rocket would still keep going straight if there was nothing to get it to pitch.
I do agree that the base drag hack is certainly not entirely accurate and seems more like a case of artificially getting static margin over 1 caliber when you really just have to have some non-zero positive margin to be stable and enough margin to remain stable at non-zero angle of attack (Cp moves as you vary angle of attack). Something working in simulations does not mean it is what is actually happening.
Well epoxy is smooth and slips easily through the air v super glue that pulls your down.How does choice of glue affect the CP of a rocket. This should really get things going.
Yes, because it's based on normal forces. But looks to me that simple symmetrical drag can't result in an effect like the CP behind the rocket either, merely right at the back surface, even if it does something. To get that effect requires asymmetrical drag. The problem is, merging that stabilizing effect into a normal-force based model doesn't actually place its force differential at the location of the component causing the effect. It has to be placed so that the stabilizing moment moves back the CP an equivalent amount, which means the effective CP of the effective area is always behind the total normal-force based CP, but only behind the rocket if it is extremely short, basically saucers and spools. Therefore the base drag hack could be overoptimistic for stubby rockets, the added massless object needs to be placed relative to the CP (and CG? it's complicated), not the end of the rocket.Barrowman and the basic NASA equation I used in my CFD model will never predict CP behind the body. I think. So, for saucers and spools, Hack away.
You must not have RSO'd some college teams L1 cert rockets....the fillets are so rough they act as air brakes and probably contribute to highly turbulent air at the base of the rocket....Well epoxy is smooth and slips easily through the air v super glue that pulls your down.
I resemble that remark!You must not have RSO'd some college teams L1 cert rockets....the fillets are so rough they act as air brakes and probably contribute to highly turbulent air at the base of the rocket....
Well I haven’t RSOd anything but I’ve seen enough college kids work that I’m not surprised…You must not have RSO'd some college teams L1 cert rockets....the fillets are so rough they act as air brakes and probably contribute to highly turbulent air at the base of the rocket....
Seems like a really good place for the next iterations of software to go. Or maybe an old-school Estes Wind Tunnel
The nature of the base drag will be dependent on the Reynolds’s number and will not scale from low-speed wind tunnel tests.
How many "big box store" 20inch box fans does it take to make a .8mach wind tunnel test area 1ft sq x 2ft long?The nature of the base drag will be dependent on the Reynolds’s number and will not scale from low-speed wind tunnel tests.
I’m going to go out on a limb and say, more than your willing to pay for.How many "big box store" 20inch box fans does it take to make a .8mach wind tunnel test area 1ft sq x 2ft long?
All my college books and notes are packed away...
Did you get to fly your "Fury of Fire", @Wrightme43 ?I just want to watch this thread.
This weekend I am launching a fury of fire 4" for the first time. I added nose weight to make it 1 caliber with a I180. It is a short squat rocket, it would of barely qualified for the base drag hack. I added bb's and epoxy then foam filled the nose cone. It weighs almost 5 pounds, and sims out great in open rocket. I will let you know.
I highly recommend playing around with a low speed wind tunnel. I built one out of some cardboard and a fan that was way crappier than the design from Apogee (https://www.apogeerockets.com/education/downloads/Newsletter252.pdf) and it was fun and interesting.
So, what does this mean about the base drag hack?
It means that for normal shaped rocket bodies it's too strong. It puts the CP of the body a bit more than 1/2 of the length back, like this (CG on these models doesn't mean anything, they're just thrown together to show the CP change):
If you use a smaller base drag cone with a very short length (I'm using 0.1cm here) and a diameter half of the body diameter, you get a much better result:
Sorry ...Glad to hear you're taking a stab at the papers.
But they are not off-topic. Once you start understanding what is happening at the
bottom end of the rocket, you'll need to consider if the Hack's supposition squares
with known base drag conditions from the second the motor lights, to burn out,
and the coast.
You'll also need to consider how significant is the the change in CG as the motor
burns down. Remember, the stability margin is based on the distance between
the CP and CG - and that initial margin is "static". The CG quickly moves forward
on most motors and so your margin improves quickly.
Think about those rockets that for just a split second act unstable when coming
off the rail, and then a split second later are suddenly flying straight. Is that a
rocket that had an iffy margin until the CG shifted forward from loss of motor
weight at the bottom? I'm not saying that's the case for all those unstable
launches, but it is for some.
Yes sir, flew perfect. Recovery was perfect. It was just beautiful.
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