782 lines
32 KiB
TeX
782 lines
32 KiB
TeX
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\chapter{Flight simulation}
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\label{chap-simulation}
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In this chapter the actual flight simulation is analyzed. First in
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Section~\ref{sec-atmospheric-properties} methods for simulating
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atmospheric conditions and wind are presented. Then in
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Section~\ref{sec-flight-modeling} the actual simulation procedure is
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developed.
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\section{Atmospheric properties}
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\label{sec-atmospheric-properties}
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In order to calculate the aerodynamic forces acting on the rocket it
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is necessary to know the prevailing atmospheric conditions. Since the
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atmosphere is not constant with altitude, a model must be developed to
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account for the changes. Wind also plays an important role in the
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flight of a rocket, and therefore it is important to have a realistic
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wind model in use during the simulation.
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\subsection{Atmospheric model}
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The atmospheric model is responsible to estimating the atmospheric
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conditions at varying altitudes. The properties that are of most
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interest are the density of air $\rho$ (which is a scaling parameter
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to the aerodynamic coefficients via the dynamic pressure
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$\frac{1}{2}\rho v^2$) and the speed of sound $c$ (which affects the
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Mach number of the rocket, which in turn affects its aerodynamic
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properties). These may in turn be calculated from the air pressure
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$p$ and temperature $T$.
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Several models exist that define standard atmospheric conditions as a
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function of altitude, including the Internaltional Standard
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Atmosphere (ISA)~\cite{international-standard-atmosphere} and the
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U.S. Standard Atmosphere~\cite{US-standard-atmosphere}. These two
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models yield identical temperature and pressure profiles for altitudes
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up to 32~km.
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The models are based on the assumption that air follows the ideal gas
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law
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%
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\begin{equation}
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\rho = \frac{Mp}{RT}
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\end{equation}
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%
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where $M$ is the molecular mass of air and $R$ is the ideal gas
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constant. From the equilibrium of hydrostatic forces the differential
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equation for pressure as a function of altitude $z$ can be found as
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%
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\begin{equation}
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\dif p = -g_0 \rho \dif z = -g_0 \frac{Mp}{RT} \dif z
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\label{eq-pressure-altitude}
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\end{equation}
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%
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where $g_0$ is the gravitational acceleration. If the temperature of
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air were to be assumed to be constant, this would yield an exponential
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diminishing of air pressure.
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The ISA and U.S. Standard Atmospheres further specity a standard
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temperature and pressure at sea level and a temperature profile for
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the atmosphere. The temperature profile is given as eight
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temperatures for different altitudes, which are then linearly
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interpolated. The temperature profile and base pressures for the ISA
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model are presented in Table~\ref{table-ISA-model}. These values
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along with equation~(\ref{eq-pressure-altitude}) define the
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temperature/pressure profile as a function of altitude.
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\begin{table}
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\caption{Layers defined in the International Standard
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Atmosphere~\cite{wiki-ISA-layers}}
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\label{table-ISA-model}
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\begin{center}
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\begin{tabular}{ccccl}
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\hline
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Layer & Altitude$^\dagger$ & Temperature & Lapse rate &
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\multicolumn{1}{c}{Pressure} \\
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& m & $^\circ$C & $^\circ$C/km & \multicolumn{1}{c}{Pa} \\
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\hline
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0 & 0 & $+15.0$ & $-6.5$ & 101\s325 \\
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1 & 11\s000 & $-56.5$ & $+0.0$ & \num22\s632 \\
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2 & 20\s000 & $-56.5$ & $+1.0$ & \num\num5\s474.9 \\
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3 & 32\s000 & $-44.5$ & $+2.8$ & \num\num\num\s868.02 \\
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4 & 47\s000 & \num$-2.5$ & $+0.0$ & \num\num\num\s110.91 \\
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5 & 51\s000 & \num$-2.5$ & $-2.8$ & \num\num\num\s\num66.939 \\
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6 & 71\s000 & $-58.5$ & $-2.0$ & \num\num\num\s\num\num3.9564 \\
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7 & 84\s852 & $-86.2$ & & \num\num\num\s\num\num0.3734 \\
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\hline
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\end{tabular}
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\end{center}
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\vspace{-3mm}
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{\footnotesize $^\dagger$ Altitude is the geopotential height which
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does not account for the diminution of gravity at high altitudes.}
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\vspace{3mm}
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\end{table}
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These models are totally static and do not take into account any local
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flight conditions. Many rocketeers may be interested in flight
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differences during summer and winter and what kind of effect air pressure
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has on the flight. These are also parameters that can easily be
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measured on site when launching rockets. On the other hand, it is
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generally hard to know a specific temperature profile for a specific
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day. Therefore the atmospheric model was extended to allow the user
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to specify the base conditions either at mean sea level or at the
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altitude of the launch site. These values are simply assigned to the
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first layer of the atmospheric model. Most model rockets do not
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exceed altitudes of a few kilometers, and therefore the flight
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conditions at the launch site will dominate the flight.
