Presets
Playback
Aircraft
Mass, thrust and flap setting.
Airport and runway
Elevation, temperature, wind, slope and braking coefficient.
Decision
Decision speed V1, reaction time, runway length and playback speed.
Camera
Layers
Quality
Model checks
The science
The problem the decision speed solves
If an engine fails during the take-off roll the crew has two options. Stop: reject the take-off and brake to rest within the runway. Go: continue on the remaining engine, lift off, and clear a 35 ft (10.7 m) screen height before the runway ends. The speed at which the decision is made is V1. A low V1 is easy to stop from but leaves a long, slow one-engine acceleration; a high V1 means a short go but a stop that may not fit. The balanced field length (BFL) is the runway needed at the V1 where the two distances are equal.
Ground-run equation
m dV/dt = n T(V, rho) - D - mu_r (W - L) - W sin(slope)
with thrust T = T0 (rho/rho0)^0.75 (1 - 0.0016 Va) per engine (n = 2 with all engines, 1 after the failure), drag D = 1/2 rho Va^2 S (CD0 + k CL^2), rolling friction mu_r = 0.02, Va = V + headwind. The density rho follows the standard atmosphere for the elevation and temperature deviation, which is why hot and high airports need much longer runways. The stall speed is Vs = sqrt(2 W / (rho S CLmax)); rotation is at VR = 1.12 Vs, the screen height must be reached at about V2 = 1.2 Vs.
Accelerate-go distance
After V1 the aircraft accelerates on one engine (with extra drag from the windmilling engine and rudder) to VR, rotates (lift coefficient increasing at a fixed rate) until the lift equals the weight, then climbs with the flight-path angle relaxing towards (T - D)/W. The distance to the 35 ft screen height is the accelerate-go distance (ATD).
Accelerate-stop distance
All-engine acceleration to V1, then a transition (default 2 s: the first second with one engine's thrust, then idle, brakes and spoilers) and full braking with an effective braking coefficient mu_b (0.45 dry, about 0.25 wet, 0.12 slush):
m dV/dt = -D - mu_b (W - 0.4 L) - W sin(slope)
The sum of the acceleration, transition and braking distances is the accelerate-stop distance (ASD). With constant braking and no drag the stop is simply V^2 / (2 mu_b g).
Numerical checks on this page
(1) The ground run to 60 m/s with drag and rolling friction switched off is compared with the closed form for thrust that falls linearly with speed. (2) A braking run with constant coefficient and no drag is compared with V^2/(2 mu g). (3) The balanced V1 found by bisection on (ATD - ASD) is compared with a brute-force scan for the minimum of max(ATD, ASD).
Honest simplifications
This is a teaching model, not an aircraft flight manual. Fixed coefficients stand in for a real aircraft database: constant CD0 and CLmax for one flap setting, thrust lapse as a simple linear function of speed, no ground effect, no pitch dynamics (the lift coefficient is ramped), a fixed rolling coefficient, no wheel-brake energy limit, reverse thrust not credited, V1 limited to VR, no minimum-control-speed limit (VMCG), no obstacle after the screen height and no climb-gradient requirements. The effective braking coefficient hides anti-skid efficiency, runway texture and contamination. Never use these numbers for real flight planning; use the performance data of the actual aircraft.
What to try
- Load Typical twin-jet, sea level and press Set V1 = balanced: the go and stop distances become equal on graph 1.
- Drag V1 down (V1 set too low) and see the go distance grow because the one-engine acceleration lasts longer. Raise it (V1 set too high) and the stop distance runs past the runway end.
- Compare Typical with Heavy, hot and high: the balanced field length grows and graph 3 shows the mass limit for a given runway.
- Switch the decision to GO or STOP: the main aircraft follows your decision and the translucent one flies the other at the same time.
- Set a tailwind or a slippery runway (wet, slush) and see which distance is affected most.