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BUG: correction to particle forces - still needs a better method...
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@ -192,14 +192,15 @@ const Foam::vector Foam::KinematicParcel<ParcelType>::calcVelocity
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const parcelType& p = static_cast<const parcelType&>(*this);
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const parcelType& p = static_cast<const parcelType&>(*this);
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const forceSuSp Fcp = forces.calcCoupled(p, dt, mass, Re, mu);
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const forceSuSp Fcp = forces.calcCoupled(p, dt, mass, Re, mu);
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const forceSuSp Fncp = forces.calcNonCoupled(p, dt, mass, Re, mu);
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const forceSuSp Fncp = forces.calcNonCoupled(p, dt, mass, Re, mu);
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const forceSuSp Feff = Fcp + Fncp;
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forceSuSp Feff = Fcp + Fncp;
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Feff.Sp() += ROOTVSMALL;
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// New particle velocity
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// New particle velocity
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//~~~~~~~~~~~~~~~~~~~~~~
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//~~~~~~~~~~~~~~~~~~~~~~
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// Update velocity - treat as 3-D
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// Update velocity - treat as 3-D
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const vector ap = Uc_ + (Feff.Su() + Su)/(Feff.Sp() + ROOTVSMALL);
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const vector ap = Uc_ + (Feff.Su() + Su)/Feff.Sp();
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const scalar bp = Feff.Sp()/mass;
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const scalar bp = Feff.Sp()/mass;
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Spu = Feff.Sp();
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Spu = Feff.Sp();
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