I want to create a small rocket-launching game, inspired by Kerbal Space Program.
Since there's nothing in orbital mechanics, that I still don't know. I decided to make this as close to reality as possible. The only moment I needed to discover is how to implement aerodynamics.
Well, this became a very problematic, since I discovered the way the fluid is simulated. My first idea was to implement small virtual aerotube, which collects data from solid object and calculates it aerodynamical properties, in dependency of its form. I want to collect this data as a part of build rocket process.
This is hard-but-possible-to-implement part, since there are lot of information of how to make incompressive fluid solvers. But rockets fly at supersonic and hypersonic speeds, so I need to discover how to calculate this forces in apropriate conditions. But, I can see, that implementing incompressive flows is a kind of almost-impossible-to-solve-problem.
So, I decided to ask a very generous question. How did those guys implemented aerodynamics in Kerbal Space Program game? And how usually people modelling it when things are getting little further than "basic understanding".
For me sub-sonic aerodynamics (in games) now seems almost clear. But trans-sonic, supersonic and hypersonic, seems like "Have no idea what to do".