Peak of Flight #139: What Is In A Rocket Engine Data File
Apogee Components' Peak of Flight newsletter, issue 139. Date: undated; published between 2000 and 2005 (from the neighbouring dated issues).
I S S U E
N
E
W
1 3 9 ,
S
F E B .
L
E
2 4 ,
T
T
2 0 0 5
E
R
What is In A Rocket
Engine Data File?
1130 Elkton Drive, Suite A
Colorado Springs, Colorado 80907 USA
www.ApogeeRockets.com email: [email protected]
phone: 719-535-9335 fax: 719-534-9050
Page 1
ISSUE 139 - FEB 24, 2005
P
E
A
K
O
F
F
L
I
G
H
T
Under The Hood: What Is In A Rocket
Motor Data File?
By Tim Van Milligan
In preparation for the release of RockSim version 8,
I’ve been scouring the world for rocket engine files. Why?
Because the number one question I get from RockSim users is: “Does RockSim have in its motor database the XYZ
(take your pick) engine?” This leads me to the conclusion
that users of RockSim would love to have a more complete
motor database with every engine on the “combined CAR/
NAR/TRA Certified Motor List.” (http://nar.org/SandT/pdf/
CombinedList.pdf)
So that has been my task the last few weeks — to track
down the engine files and get them ready for inclusion into
RockSim. It has been a huge job, which is why I have to say
that I have a lot more respect for John Coker who runs the
web site: http://www.ThrustCurve.org. To just compile the
list is one thing, but to keep it updated as new motors come
out is a never ending task. “Thanks John!”
It was because of this search for engine data files that
was the inspiration for me to write this article. I was able to
track down a lot of missing motors, even though it was in a
lot of different forms. Some of it was directly usable, and
some of it took a bit of massaging to get it into a usable form.
What do I mean by that?
To explain, first let me tell you a little bit about the file
format that RockSim uses. It is called the R.A.S.P. format.
R.A.S.P. stands for “Rocket Altitude Simulation Program,” and the first place I ever saw it was in G. Harry Stine’s
classic book: Handbook of Model Rocketry.
The RASP file format was chosen for RockSim and it’s
engine editor program named “EngEdit” due to the fact that
RASP engine files are readily available on the internet and
other on line services. Each RASP style engine file can contain definitions for one or more engines.
It is a very simple format, and in fact, the first “data files”
were created using a text editor program like MS Word. I still
open up engine files in a text editor and modify them. And
you should take a look at one too.
A description of the file layout follows.
General file features:
1. The files are standard ASCII text files consisting of
printable ASCII data lines followed by DOS or UNIX style
line terminators. (<CR><LF> or <LF>).
2. Any data line preceded by a semi-colon is treated as
a comment line and ignored.
3. Text strings cannot contain embedded spaces.
The file layout:
Engine 0
Engine 1
.
.
Engine n
The Engine description layout:
Code - NAR style engine code. (Example: D12)
Diameter - The casing diameter in mm.
Length The casing length in mm.
Ejection delays - This is a list of available ejection delays.
Each delay time is delimited by a dash (‘-’) character.
(Example: 0-3-5-7 )
Propellant weight - The mass of the propellant in Kg.
Initial weight - The total weight of the engine including the
propellant. This is the prelaunch weight.
Manufacturer name - This is a text string indicating the
manufacturer of the engine. This can be any contiguous
string of text w/o spaces.
Thrust data - The thrust data points for the engine. This consists of Time Thrust pairs, where time is in seconds and
thrust is in newtons. A time of n seconds and a thrust of
0.0 mark the end of the list. The original RASP format
supported a maximum of 30 data points.
A sample engine definition is shown here:
Continued on Page 3
About this Newsletter
You can subscribe “FREE” to receive this e-zine at the Apogee Components web site
(www.ApogeeRockets.com), or sending an email to: [email protected] with
“SUBSCRIBE” as the subject line of the message.