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One parameter that also has an effect on air density and the speed of
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sound is humidity. The standard models do not include any definition
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of humidity as a function of altitude. Furthermore, the effect of
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humidity on air density and the speed of sound is marginal. The
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difference in air density and the speed of sound between completely dry
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air and saturated air at standard conditions are both less than 1\%.
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Therefore the effect of humidity has been ignored.
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\subsection{Wind modeling}
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Wind plays a critical role in the flight of model rockets. As has
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been seen, large angles of attack may cause rockets to lose a
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significant amount of stability and even go unstable. Over-stable
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rockets may weathercock and turn into the wind. In a perfectly static
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atmosphere a rocket would, in principle, fly its entire flight
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directly upwards at zero angle of attack. Therefore, the effect of
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wind must be taken into account in a full rocket simulation.
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Most model rocketeers, however, do not have access to a full wind
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profile of the area they are launching in. Different layers of air
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may have different wind velocities and directions. Modeling such
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complex patterns is beyond the scope of this project. Therefore, the
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goal is to produce a realistic wind model that can be specified with
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only a few parameters understandable to the user and that covers
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altitudes of most rocket flights. Extensions to allow for multiple
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air layers may be added in the future.
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In addition to a constant average velocity, wind always has some
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degree of turbulence in it. The effect of turbulence can be modeled
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by summing the steady flow of air and a random, zero-mean turbulence
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velocity. Two central aspects of the turbulence velocity are the
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amplitude of the variation and the frequencies at which they occur.
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Therefore a reasonable turbulence model is achieved by a random
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process that produces a sequence with a similar distribution and
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frequency spectrum as that of real wind.
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Several models of the spectrum of wind turbulence at specific
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altitudes exist. Two commonly used such spectra are the {\it Kaimal}
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and {\it von K<>rm<72>n} wind turbulence
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spectra~\cite[p.~23]{wind-energy-handbook}:
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%
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\begin{eqnarray}
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\mbox{Kaimal:} & & \frac{S_u(f)}{\sigma_u^2} =
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\frac{4 L_{1u} / U}{(1 + 6fL_{1u}/U)^{5/3}} \label{eq-kaimal-wind} \\
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%
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\mbox{von K<>rm<72>n:} & & \frac{S_u(f)}{\sigma_u^2} =
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\frac{4 L_{2u} / U}{(1 + 70.8(fL_{2u}/U)^2)^{5/6}} \label{eq-karman-wind}
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\end{eqnarray}
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Here $S_u(f)$ is the spectral density function of the turbulence
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velocity and $f$ the turbulence frequency, $\sigma_u$ the standard
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deviation of the turbulence velocity, $L_{1u}$ and $L_{2u}$ length
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parameters and $U$ the average wind speed.
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Both models approach the asymptotic limit
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$S_u(f)/\sigma_u^2 \sim f^{-5/3}$ quite fast. Above frequencies of
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0.5~Hz the difference between equation~(\ref{eq-kaimal-wind}) and the
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same equation without the term 1 in the denominator is less than 4\%.
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Since the time scale of a model rocket's flight is quite short, the
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effect of extremely low frequencies can be ignored. Therefore
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turbulence may reasonably well be modelled by utilizing
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{\it pink noise} that has a spectrum of $1/f^\alpha$ with $\alpha=5/3$.
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True pink noise has the additional useful property of being
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scale-invariant. This means that a stream of pink noise samples may
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be generated and assumed to be at any sampling rate while maintaining
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their spectral properties.
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Discerete samples of pink noise with spectrum $1/f^\alpha$ can be
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generated by applying a suitable digital filter to {\it white noise},
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which is simply uncorrelated pseudorandom numbers. One such filter is
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the infinite impulse response (IIR) filter presented by
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Kasdin~\cite{pink-filter}:
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%
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\begin{equation}
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x_n = w_n - a_1 x_{n-1} - a_2 x_{n-2} - a_3 x_{n-3} - \ldots
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\label{eq-pink-generator}
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\end{equation}
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%
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where $x_i$ are the generated samples, $w_n$ is a generated white
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random number and the coefficients are computed using
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%
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\begin{equation}
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\begin{array}{rl}
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a_0 & = 1 \\
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a_k & = \del{k-1-\frac{\alpha}{2}} \frac{a_{k-1}}{k}.
