And now, a little fluid dynamics...
Inspired by Jaap's post some time ago (http://www.dropzone.com/...ng=kayaking;#1577452) referring to some guy's fluid dynamics solver, I decided to replicate that work and see what it had to say about the kind of stuff I like to look at. Anyway, as a result I've built a virtual wind tunnel. If you own a Mac running OS X, email me and I can fire it off your way. If you own anything else and would like to take a crack at compiling it (requires OpenGL, LibTiff, and Lapack), email me and I'll send you the source. ANYWAY... I've attached a series of simulations (each is a frame grab from an animation, taken when things had settled out) that came up in a discussion Jaap and I had last night.
The first is a simple circle in the wind tunnel. I've hand-drawn a flow line (and pointed out some vortices) to point out the presence of a Karman street (see http://www.galleryoffluidmechanics.com/vortex/karman.htm for a good explanation and links to a bunch of excellent animations). When something (like a pilot chute) is dragged through the air, it develops a low-pressure region behind it. This region is unstable, and collapses into a Karman street, in which the object sluffs off vortices first from one side, then the other.
Here's the important thing for BASE... It's not the "spilling" of air that causes a PC to oscillate or a round to pendulum. It's the presence of this Karman street, which places alternating sides of the round (or a location on the PC which circles around the perimeter) at low pressure. The spilling of air is a result, and is directly responsible for the higher descent rate on a penduluming round.
The next two attachments give the same simulation for a semicircle and an arc in the tunnel. The Karman street is still there. I half expected these to turn out about the same, since each should generate a dead space in front of itself, but there do seem to be important differences. I'm working on quantifying the force on the object (which I think is the really significant difference here) -- I'll get back to you all with that.
Finally, we have a "vented" arc. Notice that letting a little air through the apex of the arc results in the Karman street being pushed back, so that it no longer affects the object directly. It also has an effect on the dead space inside of the arc, of course, and I assume the pull force will drop a bit accordingly...
I've done some simulations on buildings, wings, cliffs... All with results a lot like one might expect. Let me know if you're interested in seeing any of this stuff, or if you've got any requests.
What fun!