A P O G E E
Page 2
R O C K E T S
ISSUE 139 - FEB 24, 2005
P
E
A
K
O
F
Rocket Engine Files
Continued From Page 2
; This is a comment
D12 24 70 0-3-5-7 0.0211 0.0438 Estes
0.04
1.00
0.08
3.00
0.12
5.00
0.16
10.00
0.20
15.00
0.24
22.70
0.28
22.70
0.30
15.00
0.35
13.00
0.50
10.50
1.50
9.44
1.55
0.00
;
;
; Next engine file would start after two
; blank comment lines
It doesn’t look so imposing, does it? So then why are
engine files so hard to come by?
First off, in order to create a RASP data file, you have to
have all the information about the motor, including it’s thrust
curve. For the average rocketeer, you only have two sources
to get this data. One is the manufacturer of the motor, and the
other is the organization that certified the motor.
Most modelers would prefer to get the “official” certified engine files from the testing organizations, such as the
NAR, Tripoli, or Canadian Association of Rocketry. And fortunately, these organizations are seeing the benefits of having
modelers run rocket simulations, and are slowly starting to
put out RASP data files.
The NAR was the first. When they started, they looked
around to see what file format was the most popular, which
turned out the be the RASP format. So if you go to their web
site, and download the PDF data files for the motors, you’ll
see that they are in the same format listed above.
The individual files are PDF format, so what you’ll need
to do is open them in Acrobat Reader and hi-light the text
and copy it. Then you’ll open up a text editor, like Word or
Notepad, and simply paste it into the page. When you save it
to your hard drive, make certain you choose “TEXT ONLY”
and add the file extension “.eng”. At that point, it is a RASP
motor file which can be used by RockSim or opened up in
EngEdit.
There is one problem though. RockSim v7 used an older
RASP format, and requires the time and thrust data to be twopoint precision. In other words, there can only be two places
A P O G E E
F
L
I
G
H
T
after the decimal point. The NAR data files use three places
after the decimal point. If you tried to open them up directly
in EngEdit after saving them in the text editor, it would come
up as a blank screen because it can’t handle the extra data.
In order to use the NAR data files, you had to open them
up in a text editor and manually delete the third digit after the
decimal point. As you guessed, it is very time consuming,
which is why no one felt any great urge to create RockSim
data files directly from the NAR data.
But there is some good news! The first change we made
when updating the Engine Editor that comes with RockSim
v8 is to allow the extra precision in the data files. So now it
will be much easier to import the data into a usable RockSim
format.
The other problem is that the NAR data files are not totally complete. For example, the Quest motors (A6, B6, and C6)
and a few of the Animal Motor Works engines are missing
the RASP portion of the data files. However, it is a work-inprogress effort performed by under-appreciated volunteers;
so I understand why they are not perfect. To their credit, they
have made a great start and are getting it out as fast as new
motors come in. And the data files they do have in place are
really excellent, including comments where necessary.
Tripoli has been a little slower in getting RASP data files
available. But there is good news on that front too. I’ve been
corresponding with Paul Holmes, who is running the Tripoli
motor testing, and he wants to get data out to users too. So
I’m sure that in the near future, new motor data files will appear faster, and it will be easier to get them into RockSim.
Plugged Engines
There is one other little problem I discovered as I
was sorting through all the data files. That has to do with
“plugged” rocket engines.
As you know, a plugged engine has no delay grain and no
ejection charge. Most all of the newer and bigger reloadable
engines are classified as plugged. Also included in this category are all of the hybrid rocket engines. What I found was
that there is no standardized way to designate a “plugged”
engine in RASP engine format.
Many people have used a zero “-0” to designate a
plugged motor, because it does not have a delay. However,
this is completely wrong! A zero after the dash in the engine
code signifies a “booster” motor, such as the popular Estes
D12-0. This motor does have an ejection charge, and it fires
immediately after the thrust phase of the burn ends.
It would be logically that a plugged motor should be
designated by a “-P”, such as the Aerotech K250W-P. That
Continued on Page 4
R O C K E T S
Page 3
ISSUE 139 - FEB 24, 2005
P
E
A
K
O
F
Rocket Engine Files
Continued From Page 3
is the standard way to designate a plugged engine using the
standard NAR/TRA/CAR engine code system.
