Peak of Flight #45: Maximum Simulation Accuracy - Part 1
Apogee Components' Peak of Flight newsletter, issue 45. Date: undated; published between 2000 and 2005 (from the neighbouring dated issues).
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Maximum Simulation Accuracy for RockSim
By Tim Van Milligan
One question I get often about RockSim is: "How come
the actual measured altitude of my flight is different from
RockSim's prediction? I know I input everything with extra
care and precision -- so why the difference?"
This is an easy question for me to answer. The blame goes
to that mystical parameter know as the "Coefficient-of-Drag."
No matter what computer software you use to predict the altitude and performance of your model; the Coefficient-of-Drag
(abbreviated: Cd) is that last bit of information that is still somewhat of a estimation.
The Cd of the model takes into account many different
but related components. These include:
1. Shape of the rocket -- known as "Form Drag." This
also must include changes to the Cd when the model
flies at some angle-of-attack.
2. "Skin Friction Drag" which is determined by the relative smoothness of the model.
3. Induced Drag, which occurs whenever the fins have
to create lift to restore the rocket to a straight path.
4. Interference Drag -- which occurs because parts cause
the airflow to behave in erratic patterns.
All these play an important role in determining the overall drag of the model. And I would recommend that you read
the third chapter in the book: "Model Rocket Design And Construction." You can order the book on my web site at: http://
www.apogeerockets.com/design_book.asp
That chapter (called: "Drag Reduction and Aerodynamics"), explains the different components of the drag, and how
you can minimize them. By doing so, you can make your model
fly higher and faster. Hopefully, you'll come to realize how
complex this Cd number really is.
The big problem for our computer simulations is that the
Cd of the model is not a constant number. We often treat it like
it is static and unchanging; and give it a fixed value. Traditionally, we start with Cd = .75, but sometimes it is higher, and
sometimes it is lower.
Overall, the C d is dynamic, and constantly changing
throughout the flight. As listed in the first component (Form
Drag), the Cd changes whenever the model changes angle-ofattack. The "Induced Drag" component also changes as the
rocket changes angle-of-attack. Similarly, the "Interference
Drag" changes too.
Figure 1: The Cd of the rocket changes as
the speed of the rocket changes.
But that is not the end to the problem. To compound the
situation, the Coefficient-of-Drag changes as the velocity of
the model changes. That makes it speed dependent too. Since
our models are constantly changing speed: speeding up on the
launch rod, and slowing down after motor burnout; the Cd is
going through some pretty wild fluctuations.
But it is much more complicated than this. If there is any
cross-wind as the rocket flies, it makes the rocket travel at an
angle of attack. This changes the drag on the rocket too, as
can be seen in Figure 2.
The way we try to predict the Cd value(s) is with a procedure called the "DATCOM" method. If you ever read the Estes
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Figure 2: The Cd changes with angle of
attack.
booklet TR-11, "Aerodynamic Drag of Model Rockets" by Dr.
Gerald Gregorek, you'll get a feel for the types of procedures
that are involved in using this complicated method.
RockSim uses this method, and it was further enhanced
by the data available from MIL-HDBK-762, "DESIGN OF
AERODYNAMICALLY STABILIZED FREE ROCKETS."
RockSim also uses additional data presented in the book
"Fluid Dynamic Drag." You can find a link to order that classic book from:
h t t p : / / w w w. a p o g e e r o c k e t s . c o m / e d u c a t i o n /
rocket_aerodynamics.asp
Basically what computer programs like RockSim have to
do is several things. First, they must compute the basic Cd
value of the various components of the model that affect form
drag. Then it adds in the interference drag and skin friction
drag. It has to do this at each different velocity the rocket is
traveling at. Finally, if the rocket is hit by any wind, it is flying at an angle-of-attack, so it must try to calculate the additional drag component.
RockSim, in my opinion, being one of the best programs;
has to perform these calculations hundreds of times per each
second the model is flying. It is a difficult task. There are several places where it starts to break down though...
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The worst case would be for really odd-ball designs.
