Terminal velocity simulation discussion

Someone posted about a terminal velocity simulation, he was told to find his geometry drag coeficient, but could a simulation be done using the weight force and air with a velocity imput dependant on Y, in a way that the closer to the velocity imput the highter the velocity ( starting at zero and going to very fast), when the velocity imput reaches the terminal velocity it would reach a stalemate.

Hi @Leo007, thanks for posting

I’m not sure if I completely follow what you’re going for. E.g.:

  • What do you mean by weight force?
  • When you say “dependant on Y”, do you mean the upwards direction?

Maybe the ABL definition is close to what you’re looking for? Atmospheric Boundary Layer | How to Set up an ABL | SimScale

Cheers
Igor

The original post wanted a way to find the terminal velocity of his object, i assume he has the objects mass, he could associate a force vector with - |mass x 9.81| in the y direction with the objects center of mass, with this “weight force” vector and a wall with a velocity input in the form of a linear function that goes from 0 to 10000 (random very big number) /ms dependant on the distance between the wall and the object. Ex: in the inicial state the velocity imput would be 0, as the object moves thru the y axis the air velocity grows until the object cant move no more, thats the terminal velocity. I dont know if it can be done, but this would be the logic behind it.

Hi @Leo007,

I understand what you mean. I guess this would require buoyancy modelling which we currently can’t do in SimScale.

What you could do is estimate the drag force by running steady state simulations using different velocities - then use this information to help in the calculation.