However, the data files out there on the internet are a
mess.
Not only are some of the files I looked at designated with
a “0”, but some of them have “NONE” or “P”. To compound
the problem, the RASP format only allows for numbers in
the delay area; letters are not permissible. So a “NONE” or
a “P” in the raw engine file will crash a program. I suppose
that is why a lot of data files I came across use a zero for a
plugged motor.
Right now, I don’t have a good solution to the RASP
format problem. We didn’t create it. We inherited it.
So what I’ve been doing when I come across a plugged
motor is to enter a value of 100 seconds into the delay field.
While this isn’t technically accurate, the effect is the same
when it comes time to run a simulation. The rocket will have
impacted into the ground long before 100 seconds of flight
time is reached. Even on big motors, such as L’s, M’s and
N’s, the rocket will crash with a 100 second delay. It acts just
like a plugged motor. Gravity really has a pull on rockets.
I actually recognized this problem several years ago.
People were sending me rocket designs that were ejecting
only a few hundred feet into the air, when they should have
ejected at several thousand feet. The reason they were ejecting early is that they were using a zero second delay, like
a K250W-0. The problem was the engine file. (http://www.
apogeerockets.com/education/newsletter70.asp)
The solution we came up with was a fix to RockSim (this
was way back in RockSim v5). We forced a “NONE” to appear as one of the delay choices in the simulator — while
n
Versio
o
m
e
D
!
FREE oad It NOW
l
n
Dow
F
L
I
G
H
leaving the RASP engine file alone. Then the user had to tell
RockSim when they wanted the parachute to deploy; this
was the beginning of the “FLIGHT EVENTS” feature within
RockSim. We continue to use this feature because it seems to
work. The people that fly plugged motors are able to figure
out what exactly a “NONE” delay is.
The UNITS problem.
Yet another problem with the RASP engine file format
is the units required. Everything has to be in the metric units
of Newtons and Kilograms. But if you look at the certification papers that Tripoli generates, you’ll notice that they give
the thrust in pounds-of-force, not Newtons. This is another
reason RockSim users have been reluctant to create the data
files based on Tripoli or manufacturer data. One first has to
convert everything to metric before you can even start to create the data file.
It is only when you really, really need a particular motor
file that you’ll sit down and do the conversion. That is why
you’ll see so many data files that contain just one specific
rocket engine.
In the new EngEdit program that comes with RockSim
v8, this problem will go away! Like RockSim, it will allow
you to mix and match units. So you can have a data file that
lists the thrust in pounds and the case dimensions in inches.
When the EngEdit program saves the data file, it will automatically convert it to metric so that it is in the RASP format.
Creating a Curve From Thrust Stand Data
There are a lot of people and schools out there with thrust
stands. The use of these units has a lot of educational benefit,
such as learning how to gather data in a methodical and scientific way. Using rockets just makes the whole process fun
Continued on Page 5
RockSim Makes Designing Rockets
Easy, Accurate, and Affordable
• Easiest Software to Learn, and Fastest To Use.
• Create Templates and Patterns to Build Your Rockets.
• Generates The Most Accurate Simulation Results.
• Saves You Money By Preventing Design Errors and Launch
Mistakes.
• Used By More Rocketeers - Because It Is So Reliable.
• "The Best Value For Your Money!"
Compare Features!
Bargain Price of Just:
$95
A P O G E E
Page 4
T
Visit the Apogee web site for more information:
www.ApogeeRockets.com/rocksim.asp
R O C K E T S
ISSUE 139 - FEB 24, 2005
P
E
A
K
Rocket Engine Files
Continued From Page 4
and exciting!
So we begin to wonder, why hasn’t
this abundant thrust stand data made its
way to the RASP format? If it had, there
would be a lot more motor files that
would be available.
My guess is that it is the time that
it takes to “normalize” the thrust curve,
and choose the points on the curve to
enter into the RASP format (as well as
converting to metric units). It can be a
confusing and time consuming process.
