Thank you very much Don for your in-depth reply to my Whitcomb Winglet
question.
I am getting afraid to ask any more questions, as I am sure
you have much better things to do than educate me via email.
From : Don Stackhouse
You're welcome, no problem at all, I've found that the best way to make
sure you really understand something is to try to explain it to someone
else! However, I must admit that I am getting behind on several projects
(including some slow flyer kit designs), so I may have to slow down my
response time on this thread a bit.
How does this sound for experiments - fixed fin at the wing tip TE,
with a hinged rudder extending rearwards? Then I can experiment with
various rudder-out angles, and glue them when an optimum is found. I
could test fly for duration easily. Would you use a constant
percentage chord rudder, or make it wider at the top?
Sounds like a good approach to me. One other point: as you add camber and
incidence to your winglets through rudder deflections, I expect you will
find that the performance gains at the optimum operating point will
increase (up to a point of course), but that the range of operating points
where the winglets are a benefit wil get marrower.
On winglets you're not quite as concerned with tip stall of the winglet
itself. I think I'd go with constant % chord.
Despite calling my initial design a park flyer, and being on the
slow fly list, I don't think this will be a particularly slow model,
and changing the induced drag by +/- 5% may not be discernible...
The key parameter here is lift coefficient, which is very dependant on
airspeed. If you're going to fly fast enough, the induced drag won't be an
issue.
With regard to designing very efficient ailerons:
Easier typed than done! Given that the wing will be a flat 20" *
10" sheet of 3mm Depron (with a carbon rod LE) I really don't have
that many choices regarding the elevons...I don't see that I have much
opportunity to make them more or less efficient.
Probably the biggest thing you can control here is chord. At low Re, it
usually works better is to move the hinge line further forward, with much
less angular deflection. At very low Re's, the flow tends to be laminar
(even if you turbulate it, it will go back to laminar), which means that
the kinetic energy the boundary layer starts with at the leading edge is
all the energy it has to make it to the trailing edge without separating.
It isn't getting fresh infusions of kinetic energy from the layers above it
the way a turbulent boundary layer does (this is why turbulent boundary
layers can do a better job of staying attached). Meanwhile, it is
continuously losing kinetic energy through skin friction. As a result, the
further back on the airfoil you get, the less energy is left in the
boundary layer airflow. It has less ability to tolerate discontinuities,
like hinge lines, and the increased adverse pressure gradients from control
surfaces with too much angular deflection, the closer you get to the
trailing edge. You need to treat the flow gently and with respect, and keep
any discontinuities well forward where the flow is best able to deal with
them. If you don't, the air molecules will get overworked, frustrated and
mad at you, and refuse to follow the surface of your airfoil.
Several times Don you have talked about optimising the design (or
airfoil) for the plane's mission. But while the goals are clear for
HLGs (and full size), and an HLG can be tested to see how well it
meets the design goals, this is *very* different for sports models.
Not really. You have a list of things you want the model to do, and the
goal is to accomplish those tasks as efficiently as possible. The payoff is
better climb rates, better max and min speeds, longer flight times, better
control response and turn rates, etc.. These all make the airplane more fun
to fly, which is the ultimate goal of a sport model. You can define fairly
clear goals for any model, including a sport model, if you think about what
it is you are really trying to accomplish. For example:
I suppose my design goals for this model are:
a) Slow/agile enough to fly in the meadow close to my house, but fast
and stable enough to cope with up to 10mph winds.
So does this mean you want a max cruising speed of say, twice the wind
speed (20 mph in this case)?
A bit nebulous, but I think we all know what you mean. Weight figures into
this as well, a lighter model doesn't hit as hard!
Aerobatic enough for me to improve my rolls and inverted flight,
and be fun to fly.
So we need a decent roll and pitch rate, but good damping about all three
control axes ("twitchiness" is partly the result of poor damping, not just
too much control throw; you can tolerate a lot of control authority if the
damping is sufficient).
