Go to Post "Everything is possible. Just depends on how much it costs and how much physics you have to apply..." - Kimmeh [more]
Home
Go Back   Chief Delphi > Technical > Technical Discussion
CD-Media   CD-Spy  
portal register members calendar search Today's Posts Mark Forums Read FAQ rules

 
Closed Thread
 
Thread Tools Rate Thread Display Modes
  #1   Spotlight this post!  
Unread 01-08-2012, 01:16 PM
team698 team698 is offline
Registered User
FRC #0698
 
Join Date: Feb 2010
Location: Chandler
Posts: 2
team698 is an unknown quantity at this point
Re: Drag coefficient of 2012 Game Piece

The indoor skydiving is a dead end because the force of drag is directly proportional to the speed of the game piece. (I can't imagine that the speeds will approach that of skydiver at terminal velocity) The coeffient of drag can be determined mathmatically, look up the equation, or experimentally if you can find a room whose air density is similar to the playing field and if you know the velocity that your game piece will be launched at.
  #2   Spotlight this post!  
Unread 01-08-2012, 01:18 PM
davidthefat davidthefat is offline
Alumni
AKA: David Yoon
FRC #0589 (Falkons)
Team Role: Alumni
 
Join Date: Jan 2011
Rookie Year: 2010
Location: California
Posts: 792
davidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud ofdavidthefat has much to be proud of
Re: Drag coefficient of 2012 Game Piece

Just do experimentation. Just forget about the drag and actually launch it and compare it to the prediction and the real result to find the margin of error and you are good to go.
__________________
Do not say what can or cannot be done, but, instead, say what must be done for the task at hand must be accomplished.
  #3   Spotlight this post!  
Unread 01-08-2012, 09:57 PM
shuhao shuhao is offline
Registered User
FRC #4069 (Lo-Ellen Robotics)
Team Role: Mentor
 
Join Date: Nov 2011
Rookie Year: 2012
Location: Sudbury
Posts: 138
shuhao is an unknown quantity at this point
Re: Drag coefficient of 2012 Game Piece

Wait.. the drag coefficient of the game piece?

I thought it can be assumed 0 as it's the "drag coefficient" (not sure if right there, but c1 * v * r + c2 * v^2 * r^2.. with the first term ~= 0) of air that matters (c1 = 3.1e-4, c2=0.85 at STP)
  #4   Spotlight this post!  
Unread 01-08-2012, 10:44 PM
Ian Curtis Ian Curtis is offline
Best Available Data
FRC #1778 (Chill Out!)
Team Role: Engineer
 
Join Date: Feb 2005
Rookie Year: 2004
Location: Puget Sound
Posts: 2,520
Ian Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

If you decide to include drag in your calculations, you turn the algebraic equations of projectile motion into differential equations and differential equations are complicated. This is because while the acceleration of the ball in simple projectile motion depends only on the time since launch, if you include drag it depends upon the velocity, and velocity also depends on acceleration -- see how it might get complicated?

It is pretty easy to calculate the magnitude of the force though, and check what the magnitude is.

Drag Force=.5*density*velocity^2*Area*Cd

For a sphere, a Cd of .5 is a pretty good. Entire books have been written on drag, but FIRST robots tend to operate pretty well on the back of a napkin.

The projected area of the ball should be about .34 square feet. That is, the area of a circle with a diameter of 8".

The density of air at sea level in the standard atmosphere is .00237 slugs/ft^3.

Velocity will obviously depend, but I'd say 30 ft/s is probably a pretty decent upper bound.

If you do the math, you'll find that the force of drag on the ball at that speed would be about .36 lbs, and it'll go down fairly quickly, if the ball is traveling at 15 ft/s, it goes down to .09 lbs.
__________________
CHILL OUT! | Aero Stability & Control Engineer
Adam Savage's Obsessions (TED Talk) (Part 2)
It is much easier to call someone else a genius than admit to yourself that you are lazy. - Dave Gingery
  #5   Spotlight this post!  
Unread 01-08-2012, 11:42 PM
sanddrag sanddrag is offline
On to my 16th year in FRC
FRC #0696 (Circuit Breakers)
Team Role: Teacher
 
Join Date: Jul 2002
Rookie Year: 2002
Location: Glendale, CA
Posts: 8,502
sanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

