The more I read about it, the more I feel like propulsion theory, although very similar to regular airfoil theory, is much more complicated...
There are lots of variables that come into play when trying to simulate this. I'm currently trying to gather some data, formulas, papers about blade theory...
The problem is that some of them go way beyond what I could implement easily in Infinite Runway.
The hard task is to find the right balance between a flight simulator, and a propeller simulator... Gosh! there are complete books about this topic!
If I were to implement a propeller as real as possible, it would take me years, and Infinite Runway could be renamed "Incredibly Precise Propulsion Simulator" but it would stink at everything else... (flight model, 3D graphics...)
The current approximation I'm targeting right now is how to accurately compute the thrust at 4 or more points on the propeller blade.
This requires a few variables:
- propeller pitch
- propeller blade velocity at a specific angle (relative to the propeller itself)
- airflow velocity (relative to the airplane)
- angle of attack at a specific rotation point (function of the propeller blade velocity above, and the airflow velocity)
- propeller RPM
- air density
- propeller diameter
- ???
That is a lot of inputs... So far, I've found only pieces of the solution, no magical all-in-one formula...
I was thinking that using my current system to calculate lift for the wings would work for the propeller as well though... since the blades are wings really, only small rotating wings... they can for instance, stall, just like real wings...
I'm mentioning this part, since propeller handling in Infinite Runway has always been very badly implemented... It's always been a force applied where the prop would be... Not really what happens in real life... but it follows the Infinite Runway principle...
"It's not optimal, but it'll do until I come back to it later on... in the mean time, I can work on something else that's much more fun" :)
Anyway, I'm focusing on this because I wanted to implement P-Factor in a more realistic way, and that effect cannot really be simulated with a 1 point thrust... or well, it could... I could just offset the thrust force to the right of the prop based on the angle between the aircraft's 'at' and its velocity...
The only issue is that this offset would probably have to be set by the airplane designer... It's a simple approximation but it doesn't completely solve the underlying problem, which is that prop pitch, lift and such are not handled in a correct way.
The 4 points approach I mentioned above might (should?) solve the P-Factor issue as well as the proper thrust/airspeed problem...
We'll see how it goes...