Saturday, December 31, 2016

2016 Slo Mo Supercut

I finished my annual slow motion launch compilation video today. Got it down from an hour and a half to under 15 minutes.

I had to take out nearly 50 launches and trim every one to the bone to do that. But there are still 103 individual launches, including a couple drag races with two rockets at a time.

Enjoy!


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Thursday, December 22, 2016

Quest Motors Are Dead - Long Live Quest Motors

Tonight, we recorded another episode of The Rocketry Show podcast with AeroTech General Manager Charles Savoie.

There's some fascinating news coming forward from Quest Aerospace.

As some long time rocketeers know, it has been hard the last couple years to get hold of Quest model rocket motors, the only other black powder motor comparable to Estes engines available in North America.



I have an update.

Quest will no longer be making black powder motors. This is unfortunate, especially for rocketeers who liked the slightly lower thrust but longer burn as compared to Estes motors, but things became complicated as Quest is shifting motor manufacture back to the United States from China.

However... There will be a brand new line of Quest model rocket motors - composite motors.

I promised not to give too many details, other than that Quest, now owned by AeroTech, will make motors for model rockets using ammonium perchlorate composite propellant, the same propellant used in high power rockets (and the Space Shuttle solid rocket boosters), but in smaller form.


More info will be released by AeroTech at NARCON 2017. I hope to be there to do some Rocketry Show coverage.

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Monday, December 19, 2016

John Boren, Estes Designer

Estes designer John Boren. Image from his website.

I'm working on the last installment of my "Weight of Paint" series. Longtime blog readers won't be surprised - it's a tad long. This one is longer than most, because I'd like to wrap up the series and move on to another subject. On top of that, I had to delete an entire section I'd written, because I realized it was all wrong.

In the mean time, if you haven't already, check out the latest episode of The Rocketry Show podcast. This is a good one. We interview John Boren, who is the designer at Estes Industries.

We often discuss high power and advanced rocketry topics on The Rocketry Show. As The Rocket N00b, I was excited to talk to someone who works in low and mid power model rocketry, and especially someone who works for Estes.

Any new kit that has come out in the last six years was designed and tested by John. Many re-releases were updated or redesigned by John. It's a fun, fascinating interview, with some behind-the-scenes information about the largest model rocket company in the world.

John kept chatting with us for a good hour and a half after we stopped recording. He told us lots of great stuff, and I could have listened to him for hours - he was certainly willing to keep chatting with us.

Since I had to get up early the next morning, I had to say goodbye. But it was a great interview, and John followed up with us, sending us photos of some of his own scratch built rockets.

* * *

Speaking of Estes, I'm sad to say that it seems the Mini Max, the downscale version of Der Red Max, is now out of production. It's one of the rockets which have recently been drastically reduced in price on their Specials page. I was considering getting one, but I waited too long, and missed out.


The rocket is still available from a number of online model rocket vendors, so you can still get one. But not nearly as cheap as the Estes markdown price.

If you see a drastically-reduced rocket you like on Estes, buy it - quickly. It may soon be gone forever.

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Thursday, December 1, 2016

End of Year Video, Upcoming Interviews, Final Launch, News, Etc.


At the end of the year, for the past two years, I've published a slow motion launch compilation video on my YouTube channel. It can take a while to compile all the video, trim everything down to just the launches, keep it short enough that people will watch it, find music, etc.

This year's video already contains 149 individual launches, and I have one more in Maine this weekend. The video as I've trimmed it down is still nearly a half hour long - far too long. I may have to do something I was hoping to avoid: take a few clips out.

Most of the video was shot on my camcorder, so the slo mo isn't great. But a couple of times, Joe Barnard, the guy you may have heard of who's working on a project to build an actively stabilized, finless model rocket which lands under thrust (like the SpaceX and Blue Origin vehicles), came along with me.

Echo, one of Joe Barnard's test vehicles, lifting off at sunset. Note the lack of fins.

Joe is a professional videographer, and last time he shot some super slow motion video. Some of this video is so slow, I've actually had to speed it up 2, 4, even 8 times, just to keep it from being too long.

Here's an example:


This isn't even the slowest video!

* * *

I've continued uploading videos in the Quest Superbird building series. What started as a simple model rocket build has become... more interesting. The kit threw me a few curve balls, so I've had to make some adaptations. But it's a good learning experience for anybody who opens a kit and finds some inconsistencies. You can see the playlist here.



* * *

Tonight, we're recording a new episode of The Rocketry Show podcast. We'll be talking with John Boren, designer and head of R&D at Estes Industries.

I'm really excited for this one. On The Rocketry Show, we talk a lot about high power rocketr. But tonight, we'll get to chat with someone from the oldest model rocket company on the planet - and one who designs low and mid power rockets, no less. I'm hoping I'll have more to contribute to the conversation on this episode.

* * *

Saturday, I'm going to my final launch of the year, up in Maine. This will only be my sixth launch this year. I need to plan out next season a bit better.

I still have to decide what to fly this weekend. The initial plan is to fly anything that's been built but not flown, and a few things that only flew once last year.

