## Longitudinal Aircraft Dynamics #4 – virtual aircraft definition

This section of the tutorial explains how to create the  2D aircraft components for the animated longitudinal stability model. The first part deals with extracting the x-y coordinates for the fuselage, canopy, vertical stabilizer and rudder. The second part handles the main wing airfoil and the horizontal stabilizer airfoil. All thses parts will be put together in the next section.Continue Reading

## Longitudinal Aircraft Dynamics #3 – layout parameters and wireframe fuselage generation

This section discusses the layout of the virtual plane and provides for the worksheet implementation of the plane dimensions as input parameters controlled by spin buttons and macros. In the final part a freeform is used to generate raw data for the fuselage. [sociallocker][/sociallocker] Longitudinal Aircraft Dynamics #3- defining the virtual aircraft by George Lungu – This section of the tutorialContinue Reading

## Longitudinal Aircraft Dynamics #2 – 2D polynomial interpolation of parameters cl, cd and cm

In the previous section, the main wing airfoil and the horizontal stabilizer airfoil were simulated using Xflr5. The three coefficients, lift, drag and moment were then interpolated on charts in Excel using 4th and 5th order polynomials. This section shows a few tricks about how to easily introduce those 60 equations as spreadsheet formulas in Excel ranges. It also presents a simple linear interpolation method across the ReynoldsContinue Reading

## Longitudinal Aircraft Dynamics #1 – using Xflr5 to model the main wing, the horizontal stabilizer and extracting the polynomial trendlines for cl, cd and cm

This is a tutorial about using a free aerodynamic modeling package (Xflr5) to simulate two airfoils in 2D (the main wing and the horizontal stabilizer) for ten different Reynolds numbers, then using Excel to extract the approximate polynomial equations of those curves (cl, cd and cm) and based on them, simulate a 2D aircraft as an animated model. This section deals withContinue Reading

## Aerodynamics Naive #3 – a brief introduction to Xflr5, a virtual wind tunnel

The previous section implemented and charted the ping-pong polar diagrams in a spreadsheet and showed a reasonable similarity, for moderate angles of attack, between these diagrams and the ones modeled using Xflr5, a virtual wind tunnel. This section introduce the  concept Reynolds number and it also contains a very brief introduction to Xflr5, the free virtual wind tunnel software. AerodynamicsContinue Reading

## Aerodynamics Naive #2 – spreadsheet implementation of the Ping-Pong polar diagrams

This section of the tutorial implements the lift and drag formulas in a worksheet, creating and charting the polar diagrams for an ultra simplified ping-pong model of an airfoil. Comparing these diagrams with ones obtained by using a virtual wind tunnel (XFLR5) we can see a decent resemblance for moderate angles of attack (smaller than about 8 degrees in absolute value).Continue Reading

## Aerodynamics Naive #1 – deriving the Ping-Pong airfoil polar diagrams

This is the ping-pong aerodynamic analogy. The wing is a ping pong bat and the air is a bunch of evenly spaced array of ping pong balls. It is a naive model but, as we will see in a later post, the polar diagrams derived from this analogy (between -12 to +12 degrees of angle of attack) are surprisingly close shape wise to the real diagrams of a thin,Continue Reading

## How Do They Fly? – an intuitive look into lift generation and flight stability

Have you ever wondered why the flight attendants of a half empty airliner talk people into moving to the front half of the plane? Have you ever wondered why a flying wing can fly without a tail or why the stability of some of these flying wing can be controlled only by computer? Or why a 12 pack stored in atContinue Reading

## Flight Simulator Tutorial #7 – upgrading the joystick chart, adding a reset button and a throttle scroll bar

This section displays the landscape on a 2D scatter chart and also upgrades the joystick chart by adding a dial behind the joystick image. This technique of using a stack of a back chart to display dial sprites and a front chart with transparent background to display various control devices, indicator needles and text will extensively be used in thisContinue Reading

## Flight Simulator Tutorial #6 – macro review, scene derivation and integration, mapping of the 2D u-v data into a chartable 1D array, rejecting image artifacts

This section finishes the macro analysis and continues with the conversion of the u-v 2D formula array into a chart-able 1D array. It also adds two columns to the chart-able array, a masking condition for each triangle and masked u-coordinate which will throw out of the visible portion of the chart any shape which has a minimum of one vertexContinue Reading

## Flight Simulator Tutorial #5 – the worksheet implementation of the perspective handling formulas and VBA the macros

This section explains the spreadsheet  implementation of the perspective rotation and translation formulas within the Present array. It also shows the implementation of the 3D-2D conversion formulas within the Past array, then it goes on to presenting the VBA macros used (the Reset and JoyStick macros). [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #5 – the worksheet implementation of theContinue Reading

## Flight Simulator Tutorial #4 – matrix allocation and input parameter formulas (roll rate, pitch rate, throttle)

This section explains the top level functionality of the model, it also allocates the data and formula arrays needed for manipulating the scene image. The roll rate, pitch rate and throttle formulas are implemented in the worksheet. [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #4 – creating the initial, current and previous landscape matrices by George Lungu – This section startsContinue Reading

## A First Flight Simulator Model in Excel

This is the first version of a 3D flight simulator in Excel. Start by adjusting the zoom on your file to fit the screen, so you can see the whole chart and the buttons underneath, then click “Reset” and then click the red dot in the center of the joystick. After that, the joystick handle will “stick” to your mouse pointer soContinue Reading

## Flight Simulator Tutorial #3 – scene rotations and translation

This section deals with a simple method of creating the appearance of scene movement during the flight. Beside reviewing standandard rotation and translation formulas described before on this blog, the presentation begins to explain how to apply numerical-like methods to create a live and interactive model.   A Basic Flight Simulator in Excel #3 – calculating the scene rotation and translation as a resultContinue Reading

## Flight Simulator Tutorial #2 – basic airplane positioning, control surfaces and turn dynamics

This is the second part of a tutorial explaining the creation of an “in-cockpit” flight simulator (versus the remote control simulator) model in Excel 2003. This section introduces some basic piloting background and nomenclature. A Basic Flight Simulator in Excel #2 – airplane positioning, control surfaces and turn dynamics by George Lungu – This tutorial explains the basics of airplaneContinue Reading

## Flight Simulator Tutorial #1 – the joystick and a ground mesh

This is the first section of a tutorial explaining how to build a 3D flight simulator in Excel. This part deals with creating a joystick and a triangular ground mesh. The joystick model was explained in a previous post from January 2011 and the ground mesh was already used in the 3D roller-coaster. [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #1 – usingContinue Reading