From the Depths Wiki
Advertisement

This article may need updating to the game's current version. Use information provided here with care.
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "Missile overhaul made significant changes to missiles"



This article describes the aerodynamics of missiles in detail.

Basic specifications[ | ]

Gravity[ | ]

Missiles are unaffected by gravity as long as they are under power. We will ignore gravity for all derivations here.

Mass[ | ]

Missiles have a mass of 0.1 t per module, or 0.2 t per block. Thumper Warheads weigh an additional 0.2 t. This would make missile thrust displayed in kN fps. Let be the length of the missile in m, plus 1 if the missile has a Thumper Warhead.

Thrust[ | ]

In this article, we will use kN for thrust . This is 1/40 the displayed thrust :

The displayed thrust is 1000 per Short-Range Thruster plus a variable amount from Variable Thrusters in air, or 250 per Torpedo Propeller in water. The acceleration due to thrust is

Specific impulse[ | ]

For air thrusters, one Fuel Tank carries 125 kN s of fuel and weighs 0.1 t. This gives a specific impulse of about 127 s.

Endurance[ | ]

The endurance is the time that the missile is powered. This is equal to the fuel (5000 per tank) divided by the fuel consumption (per second), but no longer than the missile's lifetime. The fuel consumption is equal to the total displayed thrust from air thrusters, plus 25 per Torpedo Propeller.

Lifetime[ | ]

The lifetime is the maximum time the missile can exist. This is 60 s plus 180 s per Regulator.

Fluid density [ | ]

Important for drag. This is normalized to air density at sea level and is linearly interpolated between the following values:

Altitude Density
< 0 m (water) 7
0 m 1
300 m 0.5
> 500 m 0

Drag[ | ]

Apart from thrust, drag is the major force acting on a missile.

Drag coefficient[ | ]

Let be the base drag of the th component, starting from 1 at the nose. The drag coefficient is then

Displayed drag[ | ]

The displayed drag is the rate of velocity loss as a proportion of velocity.

where represents linear drag, while represents quadratic drag.

Linear and quadratic drag[ | ]

We can get the drag force by multiplying by to get the drag acceleration, and then by the mass of the missile to get the drag force.

At low speeds, the drag is proportional to velocity. Linear drag is

  • Acceleration:
  • Force:

regardless of whether the missile is in air or water. At high speeds, the drag is proportional to the square of velocity. Quadratic drag is

  • Acceleration:
  • Force:

The actual drag acceleration and force is the greater of the linear drag and the quadratic drag.

Speed[ | ]

Initial speed[ | ]

The initial speed is determined by the following:

  • The Launch Pad itself gives a (usually negligible) 0.75 kN·s impulse. This translates into 3.75 m/s divided by the length of the missile in blocks.
  • 35 m/s per Ejector Add On attached to the Launch Pad.
  • 15 m/s per Short-Range or Variable Thruster. This is not affected by the Variable Thruster's settings.
  • 50 m/s per Torpedo Propeller.

Terminal speed[ | ]

A missile is at terminal speed when the drag force is equal to the thrust . We can compute a terminal speed for both linear and quadratic drag.

Linear terminal speed is:

Quadratic terminal speed is:

The actual terminal speed is the lesser of the two. Above this speed the missile will slow down, and below this speed it will speed up.

Critical speed[ | ]

The speed at which drag switches from linear to quadratic is the critical speed. This is

The critical thrust, which makes , is

The critical displayed thrust is

This speed is important for range calculation and optimization. At up to the critical speed, range is roughly independent of speed; above it, range decreases. Therefore, the critical thrust is the minimum recommended thrust---use higher if necessary, but not lower.

Turn speed[ | ]

The turn speed displayed in-flight is equal to

where is the number of fins. This is a measure of angular velocity and is in units of degrees per second. The turn radius of a missile is then

Range[ | ]

Simple estimate[ | ]

Range can be estimated by simply multiplying the terminal speed by the burn time :

This tends to be an overestimate of the range, since typically the missile's initial speed will be less than the terminal speed.

Exact computation[ | ]

The exact range (for a constant altitude) can be computed by considering piecewise segments of the flight below and above the critical speed.

Linear[ | ]

Below the critical speed (linear drag), the missile's speed decays exponentially towards the linear terminal speed.

To get the distance as a function of time, we integrate:

Quadratic, below terminal speed[ | ]

Above the critical speed (quadratic drag) but below the quadratic terminal speed, the missile's speed decays towards the quadratic terminal speed as a hyperbolic tangent.

Let the convergence rate be

Then

where is set so that is equal to the initial velocity.

Again we integrate to find the distance as a function of time:

Quadratic, above terminal speed[ | ]

The only difference is that the hyperbolic functions are swapped:

Advertisement