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Tonto 1
Quote
Birds learned to fly efficiently through the trial and error of natural selection. Engineers prefer to get something done correctly in this generation, rather than hope some later generation perfects it, so they adopted math.
So... if math has always been there... why do aircraft keep getting better?
t
t
Advanced materials, methods of construction. to name a few.
Tonto 1
t
piisfish 140
please read Gibolin's blog (link above), apparently Ikea chairs can help you fly betterQuoteBut we are skin and bone. No better construction tech. No better materials.

Costyn 1
QuoteTurns screw up glide and there is nothing we can do about it. We do not have direct yaw control...so we have to use the roll control to induce a turn.
Anyway, its not the turn that kills the glide and there is no 'trap'...quit thinking up excuses and think of solutions. I have included examples of maintaining speed thru the turn but there have been instances when the speed falls. IMO, this is due to the pitch angle changing. If you are disciplined enough...you can maintain speed thru the turn. Maintaining glide through a turn is not possible.
Kris.
I dunno man, I've seen Loic do some pretty damn flat turns on video. Of course, he's not doing optimal flight when he's skirting the cliff-sides, but still, those turns look pretty flat.

You can easily derive the equations if you write the components of forces:
Fx = L*sin(A) - D*cos(A) = 0
Fy = M*g - L*cos(A) - D*sin(A) = 0
(L = lift, D = drag, A = glide angle, M = mass)
and then replace sin and cos by
sin(A) = Vy/V
cos(A) = Vx/V
and lift and drag by
L = (1/2)*Cl*ro*S*V^2
D = (1/2)*Cd*ro*S*V^2
where ro is the density of air, S is the surface area of wingsuit. ro, S, and M end up being wrapped in an empirical constant K:
K = sqrt(2*M*g/(ro*S))
L/D Vario, Smart Altimeter, Rockdrop Pro, Wingsuit FAP
iOS only: L/D Magic
Windows only: WS Studio
KrisFlyZ 0
Kris.
But be that as it may, Yuri's math here looks right. I especially liked the convenient analytical solution to Vx and Vy which didn't require sine's and cos's (which I went through to confirm the numbers -- looks like it's all set up for sea level, 80kg as the assumptions). Where did you get those equations, or did you derive them, Yuri?
The shape of the curves depend heavily on the inputs for lift and drag curves. Without debating exactly what they should look like for a wingsuited jumper, they look reasonable as a starting point -- based on the tested characteristics of a simple airfoil, with L/D kept down to an assumed maximum.
In the example given, Yuri allows a good low angle of attack lift coefficient (like a 'real wing' pre-stall) that creates a big lump in the L/D curve, which in turns creates the big squiggles in some of the other graphs -- So that at the same body angle one might be in flight at either high or low glide ratio.
If one has a much smoother L/D curve, perhaps for a person tracking without a wingsuit, one doesn't get those effects. (I once did similar graphs, for that situation.)
As Yuri says, this all assumes that a jumper can trim at any angle of attack, with a zero pitching moment. Without that assumption, it just means that they might have to 'skip' certain areas on the graph because they can't consistently hold a certain angle of attack, at least with whatever body shape gives the assumed lift & drag curves.
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