Things like asymmetric configurations (more fins on one side
than the other); and any projections sticking off the side of the
model. Also in this category are strap-on pods, tube fins, ring
tails, and drag fins (like the Zoom Broom configuration models). This is one reason we've had a hard time trying to allow
these types of configurations into RockSim. The data for these
types of configurations is pretty scarce; and we're not sure
how accurate it is anyway.
Another problem occurs at very low speeds. Here, determining the Cd is pretty much a real guessing game. Under 30
miles per hour, the classical DATACOM method of determining the Cd value are mostly useless. Fortunately, the model
doesn't typically spend a lot of time flying at low speeds. But
RockSim has to do something, particularly just as the rocket
clears the launch rod (an important point in the flight). So it
uses a fixed value at low speeds. Otherwise, it could be using
a Cd value so high, that the rocket may not leave the launch
pad.
You may have seen the user defined parameter on the
"simulation" tab of the Application Settings controls called
"Minimum Cd Prediction Velocity." This value controls how
RockSim predicts Cd's at low speeds. At speeds lower than
this value, RockSim uses a constant value for the Cd. That
value is whatever it calculates at the minimum velocity. For
example, assume the minimum Cd Prediction Velocity is set at
30 miles per hour. If the Cd predicted by RockSim is .315 at
30 miles per hour, then this is the same value it will use at
speeds below 30 miles per hour.
The alternative to this complicated method is to use a static
number throughout the entire flight of the rocket. A lot of other
simulation softwares do. But you know what; that ain't bad. It
is better to use something than nothing at all.
Using the DATCOM method is always going to have its
drawbacks. But it is a very good starting point. As you can
see, predicting the Cd of the model is as much "artistic technique" as it is hardcore "science."
Are there ways to increase the simulation accuracy? Yes.
There are three techniques you can use.
The first way is to build the model, and put it into a wind
tunnel. Then you can measure the actual forces acting on the
model. This is the best and most accurate way.
In a wind tunnel, you can run it through many angles-of-
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Figure 3: Since Cd at low values can be misleading, RockSim uses a minimum speed to
calculate the number.
attack, and see how the Cd changes. The drawback of this
method is that it is slow and expensive. We can't make too
many changes to the configuration of the rocket without causing a lot of delays in building the final model.
The second method is similar; but this time, we'll actually fly the prototype design and use instrumentation or tracking techniques to try to 'back out' the forces acting on the model.
A lot of folks are using accelerometers and altimeters in an
attempt to do just this. From this flight data, you can theoretically go back into the simulation software and predict how
the rocket will fly on other motors.
Again, the drawback is that it is a slow and expensive
method; which doesn't allow for massive changes in configuration of the rocket. It can be a lot more expensive than wind
tunnel testing, because you have to burn up a lot of motors to
get enough data. Hopefully, you don't crash the rocket, and
lose your instrumentation equipment.
The final method is called "Computational Fluid Dynamics." This a branch of aeronautics that tries to use a computer
to find the actual flight forces acting on the rocket. I'm sure
you've seen those colorful pictures created by NASA of the
A P O G E E
Space Shuttle flying at different speeds. The nifty colors represent the velocity or pressure patterns of the air flowing around
the rocket. In this way, you can see the air as it flows past the
rocket.
In conclusion, the limiting factor on the accuracy of the
flight simulations comes down to the Coefficient-of-Drag of
the rocket. It is a complicated problem, but it is simple for us
to point the finger at it. But you probably knew that...
About the Author:
Tim Van Milligan is the owner of Apogee Components
(http://www.apogeerockets.com) and the curator of the rocketry education web site: http://www.apogeerockets.com/education. He is also the author of the books: "Model Rocket Design and Construction," "69 Simple Science Fair Projects with
Model Rockets: Aeronautics" and publisher of the FREE ezine newsletter about model rockets. You can subscribe to the
e-zine at the Apogee Components web site, or sending an email
to: [email protected] with "SUBSCRIBE" as the subject line of the message.
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