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\end{array}
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\label{eq-pink-coefficients}
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\end{equation}
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%
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The infinite sum may be truncated with a suitable number of terms.
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In the context of IIR filters these terms are calles {\it poles}.
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Experimentation showed that already 1--3 poles provides a reasonably
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accurate frequency spectrum in the high frequency range.
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One problem in using pink noise as a turbulence velocity
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model is that the power spectrum of pure pink noise goes to
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infinity at very low frequencies. This means that a long sequence
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of random values may deviate significantly from zero. However, when
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using the truncated IIR filter of equation~(\ref{eq-pink-generator}),
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the spectrum density becomes constant below a certain limiting
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frequency, dependent on the number of poles used. By adjusting the
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number of poles used, the limiting frequency can be adjusted to a value
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suitable for model rocket flight. Specifically, the number of poles
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must be selected such that the limiting frequency is suitable at the
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chosen sampling rate.
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It is also desirable that the simulation resolution does not affect
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the wind conditions. For example, a simulation with a time step of
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10~ms should experience the same wind conditions as a simulation with
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a time step of 5~ms. This is achieved by selecting a constant
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turbulence generation frequency and interpolating between the
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generated points when necessary. The fixed frequency was chosen at
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20~Hz, which can still simulate fluctuations at a time scale of 0.1
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seconds.
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\begin{figure}[p]
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\centering
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\epsfig{file=figures/wind/pinktime, width=105mm}
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\caption{The effect of the number of IIR filter poles on two 20 second
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samples of generated turbulence, normalized so that the two-pole
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sequence has standard deviation one.}
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\label{fig-pink-poles}
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\end{figure}
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\begin{figure}[p]
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\centering
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\epsfig{file=figures/wind/pinkfreq, width=95mm}
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\caption{The average power spectrum of 100 turbulence
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simulations using a two-pole IIR filter (solid) and the Kaimal
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turbulence spectrum (dashed); vertical axis arbitrary.}
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\label{fig-pink-spectrum}
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\end{figure}
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The effect of the number of poles is depicted in
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Figure~\ref{fig-pink-poles}, where two pink noise sequences were
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generated from the same random number source with two-pole and
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ten-pole IIR filters. A small number of poles generates values strongly
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centered on zero, while a larger number of poles introduces more low
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frequency variability. Since the free-flight time of a typical model
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rocket is of the order of 5--30 seconds, it is desireable that the
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maximum gust length during the flight is substantially shorter than
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this. Therefore the pink noise generator used by the wind model was
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chosen to contain only two poles, which has a limiting frequency of
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approximately 0.3~Hz when sampled at 20~Hz. This means that gusts of
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wind longer than 3--5 seconds will be rare in the simulted turbulence,
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which is a suitable gust length for modeling typical model rocket
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flight. Figure~\ref{fig-pink-spectrum} depicts the resulting pink
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noise spectrum of the two-pole IIR filter and the Kaimal spectrum of
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equation~(\ref{eq-kaimal-wind}) scaled to match each other.
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%, which causes frequency
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%components below approximately 0.3~Hz to be subdued. Therefore, gusts
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%of wind longer than 3--5 seconds will be rare in the simulated wind, a
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%suitable time scale for the flight of a model rocket.
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%Figure~\ref{fig-turbulence}(a) shows a 20 second sample of the
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%generated turbulence, normalized to have a standard deviation of one.
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%Figure~\ref{fig-turbulence}(b) depicts the actual frequency spectrum
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%of the generated turbulence and the Kaimal spectrum of
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%equation~(\ref{eq-kaimal-wind}) scaled to match each other.
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To simplify the model, the average wind speed is assumed to be
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constant with altitude and in a constant direction. This allows
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specifying the model parameters using just the average wind speed and
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its standard deviation. An alternative parameter for specifying the
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turbulence amplitude is the {\it turbulence intensity}, which is the
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percentage that the standard deviation is of the average wind
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velocity,
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%
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\begin{equation}
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I_u = \frac{\sigma_u}{U}.