* * *

Then, Sunday, we'll record another episode of The Rocketry Show, this time discussing my recent series on the weight spray paint can add to a model rocket, and how that can affect the flight.

Once that series is done, I plan to go back to my unfinished series about rocket stability for Rocket N00bs, from which I hope to springboard into a discussion of multistage rockets, simple design, and building from scratch - three topics I've avoided so far simply because I knew the stability series was incomplete.

And I'll be addressing a topic I should have covered much earlier on in the life of this blog - model rocket safety!

Winter seems like a good time to cover some of these concepts. Plenty of time before next flying season. And plenty of time to build more rockets.

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Sunday, November 27, 2016

The Weight of Paint - Part 3 - Surface Texture: Drag Reduction Vs. Added Mass


Click here for Part 1.

So far, we've established that painting a model rocket can add significant weight. We've also established that added weight can have a negative impact on the altitude we can expect from a given model. Comparing simulated flights between our heavier, painted Estes Monarch with the lighter, unpainted Monarch showed this difference.

Then, in Part 2, we took a detour to discuss aerodynamic drag - the resistance our rockets encounter from the surrounding air. By comparing flight simulations of our smaller, 3-finned Estes Monarch with the larger, 4-finned Big Bertha, we saw that, even though a lighter rocket will usually fly higher than a heavier one, drag is significant enough a force to change that; the larger, draggier Big Bertha simply cannot catch up to our finished, painted Monarch, even if we change the weight of the Bertha so that it matches that of the 25% lighter, unpainted Monarch we've been looking at.


What about two rockets of the same design - exactly the same size and shape - but one is heavier and one is lighter? One is painted, and the other isn't?

All things being equal, a lighter model rocket will usually fly higher than a heavier one. We saw that in our flight simulations from Part 1 of this series. The exception to this is if the rocket is far too light - below the optimal mass for its size and shape. A featherweight rocket may not have enough inertia to overcome the drag holding it back. Remember our comparison of throwing a bowling ball, a baseball, and a foam rubber ball up into the air.

But since most model rockets are probably heavier than they need to be even before building, you probably won't encounter that problem*.

But when you paint a rocket, all things are no longer equal.

* * *

When you use OpenRocket to design a rocket or build a simulation of an existing design, you start with the nose cone, and add parts one by one. All parts will have default settings - such as weight and center of gravity - depending on what they're made of and how thick they are.

The default setting of each part for surface texture is "Regular paint," and is followed by the number 60 and the symbol μm.

This represents the average roughness height of the surface, and is measured in micrometres, or microns. A micron is 0.001 millimeter - very tiny. Here's a photo of a carbon fiber filament - only six microns in diameter, compared to a human hair, about 50 μm in diameter.


So, in OpenRocket, if you change nothing about the surface texture, the assumption is that the rocket is painted, and that the tiny bumps in the paint job are, on average, 60 μm high.

Rough surface texture creates more turbulent airflow over the rocket, which in turn increases drag. Another thing increases drag dramatically - the velocity of flight. It might make sense that drag goes up as speed goes up. If you stick your hand out a car window while traveling at 20 miles per hour, the force on your hand is very light, while at 60 miles per hour, the wind pushes hard on your hand.

But here's the thing: while drag from  laminar flow increases proportionally with airspeed, drag from turbulent flow increases as a square of the increase in velocity. That means if you double the speed of the rocket, drag goes up four times. If you triple the rocket's speed, drag increases nine times. You can see the need to decrease the amount of turbulence the rocket experiences. That's what a smooth paint job can do - decrease turbulent airflow.

We've seen how a heavy paint job adds weight, and how added weight reduces altitude. But to see how the surface texture of paint affects drag, we need to factor that into our simulation.

Returning to the unpainted Monarch simulation, I click on the nose cone and select "Unfinished," then click the box that says "Set for all."


Now all components of the simulated rocket - the nose cone, body, fins, and even launch lug - have a simulated surface texture with an average height of 150 μm.

Here, we should note something. A lot of things in OpenRocket are approximations, and this is a good example. Obviously, all unfinished materials don't have the same texture. An unfinished plastic nose cone is smoother than a balsa cone, with its exposed wood grain, and a set of raw balsa fins are rougher than an unpainted paper body tube with a slick coating. But I think this is good enough to illustrate the principle we're talking about here.

Also, the altitudes are approximate. You might find you get a different result each time you run a simulation. We'll go into why another time.

How do I know how good my paint job is? I don't have a means of measuring the surface roughness in microns. But I know that my paint job isn't polished, and the paint didn't go on as smoothly this time as I've managed in the past. There's a bit of visible texture.

Here are a few closeups.

There are little bumps. But, they're smooth bumps, and I've seen and done far worse. So, I'm calling this "Regular paint." It's a guess, but, I think, a fair one.

Our original simulations from Part 1 showed the lighter Monarch beating the altitude of the heavier Monarch by a significant margin: 89 feet higher on an Estes C6-5 motor, and 42 feet higher on a D12-5.

