Peak of Flight #64: Simulating Dual Deployment In RockSim - Part 1
Apogee Components' Peak of Flight newsletter, issue 64. Date: undated; published between 2000 and 2005 (from the neighbouring dated issues).
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Simulating Dual Deployment Rockets in
the RockSim Software -- Part 1
By Tim Van Milligan
In this two-part article, I will talk about how to simulate
dual deployment rockets in the RockSim software. Part one
will attempt to explain what makes dual deployment very complicated to simulate, and the second part will give you some
tips to use to get around some of RockSim's limitation.
First, let me give you a little background.
The rise of electronic payloads in high power rockets has
also led to an increase in the use of dual-deployment parachute strategies. For example, many modelers are flying altimeters, timers, accelerometers, and other flight computers
on their rockets as a payload. Many of these devices have the
capability to eject parachutes out of the rocket. And they can
eject more than one chute out, and at different times during
the flight.
For those of you that are unfamiliar with what dual-deployment is, I'll give you a short explanation. The overall objective of dual-deployment is to recover your rocket as close
to the pad as possible. This lessens the chance of losing the
rocket; particularly on rockets that fly high and may drift long
distances.
To recover as close to the pad as possible, it stands to
reason that you want the rocket to descend quickly, to lessen
the chances of drifting away in the wind.
However, you don't want the rocket to descend too quickly,
or it could be damaged on landing. The optimum would be to
deploy a small parachute (called a drouge chute) at apogee,
and then to deploy the big main chute at a lower altitude. Because the big chute doesn't blossom until the rocket is low to
the ground, it won't drift nearly as far. Since there are two
recovery devices released at different times during the flight,
it has been given the name "dual deployment."
When it comes to simulating dual deployment in
RockSim, I've seen a lot of confusion. There have been more
than a few people that think if you just put two parachutes into
the design, then RockSim will automatically perform the simulation as a dual-deployment system.
Unfortunately, as advanced as RockSim is, I wish it was
this easy to simulate. Actually, putting more than one recovery device into the rocket design only complicates things for
RockSim. To illustrate the challenges RockSim faces with
multiple chutes (or streamers), consider a three stage rocket;
with each stage using dual deployment. Maybe the upper stage
also has a cluster of parachutes...
From RockSim's point of view, prior to ejection, the rocket
has a given drag coefficient (approximately .75), and a set
reference area that it uses to calculate the overall drag of the
model on its upward ballistic trajectory. And after deployment,
it switches to the Cd of the parachute and a different reference
area to find the drag of the descending model.
What is confusing and complicated to RockSim -- when
multiple parachutes are inserted into the design -- is "which"
parachute to use as the recovery device for calculating descent and drift rate information?
In our example of the three stage rocket; should RockSim
use the booster chute, the upper stage chute, the drouge chute,
the one in the middle, the one in the back? Etc... As you can
see, it is complicated.
What has been our minds is that we need some type of
user interface to set up a deployment sequence for the various
recovery devices in the vehicle. Such of interface would be
like the one for loading motors into the rocket. You'd select a
recovery device, and then you'd have to tell RockSim when in
the flight sequence you'd like it to deploy. In effect, every recovery device loaded into the rocket would have to be assigned
its own deployment timetable.
Our first dilemma is that is that if we knew where in the
flight sequence to deploy the parachutes, we wouldn't need
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RockSim. We're specifically using RockSim to find out this
information. DUH...
Second, there are many dual deployment scenarios where
there isn't a drouge parachute or streamer in the rocket at all.
"Huh?" you ask.
For example, one purpose of the drouge chute is to shift
the rocket out of a ballistic trajectory. It doesn't take a drouge
chute to do this. All you need to do is eject the nose cone off
the rocket. The shift rearward of the model's CG is often enough
to cause the rocket to start tumbling down. This may be just as
slow as a rocket with a small drouge chute. How would
RockSim account for this? I don't know.
A tumbling rocket is a very complicated simulation. The
Cd and the reference area use to calculate drag are constantly
and radically changing.
As an aside, (in RockSim) the tumbling rocket scenario
is the main reason we don't allow parachutes to be placed in
booster section of multi-stage rockets. We figure that the reason you'd put a parachute in the booster section is to find out
where it lands with respect to the rest of the rocket. That would
be easy. But if the booster section uses tumble recovery, we
don't have a good way to simulate its Cd or a reference area to
calculate drag. Without that, we can't find out its falling speed
or where it will land.
To keep from getting into complicated situation like this
(until we figure out how to simulate a tumbling rocket) we
decided to just prohibit parachutes in the booster sections of
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multi-stage rockets. If your rocket design has a parachute, then
you have to simulate it as a "mass object." While we can't tell
you where it might land, at least as a mass object we can tell
you how it will affect the overall CG of the rocket on the boost
trajectory.
Summing up this first article: At this point, we haven't
figure out a easy way to display the specific information
RockSim needs for each parachute in a dual deployment situation. If it was just two parachutes, it would be easy. But since
I've seen some pretty complex designs from RockSim users, I
know that we'd have to account for some really sophisticated
designs.
In the next article, I'll give you some tips and tricks you
might use to get "some" of the information you might be looking for. Like, where the rocket will land, and how long it will
take for it to fall.
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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