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\end{equation}
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%
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Wind farm load design standards typically specify turbulence
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intensities around 10\ldots20\%~\cite[p.~22]{wind-energy-handbook}.
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It is assumed that these intensities are at the top of the range of
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conditions in which model rockets are typically flown.
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Overall, the process to generate the wind velocity as a function of
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time from the average wind velocity $U$ and standard deviation
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$\sigma_u$ can be summarized in the following steps:
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%
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\begin{enumerate}
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%\item[Input:] Average wind velocity $U$ and standard deviation
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% $\sigma_u$.
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%
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\item Generate a pink noise sample $x_n$ from a Gaussian white noise
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sample $w_n$ using equations~(\ref{eq-pink-generator}) and
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(\ref{eq-pink-coefficients}) with two memory terms included.
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\item Scale the sample to a standard deviation one. This is performed
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by dividing the value by a previously calculated standard deviation
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of a long, unscaled pink noise sequence (2.252 for the two-pole IIR
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filter).
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\item The wind velocity at time $n\cdot\Delta t$ ($\Delta t = 0.05\rm~s$)
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is $U_n = U + \sigma_u x_n$. Velocities in between are interpolated.
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\end{enumerate}
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\section{Modeling rocket flight}
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\label{sec-flight-modeling}
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Modeling of rocket flight is based on Newton's laws. The basic forces
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acting upon a rocket are gravity, thrust from the motors and
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aerodynamic forces and moments. These forces and moments are
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calculated and integrated numerically to yield a simulation over a
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full flight.
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Since most model rockets fly at a maximum a few kilometers high, the
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curvature of the Earth is not taken into account. Assuming a flat
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Earth allows us to use simple Cartesian coordinates to represent the
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position and altitude of the rocket. As a consequence, the coriolis
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effect when flying long distances north or south is not simulated
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either.
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\subsection{Coordinates and orientation}
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During a rocket's flight many quantities, such as the aerodynamical
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forces and thrust from the motors, are relative to the rocket itself,
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while others, such as the position and gravitational force, are more
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naturally described relative to the launch site. Therefore two sets
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of coordinates are defined, the {\it rocket coordinates}, which are
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the same as used in Chapter~\ref{chap-aerodynamics}, and
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{\it world coordinates}, which is a fixed coordinate system with the
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origin at the position of launch.
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The position and velocity of a rocket are most naturally maintained as
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Cartesian world coordinates. Following normal convensions, the
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$xy$-plane is selected to be parallel to the ground and the $z$-axis
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is chosen to point upwards. In flight dynamics of aircraft the
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$z$-axis often points towards the earth, but in the case of rockets it
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is natural to have the rocket's altitude as the $z$-coordinate.
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Since the wind is assumed to be unidirectional and the Coriolis effect
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is ignored, it may be assumed that the wind is directed along the
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$x$-axis. The angle of the launch rod may then be positioned relative
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to the direction of the wind without any loss of generality.
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Determining the orientation of a rocket is more complicated. A
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natural choise for defining the orientation would be to use the
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spherical coordinate zenith and azimuth angles $(\theta, \phi)$ and an
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additional roll angle parameter. Another choise common in aviation is
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to use {\it Euler angles}~\cite{wiki-euler-angles}. However, both of
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these systems have notable shortcomings. Both systems have
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singularity points, in which the value of some parameter is
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ambiguous. With spherical coordinates, this is the direction of the
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$z$-axis, in which case the azimuth angle $\phi$ has no effect on the
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position. Rotations that occur near these points must often be
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handled as special cases. Furthermore, rotations in spherical
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coordinate systems contain complex trigonometric formulae which are
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prone to programming errors.
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The solution to the singularity problem is to introduce an extra
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parameter and an additional constraint to the system. For example,
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the direction of a rocket could be defined by a three-dimensional unit
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vector $(x,y,z)$ instead of just the zenith and azimuth angles. The
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additional constraint is that the vector must be of unit length. This
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kind of representation has no singularity points which would require
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special consideration.
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Furthermore, Euler's rotation theorem states that a rigid body can be
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rotated from any orientation to any other orientation by a single
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rotation around a specific axis~\cite{wiki-euler-rotation-theorem}.
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Therefore instead of defining quantities that define the orientation
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of the rocket we can define a three-dimensional rotation that rotates
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the rocket from a known reference orientation to the current
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orientation. This has the additional advantage that the same rotation
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and its inverse can be used to transform any vector between world
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coordinates and rocket coordinates.
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A simple and efficient way of descibing the 3D rotation is by using
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{\it unit quaternions}. Each unit quaternion corresponds to a unique
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3D rotation, and they are remarkably simple to combine and use. The
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following section will present a brief overview of the properties of
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quaternions.
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The fixed reference orientation of the rocket defines the rocket
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pointing towards the positive $z$-axis in world coordinates and an
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arbitrary but fixed roll angle. The orientation of the rocket is then
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stored as a unit quaternion that rotates the rocket from this
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reference orientation to its current orientation.
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This rotation can also be used to transform vectors from world
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coordinates to rocket coordinates and its inverse from rocket
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coordinates to world coordinates. (Note that the rocket's initial
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orientation on the launch pad may already be different than its
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reference orientation if the launch rod is not completely vertical.)
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\subsection{Quaternions}
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{\it Quaternions} are an extension of complex numbers into four
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dimensions. The usefulness of quaternions arises from their use in
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spatial rotations. Similar to the way multiplication with a complex
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number of unit length $e^{i\phi}$ corresponds to a rotation of angle
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$\phi$ around the origin on the complex plane, multiplication with
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unit quaternions correspond to specific 3D rotations around an axis.
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A more thorough review of quaternions and their use in spatial
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rotations is available in Wikipedia~\cite{wiki-quaternion-rotations}.
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The typical notation of quaternions resembles the addition of a scalar
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and a vector:
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%
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\begin{equation}
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q = w + x\vi + y\vj + z\vk = w + \vect v
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\end{equation}
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%
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Addition of quaternions and multiplication with a scalar operate as
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expected. However, the multiplication of two quaternions is
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non-commutative (in general $ab \neq ba$) and follows the rules
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%
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\begin{equation}
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\vi^2 = \vj^2 = \vk^2 = \vi\vj\vk = -1.
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\end{equation}
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%
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As a corollary, the following equations hold:
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%
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\begin{equation}
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\begin{array}{rl}
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\vi\vj = \vk \hspace{15mm}& \vj\vi = -\vk \\
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\vj\vk = \vi \hspace{15mm}& \vk\vj = -\vi \\
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\vk\vi = \vj \hspace{15mm}& \vi\vk = -\vj
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\end{array}
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\end{equation}
|
||
%
|
||
The general multiplication of two quaternions becomes
|
||
%
|
||
\begin{equation}
|
||
\begin{array}{rl}
|
||
(a + b\vi + c\vj + d\vk)(w + x\vi + y\vj + z\vk)\;\; =
|
||
& (aw-bx-cy-dz) \\
|
||
& + (ax+bw+cz-dy)\;\vi \\
|
||
& + (ay-bz+cw+dx)\;\vj \\
|
||
& + (az+by-cx+dw)\;\vk
|
||
\end{array}
|
||
\end{equation}
|
||
%
|
||
while the norm of a quaternion is defined in the normal manner
|
||
%
|
||
\begin{equation}
|
||
|q| = \sqrt{w^2+x^2+y^2+z^2}.
|
||
\end{equation}
|
||
|
||
The usefulness of quaternions becomes evident when we consider a
|
||
rotation around a vector $\vect u$, $|\vect u|=1$ by an angle $\phi$.
|
||
Let
|
||
%
|
||
\begin{equation}
|
||
q = \cos\frac{\phi}{2} + \vect u \sin\frac{\phi}{2}.
|
||
\label{eq-rotation-quaternion}
|
||
\end{equation}
|
||
%
|
||
Now the previously mentioned rotation of a three-dimensional vector
|
||
$\vect v$ defined by $\vi$, $\vj$ and $\vk$ is equivalent to the
|
||
quaternion product
|
||
%
|
||
\begin{equation}
|
||
\vect v \mapsto q\vect v q^{-1}.
|
||
\end{equation}
|
||
%
|
||
Similarly, the inverse rotation is equivalent to the transformation
|
||
%
|
||
\begin{equation}
|
||
\vect v \mapsto q^{-1} \vect v q.
|
||
\end{equation}
|
||
%
|
||
The problem simplifies even further, since for unit quaternions
|
||
%
|
||
\begin{equation}
|
||
q^{-1} = (w + x\vi + y\vj + z\vk)^{-1} = w - x\vi - y\vj - z\vk.
|
||
\end{equation}
|
||
%
|
||
Vectors can therefore be considered quaternions with no scalar
|
||
component and their rotation is equivalent to the left- and right-sided
|
||
multiplication with unit quaternions, requiring a total of 24
|
||
floating-point multiplications. Even if this does not make the
|
||
rotations more efficient, it simplifies the trigonometry considerably
|
||
and therefore helps reduce programming errors.
|
||
|
||
|
||
\subsection{Mass and moment of inertia calculations}
|
||
\label{sec-mass-inertia}
|
||
|
||
Converting the forces and moments into linear and angluar acceleration
|
||
requires knowledge of the rocket's mass and moments of inertia. The
|
||
mass of a component can be easily calculated from its volume and
|
||
density. Due to the highly symmetrical nature of rockets, the rocket
|
||
centerline is commonly a principal axis for the moments of inertia.
|
||
Furthermore, the moments of inertia around the in the $y$- and
|
||
$z$-axes are very close to one another. Therefore as a simplification
|
||
only two moments of inertia are calculated, the longitudal and
|
||
rotational moment of inertia. These can be easily calculated for each
|
||
component using standard formulae~\cite{wiki-moments-of-inertia} and
|
||
combined to yield the moments of the entire rocket.
|
||
|
||
This is a good way of calculating the mass, CG and inertia of a rocket
|
||
during the design phase. However, actual rocket components often have
|
||
a slightly different density or additional sources of mass such as
|
||
glue attached to them. These cannot be effectively modeled by the
|
||
simulator, since it would be extremely tedious to define all these
|
||
properties. Instead, some properties of the components can be
|
||
overridden to utilize measured values.
|
||
|
||
Two properties that can very easily be measured are the mass and
|
||
CG position of a component. Measuring the moments of inertia is a
|
||
much harder task. Therefore the moments of inertia are still computed
|
||
automatically, but are scaled by the overridden measurement values.
|
||
|
||
If the mass of a component is overridden by a measured value, the
|
||
moments of inertia are scaled linearly according to the mass. This
|
||
assumes that the extra weight is distributed evenly along the
|
||
component. If the CG position is overridden, there is no knowledge
|
||
where the extra weight is at. Therefore as a best guess the moments
|
||
of inertia are updated by shifting the moment axis according to the
|
||
parallel axis theorem.
|
||
|
||
As the components are computed individually and then combined, the
|
||
overriding can take place either for individual components or larger
|
||
combinations. It is especially useful is to override the mass and/or CG
|
||
position of the entire rocket. This allows constructing a rocket from
|
||
components whose masses are not precisely known and afterwards scaling
|
||
the moments of inertia to closely match true values.
|
||
|
||
|
||
|
||
\subsection{Flight simulation}
|
||
|
||
The process of simulating rocket flight can be broken down into the
|
||
following steps:
|
||
|
||
\begin{enumerate}
|
||
\setcounter{enumi}{-1}
|
||
\item Initialize the rocket in a known position and orientation at
|
||
time $t=0$.
|
||
\item Compute the local wind velocity and other atmospheric conditions.
|
||
\item Compute the current airspeed, angle of attack, lateral wind
|
||
direction and other flight parameters.
|
||
\item Compute the aerodynamic forces and moments affecting the rocket.
|
||
\item Compute the effect of motor thrust and gravity.
|
||
\item Compute the mass and moments of inertia of the rocket and from
|
||
these the linear and rotational acceleration of the rocket.
|
||
\item Numerically integrate the acceleration to the rocket's position
|
||
and orientation during a time step $\Delta t$ and update the current
|
||
time $t \mapsto t+\Delta t$.
|
||
\end{enumerate}
|
||
|
||
Steps 1--6 are repeated until an end criteria is met, typically until
|
||
the rocket has landed.
|
||
|
||
The computation of the atmospheric properties and instantaneous wind
|
||
velocity were discussed in Section~\ref{sec-atmospheric-properties}.
|
||
The local wind velocity is added to the rocket velocity to get the
|
||
airspeed velocity of the rocket. By inverse rotation this quantity is
|
||
obtained in rocket coordinates, from which the angle of attack and
|
||
other flight parameters can be computed.
|
||
|
||
After the instantaneous flight parameters are known, the aerodynamic
|
||
forces can be computed as discussed in
|
||
Chapter~\ref{chap-aerodynamics}. The computed forces are in the
|
||
rocket coordinates, and can be converted to world coordinates by
|
||
applying the orientation rotation. The thrust from the motors is
|
||
similarly calculated from the thrust curves and converted to world
|
||
coordinates, while the direction of gravity is already in world
|
||
coordinates. When all of the the forces and moments acting upon the
|
||
rocket are known, the linear and rotational accelerations can be
|
||
calculated using the mass and moments of inertia discussed in
|
||
Section~\ref{sec-mass-inertia}.
|
||
|
||
The numerical integration is performed using the Runge-Kutta~4 (RK4)
|
||
integration method. In order to simulate the differential equations
|
||
%
|
||
\begin{equation}
|
||
\begin{split}
|
||
x''(t) &= a(t) \\
|
||
\phi''(t) &= \alpha(t)
|
||
\end{split}
|
||
\end{equation}
|
||
%
|
||
the equation is first divided into first-order equations using the
|
||
substitutions $v(t)=x'(t)$ and $\omega(t)=\phi'(t)$:
|
||
%
|
||
\begin{equation}
|
||
\begin{split}
|
||
v'(t) &= a(t) \\
|
||
x'(t) &= v(t) \\
|
||
\omega'(t) &= \alpha(t) \\
|
||
\phi'(t) &= \omega(t)
|
||
\end{split}
|
||
\end{equation}
|
||
%
|
||
For brevity, this is presented in the first order representation
|
||
%
|
||
\begin{equation}
|
||
y' = f(y,\; t)
|
||
\end{equation}
|
||
%
|
||
where $y$ is a vector function containing the position and orientation
|
||
of the rocket.
|
||
|
||
Next the right-hand side is evaluated at four positions, dependent on
|
||
the previous evaluations:
|
||
%
|
||
\begin{equation}
|
||
\begin{split}
|
||
k_1 &= f(y_0,\; t_0) \\
|
||
k_2 &= f(y_0 + k_1\:\mbox{$\frac{\Delta t}{2}$},\;
|
||
t_0 + \mbox{$\frac{\Delta t}{2}$}) \\
|
||
k_3 &= f(y_0 + k_2\:\mbox{$\frac{\Delta t}{2}$},\;
|
||
t_0 + \mbox{$\frac{\Delta t}{2}$}) \\
|
||
k_4 &= f(y_0 + k_3\:\Delta t,\; t_0 + \Delta t)
|
||
\end{split}
|
||
\end{equation}
|
||
%
|
||
Finally, the result is a weighted sum of these values:
|
||
%
|
||
\begin{align}
|
||
y_1 &= y_0 + \frac{1}{6}\left(k_1+2k_2+2k_3+k_4\right)\,\Delta t \\
|
||
t_1 &= t_0 + \Delta t
|
||
\end{align}
|
||
|
||
Computing the values $k_1\ldots k_4$ involves performing steps~1--5
|
||
four times per simulation iteration, but results in significantly
|
||
better simulation precision. The method is a fourth-order integration
|
||
method, meaning that the error incurred during one simulation step is
|
||
of the order $O(\Delta t^5)$ and of the total simulation
|
||
$O(\Delta t^4)$. This is a considerable improvement
|
||
over, for example, simple Euler integration, which has a total error
|
||
of the order $O(\Delta t)$. Halving the time step in an Euler
|
||
integration only halves the total error, but reduces the error of a
|
||
RK4 simulation 16-fold.
|
||
|
||
The example above used a total rotation vector $\phi$ to contain the
|
||
orientation of the rocket. Instead, this is replaced by the rotation
|
||
quaternion, which can be utilized directly as a transformation between
|
||
world and rocket coordinates. Instead of updating the total rotation
|
||
vector,
|
||
%
|
||
\begin{equation}
|
||
\phi_1 = \phi_0 + \omega\,\Delta t,
|
||
\end{equation}
|
||
%
|
||
the orientation quaternion $o$ is updated by the same amount by
|
||
%
|
||
\begin{equation}
|
||
o_1 = \del{\cos\del{|\omega|\,\Delta t} +
|
||
\hat\omega\sin\del{|\omega|\,\Delta t}} \cdot o_0.
|
||
\end{equation}
|
||
%
|
||
The first term is simply the unit quaternion corresponding to the
|
||
3D rotation $\omega\,\Delta t$ as in
|
||
equation~(\ref{eq-rotation-quaternion}). It is applied to the
|
||
previous value $o_0$ by multiplying the quaternion from the left.
|
||
This update is performed both during the calculation of
|
||
$k_2\ldots k_4$ and when computing the final step result. Finally, in
|
||
order to improve numerical stability, the quaternion is normalized to
|
||
unit length.
|
||
|
||
Since most of a rocket's flight occurs in a straight line, rather
|
||
large time steps can be utilized. However, the rocket may encounter
|
||
occasional oscillation, which may affect its flight notably.
|
||
Therefore the time step utilized is dynamically reduced in cases where
|
||
the angular velocity or angular acceleration exceeds a predefined
|
||
limit. This allows utilizing reasonably large time steps for most of
|
||
the flight, while maintaining the accuracy during oscillation.
|
||
|
||
|
||
\subsection{Recovery simulation}
|
||
|
||
All model rockets must have some recovery system for safe landing.
|
||
This is typically done either using a parachute or a streamer. When a
|
||
parachute is deployed the rocket typically splits in half, and it is
|
||
no longer practical to compute the orientation of the rocket.
|
||
Therefore at this point the simulation changes to a simpler, three
|
||
degree of freedom simulation, where only the position of the rocket is
|
||
computed.
|
||
|
||
The entire drag coefficient of the rocket is assumed to come from the
|
||
deployed recovery devices. For parachutes the drag coefficient is
|
||
by default 0.8~\cite[p.~13-23]{hoerner} with the reference area being the
|
||
area of the parachute. The user can also define their own drag
|
||
coefficient.
|
||
|
||
The drag coefficient of streamers depend on the material, width and
|
||
length of the streamer. The drag coefficient and optimization of
|
||
streamers has been an item of much intrest within the rocketry
|
||
community, with competitions being held on streamer descent time
|
||
durations~\cite{streamer-optimization}. In order to estimate the drag
|
||
coefficient of streamers, a series of experiments were perfomed using
|
||
the $40\times40\times120$~cm wind tunnel of
|
||
Pollux~\cite{pollux-wind-tunnel}. The experiments were performed
|
||
using various materials, widths and lengths of streamers and at
|
||
different wind speeds. From these results an empirical formula was
|
||
devised that estimates the drag coefficient of streamers. The
|
||
experimental results and the derivation of the empirical formula are
|
||
presented in Appendix~\ref{app-streamers}. Validation performed with
|
||
an independent set of measurements indicates that the drag coefficient
|
||
is estimated with an accuracy of about 20\%, which translates to a
|
||
descent velocity accuracy within 15\% of the true value.
|
||
|
||
|
||
|
||
|
||
\subsection{Simulation events}
|
||
|
||
Numerous different events may cause actions to be taken during a
|
||
rocket's flight. For example in high-power rockets the burnout or
|
||
ignition charge of the first stage's motor may trigger the ignition of
|
||
a second stage motor. Similarly a flight computer may deploy a small
|
||
drogue parachute when apogee is detected and the main parachute is
|
||
deployed later at a predefined lower altitude. To accomodate
|
||
different configurations a simulation event system is used, where
|
||
events may cause other events to be triggered.
|
||
|
||
Table~\ref{tab-simulation-events} lists the available simulation
|
||
events and which of them can be used to trigger motor ignition or recovery
|
||
device deployment. Each trigger event may additionally include a
|
||
delay time. For example, one motor may be configured to ignite at
|
||
launch and a second motor to ignite using a timer at 5 seconds after
|
||
launch. Alternatively, a short delay of 0.5--1 seconds may be used to
|
||
simulate the delay of an ejection charge igniting the upper stage
|
||
motors.
|
||
|
||
The flight events are also stored along with the simulated flight data
|
||
for later analysis. They are also available to the simulation
|
||
listeners, described in Section~\ref{sec-listeners}, to act upon
|
||
specific conditions.
|
||
|
||
\begin{table}
|
||
\caption{Simulation events and the actions they may trigger (motor
|
||
ignition or recovery device deployment).}
|
||
\label{tab-simulation-events}
|
||
%
|
||
\begin{center}
|
||
\begin{tabular}{ll}
|
||
Event description & Triggers \\
|
||
\hline
|
||
Rocket launch at $t=0$ & Ignition, recovery \\
|
||
Motor ignition & None \\
|
||
Motor burnout & Ignition \\
|
||
Motor ejection charge & Ignition, recovery \\
|
||
Launch rod cleared & None \\
|
||
Apogee detected & Recovery \\
|
||
Change in altitude & Recovery \\
|
||
Touchdown after flight & None \\
|
||
Deployment of a recovery device & None \\
|
||
End of simulation & None \\
|
||
\hline
|
||
\end{tabular}
|
||
\end{center}
|
||
\end{table}
|
||
|
||
|
||
|
||
|
||
|