The lighter Monarch results

The heavier Monarch results
The fact that the margin narrows with the D12-5 can be attributed to the fact we discussed before, that drag increases exponentially with velocity. On the D12, the both rockets fly nearly 100 miles per hour faster than on the C6. The lighter rocket still wins, but the drag force is significant enough to narrow the gap.

Now that we've got both the mass and the surface texture adjusted for the Monarch before paint, let's run a new flight simulation. Remember, the unpainted rocket weighs 57.4 grams, and the smoother, painted rocket weighs 75.8 grams - over 32% heavier.

Here are the results of the new flight simulation:


With a rougher, unfinished surface texture, the unpainted Monarch has lost some altitude. It still beats the heavier Monarch on a C6-5 motor - this time by 53 feet. But on the D12-5 motor, the smoother, painted rocket now wins by 27 feet!

Why is this? Again, look at the maximum velocity of the models. On a D12 motor, the rocket flies 94 miles per hour faster than on a C6-5 motor. The increased drag at higher speeds works to stop the rocket short of the heavier Monarch's peak altitude.

What if we got a better paint job on the Monarch?  What if our paint job was good enough we felt comfortable calling it "Smooth paint," with an average surface roughness of only 20 microns?


Now how high does the rocket fly?


By decreasing turbulent airflow even further with a smooth paint job, we increase our altitude even further, nearly catching up with a C6 motor, and breaking 1,100 feet with the D.

What if we carefully polish the finish on the paint job, and get it nearly perfect, with a mirror-smooth finish of only 2 microns in average height?



Now we've increased our altitude on this rocket even more.

But we still haven't caught up to the lighter rocket flying on a C6-5 motor. That paint job is just a little too heavy.

Let's look at the flip side to all this. What if we could paint the rocket nice and smooth, and the paint weighed absolutely nothing? Let's take our "unpainted" Monarch, give it an imaginary paint job with no added mass, and polish it smooth. What kind of altitude could we expect from a lighter but smoother rocket?


Now we've gained some serious altitude. By keeping the rocket light and making it as smooth as we can, we're giving the rocket the advantage in overcoming both gravity and aerodynamic drag. We've taken this little sport rocket and pushed it to perform its best.

Of course, paint doesn't weigh nothing. We're always going to add some mass. But we can try to minimize that. The Monarch isn't a high-performance model, with its goofy, oversized, 1/8-inch-thick fins, but that doesn't mean we can't make the most of it.

OK, here's one more scenario...

What if we painted the rocket with real paint - and, as happened in the case of my rocket, the paint went on a bit heavy - but instead of a nice, smooth paint job, we got something less than desirable? Sometimes, a paint can will have chunks of pigment settled in it, and you'll end up with a paint job that's really spiky and rough.

The paint came out of this can like it was Silly String.

Rough paint - neither pretty nor aerodynamically advantageous

When my friend Chad moved across the country, he gave me his rockets. I picked one up, and it actually hurt - the texture was like little needles. The surface was as if it were covered in tiny claws  for grasping at the air as the rocket flew.

What if that were the case with our painted Monarch? Let's select a "Rough" finish, with an average height of 500 microns.


Let's check our altitude now...


Here we see how paint can be a hindrance, if done badly. Not only will the rocket not look nice, it won't fly as high.

So, if you want to get the most performance from a model rocket, the key is to build light, and make the surface smooth.

* * *

I build most of my rockets to look nice. I take a few steps in the hopes that they'll perform a little better, but I don't always try to maximize their altitude. That's certainly true of the Monarch.

This all started with a simple question in my mind: How much weight am I adding by painting the rocket? But now that I see the results of our simulations, something's bugging me.

The painted Monarch can't match the unpainted one on a C motor - only on a D - even by reducing the drag and making the paint as smooth as possible. But the Monarch was never meant to fly on D motors. The only reason mine can is that I set the kit motor mount aside and upgraded to a larger mount. What if I want to paint the rocket, but I also want it to fly as high as it can?

The key is to paint lighter and maybe smoother. How much lighter? And can it be done? And how can it be done? I've promised to answer these questions the last two posts. Next time, we'll actually look into it.

Click here for Part 4.

*There are some exceptions to this. Model rocket have been made from things like Styrofoam, pool noodles, and even Mylar balloons. These rockets are so light they don't coast very much after motor burnout. Such model rockets are some of the few which would probably benefit from a little added weight. But, then, such rockets are meant to fly to relatively low altitudes, even on higher thrust motors.

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Friday, November 18, 2016

W00t! Rockets!

Apparently, I make a certain noise at launches.


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Wednesday, November 16, 2016

Video Build Series - The Quest Superbird


I've started shooting a series of model rocket build videos for my YouTube channel, beginning with a rocket from Quest Aerospace - the Superbird.

This one should be interesting. What started as a rather straightforward build has developed a few hiccups early on, making things a little more complicated than they should be for a really simple model rocket, but I think that's a good thing. Rather than being a series which might be a little boring for anyone but an absolute beginner, it will involve a little creative problem solving.

The first video - unbagging and parts - is here:


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