Centennial multiplane canard
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From: NM
X14U Centennial multiplane canard simulation
I posted down in the scratch building forum a few weeks ago about a biplane canard I developed and eventually modeled in a physics-based simulator before starting a scale model. Haven't finished it yet, but the simulator answered a lot of questions, especially about CG and incidence, which can be tricky on canards.
In the mean time, I have continued simulator work toward the core goal of the project - a full size ultralight. I updated my icon with an image of my first succesful 45hp simulation, but it is flawed. The theoretical CG is in the pilot's lap, which is impausible for the structure shown.
An update of the physics simulator improved lift/drag estimates and rendered the model unflightworthy, so I started over in the new math. I haven't quite perfected the new model yet, but have several very flyable versions, powered from 45 to 60 hp for ultralight Sec. 103 use.
The main idea of my designs is to explore airplanes that can safely fly close to the ground, and which might interface with surface transportation technologies. I have toyed with these ideas more than 20 years, and built a static model of a similar triplane canard about 10 years ago.
The X-Plane simulator vastly accelerated my ability to explore multi-plane canard performance. The centennial year of flight came along at about the time I am finally getting the skill to model these machines, so I am celebrating by casually learning to build and fly multiplane canards using the latest consumer flight simulation technologies.
Low speed flight near the ground remains one of of the unexplored frontiers of aviation. The latest ultralight I am working on in the simulator can turn around, more or less flat, in the width of an international runway at about 30mph without loosing more than 20 feet or so. Short wing planes are power hungry for most flight operations, but low aspect ratio multiplanes might offer one of the best rides for exploring the part of the sky closest to home.
I posted down in the scratch building forum a few weeks ago about a biplane canard I developed and eventually modeled in a physics-based simulator before starting a scale model. Haven't finished it yet, but the simulator answered a lot of questions, especially about CG and incidence, which can be tricky on canards.
In the mean time, I have continued simulator work toward the core goal of the project - a full size ultralight. I updated my icon with an image of my first succesful 45hp simulation, but it is flawed. The theoretical CG is in the pilot's lap, which is impausible for the structure shown.
An update of the physics simulator improved lift/drag estimates and rendered the model unflightworthy, so I started over in the new math. I haven't quite perfected the new model yet, but have several very flyable versions, powered from 45 to 60 hp for ultralight Sec. 103 use.
The main idea of my designs is to explore airplanes that can safely fly close to the ground, and which might interface with surface transportation technologies. I have toyed with these ideas more than 20 years, and built a static model of a similar triplane canard about 10 years ago.
The X-Plane simulator vastly accelerated my ability to explore multi-plane canard performance. The centennial year of flight came along at about the time I am finally getting the skill to model these machines, so I am celebrating by casually learning to build and fly multiplane canards using the latest consumer flight simulation technologies.
Low speed flight near the ground remains one of of the unexplored frontiers of aviation. The latest ultralight I am working on in the simulator can turn around, more or less flat, in the width of an international runway at about 30mph without loosing more than 20 feet or so. Short wing planes are power hungry for most flight operations, but low aspect ratio multiplanes might offer one of the best rides for exploring the part of the sky closest to home.



