# Simulating supersonic flight in game

So this question about how to implement a good looking simulation of super-hypersonic flight of a rocket from launch point to orbit.

I have an idea how to implement a good looking aerodynamic on sub-sonic speeds. I want to implement a virtual aerotube. I want to create some simulation (based on papers which implementing incompressive fluid solvers) which takes pressures on surface of rigid body in that simulation to calculate:

1. Pressure center.
2. Drag and lift coeficients.

For each possible angle of attack for the object. Store this data in object properties and, then calculate forces depending in this data, when the simulation will be played.

But.

When I implemented first incompressive solver, I started to collect data, how to implement compressive solver. And this staff, surprisingly became even more complex, than I could handle.

Today, I still thinking of two questions:

1. Is there's some sophisticated scientific document, which could help me to get some idea of how to implement that staff(compressive flow), which I maybe lost in tons of docs, I've read already not-that-attentively-as-needed.

Or.

1. Is there some method, which helps to get not-the-same-as-real-but-very-realistic-picture-in-some-conditions, when I able to use coeficients and pressure centers, that i got from my sub-sonic simulation?
• Look up potential flow -- there are subsonic, trans-sonic and supersonic forms. For a game, there is no way you would need the full Navier-Stokes or Euler equations. Commented Jan 31, 2016 at 14:05
• And for what it's worth, compressible flow is actually easier to solve than incompressible. Incompressible flow requires solving a Poisson equation while compressible is all hyperbolic and you can just march happily forward in time. Commented Jan 31, 2016 at 14:06
• Also look up panel methods if you want some really fast approaches Commented Jan 31, 2016 at 14:11

This will give you $C_p$ and $C_l$. If you also need drag coefficients, you are better off using some other approximate model for drag. You could define lift-over-drag for all your parts up front, then with $C_l$ you can get a $C_d$. This can be a function of angle of attack. Or you can look for other drag models. You'd have to be more specific on what you want to do with that.