Date: Mon, 23 Nov 1998 19:18:06 -0600 From: "Christopher B. Thrash"Subject: Re: Unpowered gliders in VE2 and GT (long) > On Sun, 22 Nov 1998, Christopher B. Thrash wrote: > > > There should be a condition in which thrust balances > > drag -- the glider is sinking, but not accelerating -- but the rules for > > aDecel don't appear to cover this. > > Yeah, it's called top speed for the applied thrust. > Okay, I got it to work -- after a fashion. For standard hulls in GT (very good streamlining, lifting body option), the answer is minimum glide angle = 0.00143 Lwt / Sa where Lwt is loaded weight (in pounds), and Sa is surface area (sf). Glide ratio (horizontal distance traveled for vertical distance lost) is then glide ratio = (1 - glide angle) / glide angle. For the ships presented in GT, the actual numbers are: Ship dtons stons sf glide ratio Iramda 10 58.9 2,000 10.8 Launch 10 36.0 2,000 18.4 Lifeboat 10 40.8 2,000 16.1 Rampart 10 90.3 2,000 6.7 Gig 20 77.9 3,000 12.4 Ship's Boat 30 97.1 4,000 13.4 Fuel Skimmer 40 104.3 5,000 15.7 Pinnace 40 130.4 5,000 12.4 Modular Cutter 50 189.6 6,500 11.0 Interplanetary Shuttle 100 230.0 10,000 14.2 Shuttle 100 374.5 10,000 8.3 Suleiman 100 346.8 10,800 9.9 Suleiman II 100 382.0 10,800 8.9 Animal 200 398.9 15,800 12.8 Beowulf 200 631.5 16,600 8.2 Empress Marava 200 556.6 16,600 9.4 Akkigish 400 1,340.8 28,200 6.3 Dragon 400 2,907.4 28,200 2.4 The unweighted average is 11. Comparable glide ratios from the real world: High-performance sailplane 25-40 Typical patrol or transport 12-20 High-performance bomber 20-25 Prop-powered trainer 10-15 Jet trainer 9-16 Transonic jet fighter 10-13 Supersonic jet fighter 4-9 Helicopter 3-5 So, the Dragon drops like a rock, and the rest are in the right ballpark for transatmospheric craft. For best results, use the aerobraking rules on VE2, p. 164, to get down from orbit to 15,000 ft and figure the glide from there. The derivation follows. ********Gearhead Alert********* All right, let's examine what we have, shall we? According to VE2: Top speed (Vmax) depends on aerial motive thrust (Amt) and aerodynamic drag (Adr), Vmax = sqrt (7,500 * (Amt/Adr)) (eqn 1.0, p. 134) Aerial acceleration (aAccel) depends on aerial motive thrust and loaded weight (Lwt), aAccel = (Amt/Lwt) * 20 (eqn 2.0, p. 135) Put it another way: Amt = (aAccel * Lwt) / 20 (eqn 2.1) But the unpowered glider has no aerial motive thrust and no top speed (Amt = 0, Vmax = 0), unless it accelerates by diving. This acceleration (a component of aAccel, in this case the only component) depends on the fraction of total velocity (V) that is dedicated to vertical movement (Vv, where V = Vv + Vh; this is only an approximation, but given as such in the text). That relationship is aAccel = (Vv/V) * 20 (eqn 3.0, p. 155) Combined with equation 2.1, this gives aerial motive thrust and top speed as Amt = Vv/V * Lwt (eqn 2.2) Vmax = sqrt (7,500 * Vv/V * Lwt / Adr) (eqn 1.1) = (Vv/V)^1/2 * (7,500 * Lwt / Adr)^1/2 (eqn 1.2) You can see that Vmax varies as a function of Vv/V. When Vv/V = 1 (a vertical dive), Vmax equals terminal velocity (p. 157, Falling). As Vv/V tends to zero (pure horizontal flight), Vmax also tends to zero until eventually Vmax is less than stall speed (Vs). Thus the minimum allowable value of Vv/V occurs when Vmax = Vs. For the unpowered glider, Vs = (Lwt / Lift Area) * Sl * Rs (eqn 4.0, p. 133) Set Vmax = Vs, and (Vv/V)^1/2 * (7,500 * Lwt / Adr)^1/2 = (Lwt / Lift Area) * Sl * Rs (eqn 5.0) GURPS Traveller sets some parameters for standard hulls: Very Good streamlining, Lifting Body option, no Responsive Hulls. This allows us to simplify 5.0 to (Vv/V)^1/2 * (37,500 * Lwt / Sa)^1/2 = (Lwt / 0.3Sa) * 2.2 (eqn 5.1) where Sa is hull surface area. So Vv/V = 0.00143 Lwt / Sa for a minimum dive angle to maintain Vmax = Vs.
Comments: thrash@io.com