Quote:
Originally Posted by team698 View Post
The indoor skydiving is a dead end because the force of drag is directly proportional to the speed of the game piece. (I can't imagine that the speeds will approach that of skydiver at terminal velocity) The coeffient of drag can be determined mathmatically, look up the equation, or experimentally if you can find a room whose air density is similar to the playing field and if you know the velocity that your game piece will be launched at.
Sorry, during my fluid mechanics lectures on drag I must have been designing a gearbox in my mind. FRC season will do that.
__________________
Teacher/Engineer/Machinist - Team 696 Circuit Breakers, 2011 - Present
Mentor/Engineer/Machinist, Team 968 RAWC, 2007-2010
Technical Mentor, Team 696 Circuit Breakers, 2005-2007
Student Mechanical Leader and Driver, Team 696 Circuit Breakers, 2002-2004
  #6   Spotlight this post!  
Unread 01-09-2012, 08:13 AM
Chris Hibner's Avatar Unsung FIRST Hero
Chris Hibner Chris Hibner is offline
Eschewing Obfuscation Since 1990
AKA: Lars Kamen's Roadie
FRC #0051 (Wings of Fire)
Team Role: Engineer
 
Join Date: May 2001
Rookie Year: 1997
Location: Canton, MI
Posts: 1,488
Chris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond reputeChris Hibner has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

Quote:
Originally Posted by team698 View Post
The indoor skydiving is a dead end because the force of drag is directly proportional to the speed of the game piece. (I can't imagine that the speeds will approach that of skydiver at terminal velocity) The coeffient of drag can be determined mathmatically, look up the equation, or experimentally if you can find a room whose air density is similar to the playing field and if you know the velocity that your game piece will be launched at.
It is actually not a dead end. The question is what is the coefficient of drag (not drag force).

Fdrag = 1/2 * rho * A * v^2 * Cd

You can easily find out what rho is at your indoor skydiving place by using the temperature, ambient pressure, humidity, and a standard air chart.

A is easy

Fdrag is the weight of the ball as long as you can get it to hover.

v can be read form the indoor skydiver operator controls (and you can measure it inside the tunnel).

Then all you have to do is solve the equation for Cd.


While it is theoretically possible using the skydiving place, the are a lot of books that have characterize the Cd of spheres with many surface textures. I'm sure the wind tunnel would be unnecessary.
__________________
-
An ounce of perception is worth a pound of obscure.
  #7   Spotlight this post!  
Unread 01-09-2012, 09:00 AM
Michael Hill's Avatar
Michael Hill Michael Hill is offline
Registered User
FRC #3138 (Innovators Robotics)
Team Role: Mentor
 
Join Date: Jul 2004
Rookie Year: 2003
Location: Dayton, OH
Posts: 1,566
Michael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

I just did some back of the envelope aerodynamic calculations for the game piece this year and realized we're RIGHT on a near asymptote when trying to predict drag on a ball. (Hey, I'm bored at work with nothing else to do.)

I estimated the Reynolds number to be around 120000 (assuming around 10 m/s) and the relative roughness factor to be around 4.9 *10^-3 (I assume 1 mm dimples with an 8 inch ball, best I can estimate without having the game piece in my posession).

Then I found this little jewel (see attachment):

As you can see, the roughness (epsilon/D) line for 5*10^-3 has a nice little vertical right around Re=120000.

This doesn't take into account any spin, mind you (and I really don't feel like getting into Magnus Effect forces right now).

Enjoy!

P.S. In my opinion, the dodgeball couldn't be any more imperfectly designed if consistancy is desired.
Attached Thumbnails
Click image for larger version

Name:	sphere1.png
Views:	173
Size:	48.1 KB
ID:	11300  
  #8   Spotlight this post!  
Unread 01-09-2012, 09:04 AM
Michael Hill's Avatar
Michael Hill Michael Hill is offline
Registered User
FRC #3138 (Innovators Robotics)
Team Role: Mentor
 
Join Date: Jul 2004
Rookie Year: 2003
Location: Dayton, OH
Posts: 1,566
Michael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

I should also note that 120000 is a rather high Reynolds number. 10 m/s is extremely fast for this kind of game. When I was doing the calculations, I was still stuck in Aim High mode, but looking back, Re should probably be about half that, and a C_D of 0.5 should be a decent estimation.

If you want an even better estimation, you can use C_D = 0.09015*log(Re) + 0.06924

Where:
C_D = Drag Coefficient
Re = Reynolds Number = rho*V*D/mu
rho = Density of Air
V = Velocity
D = Diameter of Ball
mu = Dynamic Viscosity

This is fine as long as the Reynolds number stays below about 8*10^4

Last edited by Michael Hill : 01-09-2012 at 09:23 AM.
  #9   Spotlight this post!  
Unread 01-09-2012, 12:00 PM
Ian Curtis Ian Curtis is offline
Best Available Data
FRC #1778 (Chill Out!)
Team Role: Engineer
 
Join Date: Feb 2005
Rookie Year: 2004
Location: Puget Sound
Posts: 2,520
Ian Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond reputeIan Curtis has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

Quote:
Originally Posted by Michael Hill View Post
I just did some back of the envelope aerodynamic calculations for the game piece this year and realized we're RIGHT on a near asymptote when trying to predict drag on a ball. (Hey, I'm bored at work with nothing else to do.)