Everybody's in a hurry these days! Maybe we should start putting Ritalin in
the water supply. We put flouride in the water to fight tooth decay; why
not something to fight TV-induced decay of our attention spans? ;-)
At least 5 minutes duration when flying aerobatics.
f) Ascertain if the IFO type model's smoothness and stability is a
function of its swept/tapered tips.
So we're talking about a controlled experiment. In that case, you need to
make at least one of these that's as identical as possible to the IFO
except for the taper. You need to make another that's identical to the IFO
including its sweep (as measured at 25% chord), but with constant chord.
It looks to me like you're already well on your way to a fairly clear set
of design goals.
Even without goal (f) I don't know of any analytic way of determining
if a given design will meet the goals that wouldn't take *much* longer
than making the model.
So how does one go about optimising the design of a sports model?
Depends on the tools available. If you don't have a bunch of the right
software AND a lot of experience using it, you're probably right. Also,
you've locked in enough aerodynamic parameters already just because of
your choices of materials and construction techniques, that there isn't a
lot of room left for optimization within those artificial limits.
I think we've just answered this question. The same way you optimize ANY
model. First you get a clear definition of what it is you expect it to do,
and then you use all the tools at your disposal to the best of your ability
to make the model achieve or exceed those goals as much as possible. BTW,
your initial choice of goals is the foundation that the rest of the design
will be built upon, and in that sense is probably the most critical and
important step. Most of the time, when I've seen designs fall short of the
mark, it's because they did a poor job of defining exactly what the goals
should be.
In this specific design, I think the real key is your choice of speed
envelope. You need to have enough top speed to penetrate (as we've already
discussed), but you also need a slow enough minimum speed so that you can
keep things under control going downwind in the same wind conditions. You
also need enough turn rate (time) and turning radius (distance, including
wind drift during the turn) to keep the model within the field boundaries.
Ultimately what will set all of these is your mental workload while flying
it. The fun you have flying it will depend a great deal on how much stress
the model imposes on your brain cells until it's safely back on the ground.
This is probably one of the biggest criteria for a good sport model.
You need to measure your field, then go out and mentally fly a few flights
in it. Find out how many seconds you need for a crossing of the field in
each direction (this determines the maximum number of seconds between each
maneuver) in order for your brain to keep up with the model. How much room
do you have to make a turn, and how fast a turn can your brain keep up with
before you start to overshoot the ending point of the turn? Bring a
stopwatch, visualize the imaginary flight, and time the various segments.
Visualize typical "unusual attitude" situations, such as a stall or an
upset from tree-induced turbulence, and how you would recover from those
situations. It may help to bring a toy airplane along (or you can even do
this sitting in a chair at home) and "fly" it with your hands through an
imaginary flight. I know it sounds a bit silly, and your "significant
other" may head for the phone to call those nice men in the white coats to
come get you, but in fact the top full-scale aerobatics pilots and military
combat instructors use exactly this technique to help visualize their
routines before flying them.
Once you have a clear definition of time and speed properties, you can then
figure bank angles, turn rates, min and max speeds, stall characteristics
and other handling qualities, etc..
As you can see, if you really want to understand the details of what's
going on and improve the odds of designing a successful model, one that
meets your mission requirements, it's possible to get some very
quantitative specifications even with a simple "sport model". Yes, it is
possible to design a model like this with zero math and a lot of trial and
error. The down side of that method is that there's a good chance you might
run into troubles with one of your goals, and without a clear goal and the
tools to understand why your model isn't meeting it, you may have no clues
about how to fix the problem, or even what the problem is. It will be like
hunting birds in the dark with a shotgun. You will blast away with attempt
after attempt, possibly creating a lot of mahem in the process, and quite
possibly never hit anything useful. There's also the chance (especially if
you didn't start with clear goals to begin with) that you will hit your
target, and not even realize it, continuing to blast away with additional
but pointless attempts.
A great deal of the rewards in the whole "design experience" lie in the
setting of a specific set of goals, working to achieve them, actually
reaching those goals, and then KNOWING that you accomplished what you set
out to do! Don't go through all this effort and then cut yourself out of
half the fun!
Don Stackhouse
DJ Aerotech
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