Physics of Flight An Introduction (Andrew Motes)
Physics of Flight An Introduction (Andrew Motes)
An Introduction
Copyright January 2016 ©, Dr. R. Andrew Motes,
AM Photonics
USA
www.amphotonics.com
I’ve written it with first person, active voice, and contractions. I hope
you enjoy this new modern style for writing technical books.
Introduction
In 2001, I was Chief Engineer for the Chop Shop on Kirtland Air Force
Base in Albuquerque, New Mexico, USA. That unit’s mission was to
determine how difficult it was to counter U.S. weapon systems; but in 2001
our mission was to determine how difficult it would be for terrorists to
purchase an airplane, retrofit it with an autonomous control system, and
then use it to deliver explosives to targets inside the USA. As part of this
effort, I designed an aircraft computer model to represent a Titan Tornado
aircraft so that we could control it with an inexpensive, commercial,
autonomous aircraft control system; it was less expensive than flying the
hardware. On 11 September of that same year, terrorists flew airplanes into
the World Trade Center towers, showing us that our mission parameters
were wrong; no autonomously-controlled aircraft was necessary; terrorists
simply hijacked commercial aircraft and flew them into the targets. We
canceled the mission immediately. This book essentially describes the
aircraft model I created for that project.
In this book I first give you the four basic principles you need to
know to understand how aircraft fly. These are:
1. To lift an object from the ground, you must lift with greater force
than that due to gravity on that object. For aircraft we phrase the
principle like this: “The force of lift in the upward direction must be
greater than the force of gravity on the aircraft in the downward
direction.” How simple is that?
2. To drag an object across the ground with constant speed, you must
pull with a force equal to the force of friction trying to keep the
object from moving. For aircraft we phrase the principle like this:
“Thrust must be equal to drag (resisting force due to air friction) if
we are to maintain constant aircraft velocity.”
3. To drag an object across the ground with increasing speed, you
must pull with more force than the force of friction trying to keep
the object from moving. For aircraft we phrase the principle like
this: “Thrust must be greater than drag if we are to have aircraft
acceleration.”
4. If an object is rigidly attached at Point A but can rotate about that
point, you must push on the object at Point B, behind Point A, so the
object points toward you. For aircraft, we phase this principle like
this: “The center of gravity for the aircraft must be forward of the
center of aerodynamic pressure for stable flight.” Further
explanation: The aircraft always rotates about the center of gravity,
but the wind pushes on it through the center of aerodynamic
pressure. If the center of pressure is behind the center of gravity, the
aircraft will fly forward. If this gets reversed, the aircraft will
attempt to fly in reverse! Therefore, horizontal and vertical
stabilizers are at the rear of an aircraft, and fins are at the rear of a
missile so they will fly forward. This principle has been known for
thousands of years, and is why arrows have feathers on the back.
That’s it; I’ve described the forest from a distance. You now
know all that non-technical people really need to know about how aircraft
fly; and you’ve built a foundation for understanding the remainder of this
book. If I hadn’t already known these basic principles before I took my
first class in aircraft flight dynamics, I’m not sure I would have passed it.
Aerodynamic Lift and Bernoulli’s
Principle
Before I describe the detailed physics for flight, I must first help you
understand, intuitively, the physical effect that produces aerodynamic lift.
In 1738 Daniel Bernoulli discovered that air pressure decreases as air speed
increases; therefore, if you can make air go over an object with greater
speed than it goes under an object, there will be lower pressure on top than
on the bottom. The existence of higher pressure on the bottom of an object
than on top will push the object up. If the pressure differential creates a
force greater than that of gravity, the object will lift from the ground. This
is a basic concept that you need to understand first before you can
understand flight physics.
It has long been known that a surface like the one I show in the
next image produces lift when moved through air in the horizontal direction
and to the left as shown. The bottom side allows air to flow past without
curving while the top side requires that the air curve upward and then back
down. The air path on top of the structure is longer, requiring that the air
move faster before recombining at the trailing edge. Because air travels
faster on the top side, its pressure is lower, producing upward lift.
