PDA

View Full Version : Re: Trajectory Analysis


OM
July 15th 03, 07:44 AM
On Mon, 14 Jul 2003 23:53:53 -0500, "Jon Berndt" >
wrote:

>
>1070:PRINT "SPEED AT IMPACT ";IMPACTA;" MPH"

1075: PRINT "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE!"


OM

--

"No ******* ever won a war by dying for | http://www.io.com/~o_m
his country. He won it by making the other | Sergeant-At-Arms
poor dumb ******* die for his country." | Human O-Ring Society

- General George S. Patton, Jr

Pat Norton
July 16th 03, 01:07 AM
Jon Berndt wrote:
>480:WIND1=WINDC*6080/3600

This equation attempts (but fails) to convert knots into feet per
second. A nautical mile is not 6080 feet, it is 1852 metres precisely
(1852/0.3048 ft).

So the equation should be:
480:WIND1=WINDC*(1852/0.3048)/3600

Jon Berndt
July 16th 03, 02:18 AM
"Pat Norton" > wrote in message

> Jon Berndt wrote:
> >480:WIND1=WINDC*6080/3600
>
> This equation attempts (but fails) to convert knots into feet per
> second. A nautical mile is not 6080 feet, it is 1852 metres precisely
> (1852/0.3048 ft).
>
> So the equation should be:
> 480:WIND1=WINDC*(1852/0.3048)/3600

NOTE: This was not my program. The web site I found it at claimed it came
from the NTSB then to the FAA. I had a longer chance to look at it this
morning and found it riddled with flaws.

This evening I devised what I think is a better tool, anyhow. It's not
optimal, but it's an Excel spreadsheet. Inputs are weight, projected area,
drag coefficient, initial velocity, flight path angle, and altitude, and
perhaps a few other things.

A question I have is one that maybe Danil can answer: how far downrange did
the crew cabin land?

Jon

Charleston
July 16th 03, 04:29 AM
"Jon Berndt" > wrote in message
...
> "Charleston" > wrote in message news:AO1Ra.17666

> By the way - perhaps the higher velocity in the range you gave yesterday
> wasn't too far off ...

I think you will find it is closer to the lower velocity than the upper
velocity if you use all available data. Run a calculation to determine
impact time:-)

Daniel

Jo Stoller
July 16th 03, 02:29 PM
Pat Norton wrote:
>This equation attempts (but fails) to convert knots into
>feet per second.

That is a symptom of one of the other problems with the program. The
calculations would be simpler in meters and kg, instead of slugs and
cubic feet etc.

Michael Shaffer
July 16th 03, 03:44 PM
LOL, where is that from, it sounds familiar? Is it from that old BBS game?

OM wrote:
> On Mon, 14 Jul 2003 23:53:53 -0500, "Jon Berndt" >
> wrote:
>
>
>>1070:PRINT "SPEED AT IMPACT ";IMPACTA;" MPH"
>
>
> 1075: PRINT "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE!"
>
>
> OM
>

Herb Schaltegger
July 16th 03, 05:18 PM
In article >,
jeff findley > wrote:

> Michael Shaffer > writes:
> >
> > LOL, where is that from, it sounds familiar? Is it from that old BBS game?
> >
> > OM wrote:
> > > On Mon, 14 Jul 2003 23:53:53 -0500, "Jon Berndt" >
> > > wrote:
> > >
> > >
> > > 1075: PRINT "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE!"
>
> Sounds like an "old school" text based adventure game. Zork, perhaps?
>
> Jeff

I thought it was the old Unix "Adventure" text game. But it's been a
LOOONG time since I played it or Zork, so I don't remember for certain,
either.

--
Herb Schaltegger, Esq.
Chief Counsel, Human O-Ring Society
"I was promised flying cars! Where are the flying cars?!"
~ Avery Brooks

OM
July 16th 03, 06:35 PM
On 16 Jul 2003 11:04:35 -0400, jeff findley
> wrote:

>Michael Shaffer > writes:
>>
>> LOL, where is that from, it sounds familiar? Is it from that old BBS game?
>>
>> OM wrote:
>> > On Mon, 14 Jul 2003 23:53:53 -0500, "Jon Berndt" >
>> > wrote:
>> >
>> >
>> > 1075: PRINT "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE!"
>
>Sounds like an "old school" text based adventure game. Zork, perhaps?

....Oh, you kids and your Quake-based universes :-P. The "maze of
twisty little passages" comes from the progenitor of all adventure
games, "Colossal Cave". More commonly known as "Adventure", it
predates "Zork" (*) and set the standard for text adventures - lavish
descriptions and terse commands. Here's a couple of links that might
interest you:

The Colossal Cave Adventure Page:
http://www.rickadams.org/adventure/

Don Woods' Homepage:
http://www.icynic.com/~don/

OM


(*) Zork actually started out on a mainframe, just like Colossal Cave,
and was actually the first software program I ever pirated. When I was
in my first junior year in college, we swiped a copy from TAMU's 308x
clunker and actually got the damn thing to run on a CDC6600! It was
essentially Zork's 1-3 combined with a bunch of filler stuff left out.


--
The STS-107 Columbia Loss FAQ can be found
at the following URLs:

Text-Only Version:
http://www.io.com/~o_m/columbia_loss_faq.html

Enhanced HTML Version:
http://www.io.com/~o_m/columbia_loss_faq_x.html

Corrections, comments, and additions should be
e-mailed to , as well as posted to
sci.space.history and sci.space.shuttle for
discussion.