I estimated the Reynolds number to be around 120000 (assuming around 10 m/s) and the relative roughness factor to be around 4.9 *10^-3 (I assume 1 mm dimples with an 8 inch ball, best I can estimate without having the game piece in my posession).

Then I found this little jewel (see attachment):

As you can see, the roughness (epsilon/D) line for 5*10^-3 has a nice little vertical right around Re=120000.

This doesn't take into account any spin, mind you (and I really don't feel like getting into Magnus Effect forces right now).

Enjoy!

P.S. In my opinion, the dodgeball couldn't be any more imperfectly designed if consistancy is desired.
I knew someone would bring up the drag crisis, that's what I get for keeping it simple I suppose...

To remain at the low spot requires pretty spectacular attention to surface roughness. We tunnel tested several models as part of one of my aero labs, and indistinguishable (by fingers) differences in surface roughness will knock you out of the crisis. Seeing as these are low quality foam balls produced in the thousands by robots, I don't think there is much to worry about.

(Where did that chart come from? I've never seen Cd v. Re with how the drag crisis moves as a function of roughness before, that's a nice chart!)
__________________
CHILL OUT! | Aero Stability & Control Engineer
Adam Savage's Obsessions (TED Talk) (Part 2)
It is much easier to call someone else a genius than admit to yourself that you are lazy. - Dave Gingery
  #10   Spotlight this post!  
Unread 01-09-2012, 01:29 PM
Michael Hill's Avatar
Michael Hill Michael Hill is offline
Registered User
FRC #3138 (Innovators Robotics)
Team Role: Mentor
 
Join Date: Jul 2004
Rookie Year: 2003
Location: Dayton, OH
Posts: 1,566
Michael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

Quote:
Originally Posted by Ian Curtis View Post
I knew someone would bring up the drag crisis, that's what I get for keeping it simple I suppose...

To remain at the low spot requires pretty spectacular attention to surface roughness. We tunnel tested several models as part of one of my aero labs, and indistinguishable (by fingers) differences in surface roughness will knock you out of the crisis. Seeing as these are low quality foam balls produced in the thousands by robots, I don't think there is much to worry about.

(Where did that chart come from? I've never seen Cd v. Re with how the drag crisis moves as a function of roughness before, that's a nice chart!)
The chart is in A Brief Introduction to Fluid Mechanics. I'm really not sure if drag is entirely predictable just because robots may rough them up a bit. Unfortunately, drag might be a real issue too. At 5 m/s, the drag force is right at around 1 N (and weight is 3.1 N). That's pretty non-negligible.
  #11   Spotlight this post!  
Unread 01-09-2012, 01:33 PM
Michael Hill's Avatar
Michael Hill Michael Hill is offline
Registered User
FRC #3138 (Innovators Robotics)
Team Role: Mentor
 
Join Date: Jul 2004
Rookie Year: 2003
Location: Dayton, OH
Posts: 1,566
Michael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond reputeMichael Hill has a reputation beyond repute
Re: Drag coefficient of 2012 Game Piece

The best solution may just be to have a look-up table to be honest. I've already derived equations of motion, and you end up with a system of second-order nonlinear equations which would have to be solved numerically. It's something probably a little too advanced to teach high-schoolers how to do, and it may also be a little too much for the CPU to handle (with any reasonable accuracy).

For the curious:
m * p_dd = -K * sqrt(p_d^2 + h_d^2) * p_d
-m * h_dd = m*g + K * sqrt(p_d^2 + h_d^2) * h_d

where:
m = mass of ball
p = x-distance
h = negative y-distance (coordinate frame unit vector pointed down. positive h is downward)
K = rho * S * C_D/2
rho = density of air
S = Cross-sectional area of ball
C_D = Drag Coefficient
?_d = ? dot (as in first time-derivative)
?_dd = ? double-dot (as in second time-derivative)

It can also be expressed in terms of Speed, V, and flight path angle, gamma as a single order system of nonlinear eqations.

m * V_d = -m * g * sin(gamma) - K * V^2
-m * V * gamma_d = m * g * cos(gamma)

Expressing that way is "prettier," but is less useful.

Last edited by Michael Hill : 01-09-2012 at 01:44 PM.
Closed Thread


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -5. The time now is 02:22 PM.

The Chief Delphi Forums are sponsored by Innovation First International, Inc.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi