- Joined
- Apr 23, 2008
(Bumping a discussion into a new thread from another less-related thread...)
I've spent a lot of time thinking about the flight ratings charts, and how complicated a topic it really is to rate the flight characteristics of a disc. Here is my take on it presently, from a physical point-of-view. It is interesting to think about how this can be made more quantitative. By quantitative, I mean the potential for taking numbers from a ratings chart and doing a physical simulation of the disc's flight to predict its behavior under a number of conditions. This is the future Blake, and I think we might be able to collaborate on this, and perhaps be the first one's to do it well.
It seems to me that there are three separate physical phenomena that occur in a disc's flight:
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1. Disc Drag: This is the aerodynamic drag on the disc due to its displacement of the surrounding air, and tends to decrease the speed of the disc in flight. Disc flight is typically in the turbulent flow regime, so that the drag is proportional to the square of the disc speed. The rule of thumb is: if you throw the disc with twice the speed, you get four times the aerodynamic drag.
Drag force is a function of the shape of the disc, nose angle, and speed alone. Drag force is completely independent of the disc mass. The drag typically increases in proportion to its cross-sectional area projected along its flight trajectory. If the disc's nose angle changes, then so too will the cross-sectional area of the disc.
Off-axis torque, OAT, is induced when the disc has a component of spin about an axis that isn't exactly parallel to its axis of symmetry. This causes the disc to wobble, and creates a pocket of turbulent air around the edge of the disc that tends to cling to it instead of flowing smoothly past the disc. This causes the effective cross-sectional area of the disc to increase.
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2. Disc Lift: This is the "wing" effect of the disc in flight, an aerodynamic force that causes the disc to lift upward and fight against gravity to remain in the air.
The lift force is approximately directed along the axis of symmetry of the disc (if the disc is laying on a flat surface, the axis of symmetry will point directly upward at right angles to that surface). It increases in proportion to the square of the disc speed, the planform area of the disc (which differs little from pi times the disc radius squared), and a lift coefficient. The lift coefficient is a function of the nose angle (or "angle of attack"). The lift force on the disc in flight is not, however, always directed through the center of the disc. Rather, the center of lift, or center of pressure, can either be in front, or in back, of the disc center (front/back relative to the disc's line of motion). This leads to precession, as discussed next.
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3. Disc Precession: This is what causes the disc to change its hyzer angle leftward or rightward while in flight. This is important, because the disc tends to travel in the direction of its in-flight hyzer angle. Given a clean release (no OAT), for a given nose angle and speed, the disc orientation does one of three things...
A. It fades. Fade is defined here as the disc's natural tendency to increase its hyzer angle while in flight through precession (left for RHBH). b]Fade[/b] is caused by a center-of-pressure/lift that is in front of the center of the disc. I.e., lifting the leading edge of the disc more than the trailing edge causes the disc to precess in a manner that makes it fade.
B. It holds the hyzer angle it is currently on. A disc can hold the line/angle it is on when the center-of-pressure/lift is at the very center of the disc.
C. It turns. Turn is defined here as the disc's natural tendency to decrease its hyzer angle while in flight through precession (right for RHBH). Turn is caused by a center-of-pressure/lift that is behind the center of the disc. I.e., lifting the trailing edge of the disc more than the leading edge causes the disc to precess in a manner that makes it turn.
The disc will typically fade or turn over a range of flight speeds, always fading at low speed and only turning at sufficiently high speeds. At some magic speed the disc is neither turning or fading, but holding the line. It is useful to define a number to the turn, and take fade as negative turn (i.e., in the opposite direction as turn). Then the holding speed is the speed of the disc in flight (for a given nose angle) at which the disc has zero turn (and by extension, zero fade).
The rate of turn, how fast the disc turns or fades for a given nose angle, is inversely proportional to the angular momentum, which is itself proportional to both the disc's mass and shape (moment of inertia) and the rate of spin on the disc. If you increase the spin rate, the disc will turn more slowly. The golden rule is: spin it twice as fast, and it will turn half as quickly in flight.
As mentioned above, the tendency to turn has to do with the center-of-pressure relative to the center of the disc. The center of pressure is the center of the lift force projected onto the disc. It tends to fall along a line parallel to the trajectory of the disc that goes through the center of the disc.
Also as mentioned previously, off-axis torque causes the disc to wobble, and creates a pocket of turbulent air around the edge of the disc that tends to cling to it instead of flowing smoothly past the disc. This interferes with the flow of air around the disc in a way that pushes the center of pressure back and therefore increases the turn.
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So, that's the basic outline. I have written down a set of equations that can be used to simulate the motion of the disc, given the above assumptions and a few more. I'll probably try some simulations soon to see what it looks like.
I think there are some important numbers here. In the chart is the strength of the turn at low and high speed (LSS and HSS), and the power (speed) requirement. To me, one measure of the power requirement could be something like the power (in terms of distance is fine) needed to get a disc to hold a straight line. Speed at zero turn would be even better, but I don't think most players are cognizant of their speeds. Anyways, with some modeling, we could indeed begin to tabulate this kind of information for various discs, but there are many variables that need to be better constrained first...I'll have to think about how to do that in the best way without too much special equipment being required.
Here is a figure I whipped up to help explain how the offset between the center-of-pressure and the center of the disc causes it to turn while in flight. I hope it makes sense.
I've spent a lot of time thinking about the flight ratings charts, and how complicated a topic it really is to rate the flight characteristics of a disc. Here is my take on it presently, from a physical point-of-view. It is interesting to think about how this can be made more quantitative. By quantitative, I mean the potential for taking numbers from a ratings chart and doing a physical simulation of the disc's flight to predict its behavior under a number of conditions. This is the future Blake, and I think we might be able to collaborate on this, and perhaps be the first one's to do it well.
It seems to me that there are three separate physical phenomena that occur in a disc's flight:
-----------------------------------------------------------------
1. Disc Drag: This is the aerodynamic drag on the disc due to its displacement of the surrounding air, and tends to decrease the speed of the disc in flight. Disc flight is typically in the turbulent flow regime, so that the drag is proportional to the square of the disc speed. The rule of thumb is: if you throw the disc with twice the speed, you get four times the aerodynamic drag.
Drag force is a function of the shape of the disc, nose angle, and speed alone. Drag force is completely independent of the disc mass. The drag typically increases in proportion to its cross-sectional area projected along its flight trajectory. If the disc's nose angle changes, then so too will the cross-sectional area of the disc.
Off-axis torque, OAT, is induced when the disc has a component of spin about an axis that isn't exactly parallel to its axis of symmetry. This causes the disc to wobble, and creates a pocket of turbulent air around the edge of the disc that tends to cling to it instead of flowing smoothly past the disc. This causes the effective cross-sectional area of the disc to increase.
-----------------------------------------------------------------
2. Disc Lift: This is the "wing" effect of the disc in flight, an aerodynamic force that causes the disc to lift upward and fight against gravity to remain in the air.
The lift force is approximately directed along the axis of symmetry of the disc (if the disc is laying on a flat surface, the axis of symmetry will point directly upward at right angles to that surface). It increases in proportion to the square of the disc speed, the planform area of the disc (which differs little from pi times the disc radius squared), and a lift coefficient. The lift coefficient is a function of the nose angle (or "angle of attack"). The lift force on the disc in flight is not, however, always directed through the center of the disc. Rather, the center of lift, or center of pressure, can either be in front, or in back, of the disc center (front/back relative to the disc's line of motion). This leads to precession, as discussed next.
-----------------------------------------------------------------
3. Disc Precession: This is what causes the disc to change its hyzer angle leftward or rightward while in flight. This is important, because the disc tends to travel in the direction of its in-flight hyzer angle. Given a clean release (no OAT), for a given nose angle and speed, the disc orientation does one of three things...
A. It fades. Fade is defined here as the disc's natural tendency to increase its hyzer angle while in flight through precession (left for RHBH). b]Fade[/b] is caused by a center-of-pressure/lift that is in front of the center of the disc. I.e., lifting the leading edge of the disc more than the trailing edge causes the disc to precess in a manner that makes it fade.
B. It holds the hyzer angle it is currently on. A disc can hold the line/angle it is on when the center-of-pressure/lift is at the very center of the disc.
C. It turns. Turn is defined here as the disc's natural tendency to decrease its hyzer angle while in flight through precession (right for RHBH). Turn is caused by a center-of-pressure/lift that is behind the center of the disc. I.e., lifting the trailing edge of the disc more than the leading edge causes the disc to precess in a manner that makes it turn.
The disc will typically fade or turn over a range of flight speeds, always fading at low speed and only turning at sufficiently high speeds. At some magic speed the disc is neither turning or fading, but holding the line. It is useful to define a number to the turn, and take fade as negative turn (i.e., in the opposite direction as turn). Then the holding speed is the speed of the disc in flight (for a given nose angle) at which the disc has zero turn (and by extension, zero fade).
The rate of turn, how fast the disc turns or fades for a given nose angle, is inversely proportional to the angular momentum, which is itself proportional to both the disc's mass and shape (moment of inertia) and the rate of spin on the disc. If you increase the spin rate, the disc will turn more slowly. The golden rule is: spin it twice as fast, and it will turn half as quickly in flight.
As mentioned above, the tendency to turn has to do with the center-of-pressure relative to the center of the disc. The center of pressure is the center of the lift force projected onto the disc. It tends to fall along a line parallel to the trajectory of the disc that goes through the center of the disc.
Also as mentioned previously, off-axis torque causes the disc to wobble, and creates a pocket of turbulent air around the edge of the disc that tends to cling to it instead of flowing smoothly past the disc. This interferes with the flow of air around the disc in a way that pushes the center of pressure back and therefore increases the turn.
-----------------------------------------------------------------
So, that's the basic outline. I have written down a set of equations that can be used to simulate the motion of the disc, given the above assumptions and a few more. I'll probably try some simulations soon to see what it looks like.
I think there are some important numbers here. In the chart is the strength of the turn at low and high speed (LSS and HSS), and the power (speed) requirement. To me, one measure of the power requirement could be something like the power (in terms of distance is fine) needed to get a disc to hold a straight line. Speed at zero turn would be even better, but I don't think most players are cognizant of their speeds. Anyways, with some modeling, we could indeed begin to tabulate this kind of information for various discs, but there are many variables that need to be better constrained first...I'll have to think about how to do that in the best way without too much special equipment being required.
Here is a figure I whipped up to help explain how the offset between the center-of-pressure and the center of the disc causes it to turn while in flight. I hope it makes sense.
