# Reversing the default axi-sym r and z directions

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 October 24, 2002, 15:28 Reversing the default axi-sym r and z directions #1 siridhar Guest   Posts: n/a Sponsored Links Hello all How do you reverse the way Gambit displays r and z directions when you mention AXI-SYMMETRIC in the PROBLEM statement? I am trying to simulate the heat transfer of fluids in vertical cylindrical tanks. The axis of symmetry is in y direction so it makes sense if 'r' is horizontal and not vertical (which is the default). When I construct the geometry in GAMBIT, i am doing so in cartesian coordinates (x and y) and in the read file for FIDAP (the solver), I specify UX = 0 for the axis of symmetry. After the computation, r is vertical and z is horizontal. How can I make r horizontal and z vertical? Please help. If it's not possible in GAMBIT, let me know how to achieve it in FIDAP. Awaiting replies, Sridhar

 October 25, 2002, 04:04 Re: Reversing the default axi-sym r and z directio #2 Laika Guest   Posts: n/a It's not possible, but there is no need for too. You just need to give the rigth direction for the gravity in Fluent (let's say (0, -9.81, 0). Laika, still orbiting

 October 25, 2002, 09:50 Re: Reversing the default axi-sym r and z directio #3 siridhar Guest   Posts: n/a Hi Laika Here's a proof that it's possible (in FIDAP atleast): http://mantis.acomp.usf.edu/fidap/fi.../ex09.htm#ex09 Note the r and z in the Figure 9-1 and in Figure 9-2. You mentioned that it is not necessary to have r in the horizontal and z in vertical directions. Yes, with the proper mentioning of THETA in GRAVITY command and tilting the geometry of the model itself, I am able to simulate the problem I am doing, but my idea is to know the way how they (in the above example) were able to alter r and z directions.

 October 28, 2002, 05:16 Re: Reversing the default axi-sym r and z directio #4 Laika Guest   Posts: n/a Hi, I don't know about Fidap, but in Fluent the axisymmetric solver is programmed as such that the axis of symmetry should be the x-axis. Fluent will calculate correctly, even if your geometry is vertical in reality. You can rotate the view if you want to. Or have I misunderstood your problem? Laika, still orbiting

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