First of all, what do I mean by normalize the thrust curve. In essence, it
means to smooth out the curve and get
rid of the random spikes and dips. In
this case, random means those spikes
and dips in the curve that would not be
present if things were perfect. The peakthrust point on the curve is not “random.” So it would be left alone. But all
the “noise” of the apparatus should be
smoothed out.
Determining what is random noise
and what is an actual and repeatable
spike on the thrust curve takes a bit of
human decision. I think most people are
cautious, and don’t want to put out data
files that others might criticize. If that
is your concern, let me put your mind
at ease.
I did a little experiment and compared simplistic thrust curves against
those highly accurate data files made by
the NAR.
Comparing
Simple
Complex Curves
O
F
F
L
engine file in the RockSim database already.
The current engine files in RockSim
v7 are well accepted by most folks,
even though they are fairly simplistic. If
you look at the number of Time/Thrust
points in a typical engine in the Estes.
eng file, you’ll see that they range from
5 to 12 Time/Thrust data points. The average is closer to 5. The D12 engine file
shown on page 3 has 12 data points.
My next step was to create a new
Estes.eng data file based on the NAR’s
certified data. This involved going to the
NAR web site and downloading all the
pdf files for the Estes motors. Then I did
some cutting and pasting of the RASP
text into a word processor program (as
I
G
H
T
described above). The NAR’s data files
have closer to 30 points of Time/Thrust
data for each motor. So most people
consider this data to be more accurate.
The general philosophy is that “more
points” equates to “more accuracy.” This
is what we want to put to the test. We’ll
only assume the NAR file is more accurate, because it is based on the NAR’s
tests, not because it just has more data
points on the thrust curve.
With the two data files ready, I now
switched to RockSim itself to run some
side-by-side tests. I wanted to compare
how different the flight results would be
— old and simplistic engine files verContinued on Page 6
Versus
Using the new Engine Editor program that comes with RockSim version
8 made this an easy to perform experiment. First I had to select a representative thrust curve from all the choices of
engines available. I narrowed it down to
Estes motors, since everyone seems to
be familiar with them, and I had a RASP
Figure 1: The top engines are the original RockSim v7 files. The
ones on the bottom were new ones based on NAR data.
A P O G E E
R O C K E T S
Page 5
ISSUE 139 - FEB 24, 2005
P
E
A
K
Rocket Engine Files
Continued From Page 5
sus the new and more-data-points NAR
files.
To run this simulation test, I chose
the Estes Alpha design. The reason for
this is that most people are familiar with
the rocket. I could have chosen any
rocket, because the rocket design will
be factored out of the process.
Next, I went into the engine-prep
screen and listed all the Estes motors
(sorting by Manufacturer is a new feature in RockSim version 8), and filtered
only the 18mm diameter motors that
would fit into the rocket. The result is
shown in Figure 1.
You can see, I have the old engines
listed on the top, and the new ones at the
bottom. My number of engine choices
was narrowed down to 13. Next, I had
to narrow it down to just two.
I scanned over the list, and looked
for two motors of the same type that
were close in “Total Impulse.” It appeared to me that the C5 engine files
were good enough for my experiment
— 9.038 N-sec (old) verus 9.095 N-sec
(new files based on the NAR data).
To make sure I was running an
O
F
F
L
apples-to-apples comparison, I set the
launch conditions to zero wind, and a
zero degree launch angle. As a check, I
launched the same rocket twice in succession to see if the peak altitude was
exactly the same. That is simulation #1
and #2 shown in Figure 2 below. You’ll
notice that I loaded the old (simple)
engine file for these tests, and I had
RockSim stop the simulation at peak altitude. The peak altitude in both simulations was 1417.16 feet.
Now I loaded the newer C5 engine
(which was made from the NAR data).
The simulation result is shown in line
three, where the peak altitude is 1409.76
feet. The difference between the simplistic engine data file and the moredata-points engine file was just 7.4 feet,
or 0.52 percent difference. That is pretty
insignificant. Wouldn’t you agree? After
all, we’re looking at a 1400+ foot flight,
and we had just under 8 foot difference
in predicted altitude.