All aircraft have structures like this for creating lift—wings on fixed-wing
aircraft and rotors on helicopters. You can see this same structure on bird
wings.
Just remember that there must be motion of the structure
relative to air for lift to occur. In high winds, it’s possible to remain
airborne with zero ground speed. I’ve actually flown with negative ground
speed in high winds.
Coordinate Frames
For this introduction to flight physics you must understand two Cartesian
coordinate frames. These are the North-East-Down (NED)—also called the
local tangent plane (LTP)—and the Aircraft Body (AB) frames. All the
mathematical parameters in this book will be defined relative to one or both
frames.
These are both Cartesian coordinate frames where the three axes are
mutually orthogonal (90 degrees relative to each other). These are also
right-hand coordinate frames, meaning that if you point your fingers toward
the x axis, and then curl your fingers in the direction of the y axis, your
thumb will be pointing toward the z axis. I show this in the image below.
Earth also moves around the sun and our solar system moves
through space relative to the stars. However, the effects of these
movements are small even compared to Earth’s rotation, so we can ignore
them for the brief time periods that aircraft are in flight.
Roll, pitch, and yaw (Φ , Θ , Ψ ) are the Euler angles of this frame
relative to the NED frame described above. I define these angles next.
Euler Angles
Euler angles are those that define the orientation of the AB frame relative to
the NED frame; and are sometimes called roll, pitch and yaw. Roll, Φ , is
in a right-bank direction from horizontal, and its range is –π to +π radians
(minus or plus 90 degrees). Pitch, Θ , is in the nose up direction from the
local horizontal, and its range is -π /2 to π /2 radians. Yaw, Ψ , (sometimes
called True Heading) is measured clockwise with respect to True North, and
its range is –π to +π radians.
The direction cosine matrix associated with these Euler angles is the
transformation matrix from the AB frame to the NED frame; and, the NED
frame coincides with the AB frame when roll, pitch, and yaw (heading) are
zero. The Euler angles are illustrated in the image below (F-18 image
courtesy of Redshift Labs ). For other web-based illustrations of Euler
angles click here .
The ailerons are primarily used for roll control, the rudder for
yaw control, and the elevators for pitch control. However, each of these
controls will also have minor effects on the other angles. For example, a
positive rudder deflection will also cause the aircraft to roll slightly to the
left.
If you want to make a coordinated turn, you must use both the
rudder and the ailerons. To turn right, use a right rudder and a right
aileron. Because of loss of lift during a steep turn, you may also need to
use a slight positive elevator. So, as you’ll learn from flying a simulator or
aircraft, normally, all control surfaces must be used simultaneously.
Learning to fly trains your brain to do this without having to think about the
physics.
Nomenclature
The following table lists the nomenclature I’ll use for variables in the
math/physics aircraft model that I describe in this book. You should
memorize these or refer back to them often.
ρ = air density
v = air speed
q = v 2 ρ /2 or dynamic pressure
F A = aerodynamic force
.
When an aircraft is moving with velocity v , the new position after some
change in time Δt is equal to the old position plus the change in position Δr
. This is represented by the first line of the equation above. In the second
line, I replaced Δr with an equivalent term that includes the change in
position divided by the change in time. This fraction is the same as
velocity; therefore, in the third line I replace it with v . It’s apparent now
that the new position, after a change in time equal to Δt , is equal to the old
position plus velocity times the change in time.
A dot over an angle variable indicates that it represents the angle’s rate of
change with respect to time (angular velocity measured in radians per
second).
These equations tell us that for straight and level flight (1) the force
of thrust in the positive x axis (North) is equal to the drag force in the
negative x axis (South), (2) the lift in the negative z axis (up) is equal to the
force due to gravity in the z axis (down), and (3) the aerodynamic and thrust
moments add to zero—they must be zero since the aircraft is not rotating.
These are the common-sense requirements for understanding stable aircraft
flight that I mentioned in the introduction.
