Refine Your Search

Topic

Author

Search Results

Training / Education

AS13100 and RM13004 Design and Process Failure Mode and Effects Analysis and Control Plans

2024-07-03
This course is verified by Probitas Authentication as meeting the AS9104/3A requirements for continuing Professional Development. In the Aerospace Industry there is a focus on Defect Prevention to ensure that quality goals are met. Failure Mode and Effects Analysis (PFMEA) and Control Plan activities are recognized as being one of the most effective, on the journey to Zero Defects. This two-day course is designed to explain the core tools of Design Failure Mode and Effects Analysis (DFMEA), Process Flow Diagrams, Process Failure Mode and Effects Analysis (PFMEA) and Control Plans as described in AS13100 and RM13004.
Technical Paper

Numerical Investigation of the Aerodynamic Characteristics of a Missile Geometry at Mach 4

2024-06-01
2024-26-0443
The aim of this paper is to present a numerical analysis of high-speed flows over a missile geometry. The N1G missile has been selected for our study, which is subjected to a high-speed flow at Mach 4 over a range of Angle of attack (AoA) from 0° to 6°. The analysis has been conducted for a 3-dimensional missile model using ANSYS environment. The study contemplates to provide new insights into the missile aerodynamic performance which includes the coefficient of lift (CL) , coefficient of drag (CD) and coefficient of moment (CM) using computational fluid dynamics (CFD). As there is a lack of availability of data for missile geometry, such as free stream conditions and/or the experimental data for a given Mach number, this paper intends to provide a detailed analysis at Mach 4. As the technology is advancing, there is a need for high-speed weapons (missiles) with a good aerodynamic performance, which intern will benefit in reduction of fuel consumption.
Technical Paper

Terrain Streaming for Real-Time Vehicle Dynamics

2024-04-09
2024-01-2659
This paper describes an approach to integrating high-fidelity vehicle dynamics with a high-fidelity gaming engine, specifically with respect to terrain. The work is motivated by the experimental need to have both high-fidelity visual content with high-fidelity vehicle dynamics to drive a motion base simulator. To utilize a single source of terrain information, the problem requires the just-in-time sharing of terrain content between the gaming engine and the dynamics model. The solution is implemented as a client-server with the gaming engine acting as a stateless server and the dynamics acting as the client. The client is designed to actively maintain a locally cashed terrain grid around the vehicle and actively refresh it by polling the server in an on-demand mode of operation. The paper discusses the overall architecture, the protocol, the server, and the client designs. A practical implementation is described and shown to effectively function in real-time.
X