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Ether 29-11-2012 19:32

paper: Ballistic trajectory with air friction drag and Magnus
 

Better late than never.

For students (and teachers) interested in the physics, math, and computer simulation aspects of the ballistic trajectory problem.

Ballistic trajectory with air friction drag and Magnus by Ether



Ether 04-12-2012 15:14

Re: paper: Ballistic trajectory with air friction drag and Magnus
 

Appendix A (2nd order integration) added.



Ether 10-12-2012 20:28

Re: paper: Ballistic trajectory with air friction drag and Magnus
 

Appendix B added. Graphs of simulation runs.

http://www.chiefdelphi.com/media/papers/2725



Michael Hill 10-12-2012 20:39

Re: paper: Ballistic trajectory with air friction drag and Magnus
 
Pretty interesting. Unfortunately it looks like just a 2D simulation. The 3rd dimension can really play into the aerodynamics, for example, the surface velocity of a spinning ball spins relatively slower the closer you get to the "poles" of the sphere. This would be valid for an infinitely long, smooth cylinder. Not to say this doesn't provide valuable insight into how the Magnus effect affects rotating bodies in air.

Ether 10-12-2012 22:03

Re: paper: Ballistic trajectory with air friction drag and Magnus
 
Quote:

Originally Posted by Michael Hill (Post 1200711)
This would be valid for an infinitely long, smooth cylinder.

It's still valid for a sphere, provided you use the appropriate coefficients.

Quote:

Not to say this doesn't provide valuable insight into how the Magnus effect affects rotating bodies in air.
Yes, insight. This was the purpose of the paper, to use Rebound Rumble as an "excuse" to get students interested in the physics, math, and computer simulation aspects of ballistic trajectories using a hopefully-not-too-difficult simplified model.

For Rebound Rumble, a simulation was not necessary and perhaps not even all that helpful for the purpose of building a winning robot. This is because, as many folks have already pointed out here on CD, the major design challenge of the shooter for Rebound Rumble was to get a shooter that was consistent from shot to shot. This was a big challenge due many factors, a key one being the variation in the ball due to manufacturing tolerances and changes in the ball's physical characteristics as it got worn. Once you've built the most consistent shooter you can, it's a simple matter to test-fire it to determine its performance.




Michael Hill 11-12-2012 06:27

Re: paper: Ballistic trajectory with air friction drag and Magnus
 
Hmm, perhaps you're right (capital D instead of lowercase D in CD). However, finding the correct constants aren't so trivial.

Ether 11-12-2012 18:27

Re: paper: Ballistic trajectory with air friction drag and Magnus
 
Quote:

Originally Posted by Michael Hill (Post 1200844)
Hmm, perhaps you're right (capital D instead of lowercase D in CD). However, finding the correct constants aren't so trivial.

If I had a shooter that could launch a ball with the same (known) launch speed and launch angle with and without spin1, I would try the following:

Set um=0 and adjust ud to match the trajectory1 with no spin.

Leaving ud at that setting, adjust um to match the trajectory with the expected spin. (repeat to get um's for various spins if needed).

Then I'd launch the ball at various angles (and speeds) and see how well the simulations matched the actual trajectories1.

It would make an interesting science project.

1Probably need a high-speed frame-timestamped video camera to determine launch speed, angle, spin, and trajectory



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