This code also shows three damping equations that I’ll explain later.
where C D is the drag coefficient and C L is the lift coefficient . These are
members of a set of coefficients that I call control coefficients . Recall that
S is the wing surface area and q is a function of airspeed and air density. It
makes intuitive sense that both drag and lift would be a function of both S
and q . These equations are valid when the angle of attack is small, but I’ll
discuss the more general case later.
where c -hat is the mean aerodynamic cord for the wing and C m is the
pitching moment coefficient .
where the parameters in the matrix are called control derivatives . The
control input vector (in brackets on the right) contains the angle of attack α ,
the horizontal stabilizer incidence angle i H (normally equal to 0), and the
elevator deflection angle δ e . The horizontal stabilizer incidence angle
normally cannot be changed by the pilot, but the elevator deflection angle
can; both will produce moments about the y axis in the AB frame and
produce pitch changes.
Here I define these control derivatives and show the values I use
in my attempt to model a Cessna 172.
C Do – drag coefficient for level flight when no other inputs are given. I use
0.12. If your aircraft is very smooth with soft curves, it will be more
aerodynamic and this number will be smaller. Later I’ll discuss the source
of drag in more detail.
C DiH – this relates the horizontal stabilizer angle to drag. Normally, the
horizontal stabilizer angle is set to zero by design. Since I use i H = 0, this
parameter has no effect in my simulation.
C Dδe – this relates the elevator deflection angle to drag. I use 0.0001.
C Lo – this is the lift coefficient for level flight when no other inputs are
given. I use 0.5674 so that lift equals weight when forward speed is equal
to 44 m/s. I use an aircraft mass equal to 1111 kg.
C Lδe – this relates elevator angle to lift. I set this equal to zero for my
simulation but if it has a value for any particular aircraft, I suspect that it
will be small and negative—a positive elevator angle pushes the tail down.
C mo – this is the pitch moment coefficient for level flight when no other
inputs are given. I usually set this to zero; otherwise, I would need another
input—such as i H —to counteract it for level flight.
C mα – this parameter relates pitch moment to angle of attack. It provides
the “feathering” that keeps the tail behind the airplane. When you cut the
throttle in level flight, it’s what makes the aircraft nose down into a dive.
Physically, this effect is provided by the horizontal stabilizer. The aircraft
would be unstable without it—hence the name stabilizer . I use a value
equal to -0.5 and show the effect below where a positive angle of attack
produces and negative pitch moment around the center of gravity.
C miH – this parameter relates the horizontal stabilizer angle to the pitch
moment. For my simulator, this has no effect because i H = 0.
,
where C Y is the side-force coefficient and S is the wing surface area.
where the coefficients in the matrix are again called control derivatives .
The control input vector for this equation contains the sideslip angle β
(which can be approximated as V /U ), the aileron deflection angle δ A , and
the rudder deflection angle δ R . Again, this equation is valid for straight-
line flight with slight changes in inputs.
C YδR – this relates the rudder angle to side force. This force is small, so I
use a value of -0.0001. The rudder provides a strong yaw moment, but this
is accounted for in another control derivative.
C lβ – this parameter relates sideslip angle to roll moment and is critical for
stability. For example, when the aircraft slips to the right, this parameter
causes the aircraft to roll to the left—a maneuver that causes the aircraft to
correct the sideslip and is called the dihedral effect. Having wings attached
at the top of the aircraft fuselage causes this effect—like on a Cessna 172.
If wings are attached at the bottom of the fuselage, the wings must to be
swept up (dihedral angle ) to cause this effect. I demonstrate this using the
two images below.
I use a negative value equal to -0.06 for my simulation—a positive side slip
produces a negative roll angle.
These two wing configurations also result in a certain amount of
roll stability and will produce level flight even when no aileron input is
provided for correction. I demonstrate this using the next two images. If
the aircraft rolls to the left, more lift is generated on the left wing to create a
right roll moment for correction.
It may appear that these last two effects cancel out. For example, a
side slip to the right will cause a roll to the left; however, that roll to the left
will cause a force to roll the aircraft back to the right. But, the roll moment
caused by sideslip is greater than the opposite roll moment caused by the
roll itself.
