Trcioo
(Trcioo)
April 27, 2018, 12:00am
674
Ohh wait. I think there is a bit of confusion. The unit conversion variable “0.001”, is suppose to handle velocity in cm. Area should be calculated in m2. Air density in kg/m^3. Drag coefficient is unitless. I think the wrong value you had before is the area of the cross section as 0.338 is really large, that’s like a 65cm diameter shell.
Basically you either convert all inputs into metric and then multiply results - to get it in cm again (a factor of 100 for Force and 10000 for Torque). Or just use Unit Conversion which was calculated in following way: [kg/m3][m^2] -> [kg/cm3] [cm^2] -> 0.000001 * 10000 = 0.01
So with Unit Conversion, the output is already in proper UE4 scale for Force calculation, but it’s valid only for this specific air drag formula:
1/2 * Ro * V^2 * S * Cd
Unit Conversion handles Ro (air density) and S (area) being inputted in meters.
So keep velocity in cm/s but re-calculate areas in m^2. Ideally you should take into account mass as well. The output of the formula is force. So acceleration will be Force/mass. Basically, heavier projectiles are harder to slowdown by airdrag.
You’re right, it was the diameter in inches not the area, the area is 0.00231. It is getting way too much force now, initial speed is 830m/s. I think I’m getting the unit conversion wrong, do you mind in take a look in the project? it’s a 2MB size with 1 projectile blueprint inside: google drive link .