This is a quick and dirty guide to how to draw aircraft - not how to design aircraft. I'm not looking to make aerospace engineers out of all of you (save the ones who already are), just in what an actual properly flying aircraft looks like.
I'll start with the quick and dirty basics and go up to more advanced concepts in progression. But first let's start with the most basic principle of all:
You may recall that a ship has certain forces that come into play. If you push down on the bow of a ship, the stern will raise up. Well an airplane isn't much different: if you push down on an airplane, it will go down. We generally refer to this force as "weight," along with other forces known as "lift," "thrust" and "drag":
These are the four basic forces that act on an airplane. When all four are equal (in equilibrium), the airplane is in straight flight (or sitting on the ground). Notice that I didn't say straight
and level flight - all four forces are still in equilibrium if the airplane is in a steady climb or dive of constant speed.
Thrust is supplied by the engine and weight is supplied by gravity. As drawers and amateur aerodynamics, we are primarily interested in the other two - lift and drag (namely, how to minimize the latter and maximize the former - a bit hard to do since drag is a byproduct of lift, but we'll get to that some other day). Right now we'll concern ourselves with the very basics of drag.
The most obvious observation of drag is that the more surface area that is perpendicular to airflow, the more drag that is created:
This BTW is called "profile drag" and it's the one form of drag we will be concerned here with on Shipbucket. Anyway, the less surface area an object presents (or the more "sleek" it is, the more "aerodynamic" it is, whatever language you are most familiar with) the less drag will be produced. Most of you already know this.
However, there are other considerations for a low-drag aircraft. The smooth flow of air needs to be maintained in order to prevent unnecessary drag production. Smooth airflow is closely related to the concept of the "boundary layer":
The boundary layer is the layer of air in closest contact with the surface of the object. If the boundary layer is kept intact, the airflow will not be interrupted and minimal drag will be produced. However, if the boundary layer is interrupted (through unnecessary breaks, for example), the boundary layer will be lost and the airflow will become rough and produce vortexes, which for the most part will create drag (there are numerous and extremely important exceptions, but we don't need to concern ourselves with this just yet).
Anyway, that's it for today, I'll have to see how well people take this info to progress further.