C lδA – this parameter relates aileron angle to roll moment. It’s a critical
value which allows the pilot to roll and turn the aircraft. I demonstrate this
in the following image where a negative aileron angle is producing a
negative roll moment.
The reason the aircraft eventually rolls to the right is because the left
rudder causes a left side slip, and that left side slip produces a roll to the
right as explained above. The roll moment caused by the side slip is
stronger than the opposite roll moment caused by the rudder.
For my simulation, I use -0.002 for this parameter.
The purpose of the rudder is to allow the pilot to cause the aircraft to
yaw. For a coordinated turn, there should be both a rudder command and
aileron command given.
Note that the control derivatives are in the two matrices, CD_Matrix1
and CD_Matrix2, and I use a matrix multiply routine to multiply these
matrices by the control input vectors.
Recall that
and
This produces high pressure on the front of the wing and low pressure
behind the wing. The result is a pressure force pushing the wing in the
opposite direction of motion relative to the air.
I’m just saying that there is one more feedback roll moment that
prevents roll and it’s also caused by dihedral.
Recall that the roll moment equation I used before was
where C ldi is the new coefficient that I invented to simulate this additional
resistance to roll caused by dihedral. I use -0.001 for this coefficient in my
simulation.
As you might expect, if this negative roll feedback value is too large,
it can cause instabilities.
A Complete Aircraft Model
As I said before, the 6DOF model is the heart of all flight simulators. The
inputs are forces and moments while the outputs are angles, angle rates, and
velocities. In the following image, I show a flowchart for this 6DOF
model. You must calculate the forces and moments for use as inputs, then
call this routine once for each step increase in time. In Visual Studio 2010
C# I simply use a timer to loop through all my equations once every 0.1
seconds with a Δt equal to 0.1. That way, the model runs in real time.
For readers that have not yet had courses in Calculus, the ∫ symbol
represents integration. Mathematically it represents the following
equation―using roll angle rate P and its rate (roll acceleration) as an
example―in an iterative loop:
Therefore, if I integrate the roll angle acceleration over time, I get the total
roll angle rate. This is simulated by using the equation above in the
iterative software loop. An easy example would be when the initial P is
zero and its rate is 10. If I integrate for two seconds, my total roll angle rate
is 20.
What if roll rate is not constant but is a complicated function of
time? If the time step (Δt ) is insignificant compared to changes in roll rate,
this equation still produces accurate results.
Note also in the flowchart above that some values are fed
backwards. This means that the calculation of new values is dependent on
the previous/old values—those existing values from the last iteration. This
is another reason that you’ll need to keep the time step small; otherwise, the
old values will be much different from the new values, and produce errors
in the simulation.
Finally, the forces and moments that are input to this 6DOF
model need to be calculated using the control coefficients, which are
calculated from the control input vectors using the control derivative
matrices I showed you earlier. These are not shown in the 6DOF model
flowchart.
After giving a positive elevator input, the aircraft would pitch up,
and then eventually pitch back down. It then repeated the process with an
extended period of oscillation. This is the phugoid mode observed in many
aircraft.
For roll damping, I used 4; for pitch damping I used 1; and for
yaw damping I used 1.2. After I included these damping constants, the
increase in stability was dramatic.
Note that since Earth is rotating, the NED frame is not a true
inertial reference frame; therefore, it isn’t suitable for long-duration inertial
navigation purposes. A more suitable frame is one that is earth-centered
and fixed in orientation relative to the stars; but for this introductory book,
we’ll assume that the NED frame is an inertial reference frame.
In the next few paragraphs I’ll summarize the entire field of
aircraft inertial navigation.
In our flight simulation, we multiply velocity by Δt to get change in
position Δr ; where r is the position vector made up of the x , y , and z -axis
positions. To find position we must start with an initial position r o and
update it using the calculated change in position Δr . In other words, for
each increment in time we must do the following:
In this equation v is the velocity, and the arrow over it indicates that it’s a
vector (three values—one for each direction). The same goes for r , the
position vector.
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