Hi there,
I'm building a simple flight simulator. As a basis I'm using a simple model for calculating lift and drag on wings and control elements:
Lift = 0.5 * air_density * relative_airspeed^2 * wing_area * Cl
Drag = 0.5 * air_density * relative_airspeed^2 * wing_area * Cd
Cd = Cd0 + Cl^2 / ( pi * Aspect_ratio * efficiency_factor)
So total drag coefficient Cd includes lift induced drag.
Pretty much it's working as expected, the part which doesn't seam to work well is the vertical drag on the wings.
What I mean is that during roll, intuitively one would expect some portion of the drag on a wing pushing perpendicularly to the top/bottom surface of the wing, making roll a bit more difficult. Right now this part of the drag is covered only by Cd0 (I use 0.045 as default), which seams to be more relevant only for the wing traveling in parallel to aiflow, not perpindicularly. At the end I need ailerons with very small surface area and low angle of attack (-5;+5) to put airlpane into roll really fast.
Probably I'm not getting correct local velocity right now, in a sense that roll of the airplane doesn't effect the local direction of airflow at wing element, so only velocity relative to the plane is taken into account.
Anyway, maybe someone have thoughts on this. Just trying to get a better understanding of how typical setup looks like. I'm still missing some important parts of the total drag, such as due fuselage, canopy, landing gears and etc.