The conclusion of this experiment
is that while we think that having more
data points in the thrust curve makes it
more accurate — that is not necessarily
the most important thing when creating
a thrust curve. As it turned out from this
little experiment, having more (or less)
points didn’t have a significant affect on
I
G
Page 6
T
the predicted altitude of the rocket.
The data files you have been using
in RockSim v7 and older were proven
to be reliable. But you probably already
knew that, since you’ve been using them
with good results since 1996.
To prove my point, I went back
to my old engine file, and tweaked the
C5 thrust curve. I only moved data
points around on the time/thrust graph,
I didn’t add any new ones. By moving
points around, I was able to change the
Total Impulse of the engine. I tried to
match the NAR’s total impulse for the
C5, which was 9.095 Newton-Seconds.
In the process, I also had to change the
burn time of my data file. To make sure
that only the number and position of the
data points were the deciding factor, I
also changed the weights of the propellant and casing in my data file. See Figures 3 and 4 on the next page.
Now when I ran the simulation
again in RockSim with my modified engine file (which remember has just a few
data points), the altitude was 1408.61
feet. Now the altitude difference was
just a mere 1.15 feet, or 0.081 percent.
What I found out from this is that
the number of data points in the thrust
curve isn’t nearly as important as the
Total Impulse created by the motor.
So if you are creating a thrust curve
from raw thrust stand data, you can really purge a lot of spikes and dips. Just
as so long as the Total Impulse of the
motor remains the same, the simulations
run from the RASP files will be highly
reliable and accurate.
That isn’t to say that the shape of
the thrust curve isn’t important. Where
the peak thrust occurs is very important
to determining the maximum lift-off
weight of the rocket engine. But as far
as peak altitude prediction goes, the Total Impulse is more significant than the
number of data points.
Figure 2: From the simulation results, you can see that a engine
file doesn’t need to have a lot of data points to be accurate.
A P O G E E
H
R O C K E T S
Continued on Page 7
ISSUE 139 - FEB 24, 2005
P
E
A
K
Rocket Engine Files
Continued From Page 6
O
F
F
L
reaching the limits of its potential.
An example of this is hybrid motors.
These burn different from black powder
or composite propellant motors. When
This is the NAR’s
data file for the Estes
C5 rocket engine. It
contains 19 Thrust/
Time data points.
Figure 3 (Top) & 4: The NAR’s engine data file shown in EngEdit.
The simple curve (bottom) gives very similar simulation results.
While the RASP engine format has
been around a long time and will continue into the future, I think that it is
these burn, the CG moves aft instead of
forward. So the rocket becomes less stable as the motor burns. See: http://www.
apogeerockets.com/education/newslet-
A P O G E E
G
H
T
ter55.asp for a work-around that hybrid users had to use when running a
RockSim simulation.
Unfortunately there is nothing in
the RASP engine format that would indicate this.
Because of this unique problem, we
are creating a new engine format, and
are calling it the RockSim Engine format (.rse). It will allow you to save the
CG curve of the motor along with the
thrust curve. This will make Rocksim
simulations even more accurate, especially for hybrid powered rockets.
But don’t worry. RockSim will still
be able to open standard RASP engine
files. You aren’t being forced to the new
format. But it is available if you want to
the most accurate simlulations.
About The Author:
This is the modified C5
thrust curve. I was able
to match pretty close
the Total Impulse. But it
has only 8 data points.
Other RASP File Implications
I
Tim Van Milligan (a.k.a. “Mr.
Rocket”) is a real rocket scientist who
looks forward to helping out other rocketeers. Before he started writing articles
and books about rocketry, he worked on
the Delta II rocket, that launched satellites into orbit around the earth. He
has a B.S. in Aeronautical Engineering from Embry-Riddle Aeronautical
University in Daytona Beach, Florida,
and has worked toward a M.S. in Space
Technology from the Florida Institute of
Technology in Melbourne, Florida.
Currently, he 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 e-zine 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.
R O C K E T S
Page 7