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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 |
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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 |
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"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 |
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"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 |
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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. |
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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 |
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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 |
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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. |
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![]() 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. |
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"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 y0 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 ti plot(MX(t),MY(t)) hold on; t=t+1; end |
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