David Higgins
July 17th 03, 02:15 AM
OM wrote:

> ...Oh, you kids and your Quake-based universes :-P. The "maze of
> twisty little passages" comes from the progenitor of all adventure
> games, "Colossal Cave". More commonly known as "Adventure" [...]

I first played Adventure back in 1977 or so using a
rehost of the Fortran variants into a Datacraft/Harris
Slash 7, a (wait for it) 24-bit minicomputer.

David Harper
July 17th 03, 03:09 AM
"Jon Berndt" > wrote in message >...
> Anyone have a basic compiler? This might be an interesting program to move
> to "C". It's from this site:
>
> http://proairshow.com/aircraft_debris.htm
>
> TRAJECTORY ANALYSIS FOR AIRCRAFT DEBRIS
>
>
>
>
> COMPUTER PROGRAM

This one's a little shorter and simpler. Similar approach, but
different methods. For MATLAB. Some of the data I got from some
obscure NASA archive. I wrote it back in Feb, but forgot about it
until you posted that one. This is for a piece of debris approximated
as a sphere of aluminum with a mass of 50kg, although you can play
around with the values. Plot MAX at the end; this theoretical piece
of debris would have hit about 16 g's.

Of course it's just a program, but it gives some interesting insight
as to the mechanics involved.

-----------------------------------------------------------------

g=9.8;
m=50;
density=2.7*10^3;
volume=m/density;

%object is a sphere
r=(volume/(4/3*pi))^(1/3);
FA=pi*r^2;

%Atmospheric density table

AD=[0.00007
0.00014
0.00028
0.00053
0.00097
0.00188
0.00385
0.00821
0.01801
0.02660
0.03946
0.05881
0.08803
0.13058
0.19367
0.28726
0.41271
0.55663
0.73612
0.95686
1.22500];

%Atmospheric density lookup index

AA=[70000
65000
60000
55000
50000
45000
40000
35000
30000
27500
25000
22500
20000
17500
15000
12500
10000
7500
5000
2500
0];

%Drag coefficient index as a function of Mach number/velocity
%NASA empirical data from some old archive I found

CD=[.41
1.05
.9
.9];

%Drag coefficent lookup index, from the same obscure archive.

CDV=[0
2
5
20]*300;

%initial X and Y velocities

vx=12500*5280/3600/3.27;
vy=0*5280/3600/3.27;

%initial X and Y positions

y=65000;
x=0;
i=1;


%MX=X-position Matrix
%MY=Y-position Matrix
%MVX=X-velocity Matrix
%MVY=Y-velocity Matrix
%MC=drag coefficent index
%MAD=air density index
%MFX=X-direction forces
%MFY=Y-direction forces
%MAX=X-direction accelerations
%MAY=Y-direction accelerations

while y>0

MX(i)=x;
MY(i)=y;
MVX(i)=vx;
MVY(i)=vy;

c=interp1(CDV,CD,(vx^2+vy^2)^.5);
MC(i)=c;
air_density=interp1(AA,AD,y);
MAD(i)=air_density;
fx=-.5*c*FA*air_density*(vx^2);
fy=.5*c*FA*air_density*(vy^2)-m*g;
ax=fx/m;
ay=fy/m;
x=x+(2*vx+ax)/2;
y=y+(2*vy+ay)/2;
vx=vx+ax;
vy=vy+ay;

MFX(i)=fx;
MFY(i)=fy;

MAX(i)=ax;
MAY(i)=ay;

i=i+1;
end

%PLOT of trajectory

t=1;
while t<i
plot(MX(t),MY(t))
hold on;
t=t+1;
end

Reed Snellenberger
July 17th 03, 03:13 AM
David Higgins > wrote in news:XMmRa.58127
:

>
>
> OM wrote:
>
>> ...Oh, you kids and your Quake-based universes :-P. The "maze of
>> twisty little passages" comes from the progenitor of all adventure
>> games, "Colossal Cave". More commonly known as "Adventure" [...]
>
> I first played Adventure back in 1977 or so using a
> rehost of the Fortran variants into a Datacraft/Harris
> Slash 7, a (wait for it) 24-bit minicomputer.
>
>

Zork *did* contain at least a couple of these mazes -- one is under the
house, and is where the thief hangs out.

I played Adventure on a PDP-11/34 (thanks, DECUS) - fall, 1977. I'm
pretty sure it was a binary, though, since I can't remember actually
building it. Just wasted a lot of time between RSX-11M sysgens :-(

My *first* computer game was a round of chess at the system console of a
CDC 6500 in 1972. I lost, as usual (my chess rating is near room
temperature) but enjoyed the experience nonetheless. This was an
especially cool machine -- styling was right out of "Forbidden Planet",
with a pair of circular CRTs at the center of the console.

(waiting for Henry to chime in, telling us he *wrote* that chess program
using an early regex parser)

--
Reed Snellenberger

OM
July 17th 03, 07:50 AM
On Thu, 17 Jul 2003 02:13:59 GMT, Reed Snellenberger
> wrote:

>(waiting for Henry to chime in, telling us he *wrote* that chess program
>using an early regex parser)

....Knowing Henry, he *wrote* the parser :-)


OM

--

"No ******* ever won a war by dying for | http://www.io.com/~o_m
his country. He won it by making the other | Sergeant-At-Arms
poor dumb ******* die for his country." | Human O-Ring Society

- General George S. Patton, Jr

Jon Berndt
July 17th 03, 01:42 PM
"cndc" > wrote in message

> You may want to take a look at this page:
>
> http://proairshow.com/thanks_to_the_efforts_of_enginee.htm
>
> Elizabeth

Thanks. Darn, I missed that. I already "rolled my own".

Jon