On Fri, 2002-03-15 at 14:51, Andy Ross wrote:
> Tony Peden wrote:
>  > Andy Ross wrote:
>  > > You give the scenery the position of the gear min/max comprssion
>  > > points, and it tells you where the tip really is.
>  >
>  > That is, IMO, precisely the job of the gear model.  Only the gear
>  > model can and should "know" the path that the wheel follows as it
>  > compresses.  I'll certainly agree that right now it's not necessary to
>  > model anything more than compression along a straight line, but we
>  > know that's not real in alot of cases and should allow for it in the
>  > design of the FG-FDM interface.
> 
> I don't necessarily disagree,

But by asking the scenery code to do the intersection for you, that's
exaclty what you are doing, AFAICT.

> but I'm at a loss for how you get this
> effect by assuming that gear compression is always along a line normal
> to the ground plane?

I wouldn't make this argument, I'd say it's reasonable to assume *body*
axis z compression only (though you shouldn't lock yourself into that,
there are many examples where that's not the case, the F-18 and Cessna
172 being two), a very different thing.

> 
> If anything, this would argue for an interface more like mine, where
> the FDM can "probe" the scenery for intersection points rather than
> blindly trust an "elevation" number for each gear and assume a flat
> ground plane under the gear.

Why would this entail the assumption of a flat plane? We ask for the
compression under (or, conversely, the agl altitude) of each contact
point and whatever it is, it is.  Whether the ground has a simple slope
or undulates within the area formed by the gear contact points, it
doesn't matter.  Even a nicely non-linear curve like a ski-jump is not
a problem.  All we care about is the agl height of each wheel (and in
particular whether its negative or not), not what may be happening in
between.

  
> 
>  > A significant benefit will be had immediately -- the aircraft will
>  > follow the terrain while taxiing and the 3D model will look better.
> 
> If you mean the aircraft will be tilted on non-level ground, then you
> can get that effect already by inspecting the normal vector.  When I
> say "flat", I don't mean "level".  Take a look at the YASim code
> (which supports, but does not use, a terrain normal vector) for an
> example.

Sure, but we can get that and a ski-jump capability knowing the agl
altitude of each wheel.

> 
> I'm not quite sure what you mean by the 3D model.  Assuming vertical
> gear compression is no closer to rendered reality than what we are
> doing now.  You'll get a tilt, but not a physically correct one.
> 
> Andy
> 
> -- 
> Andrew J. Ross                NextBus Information Systems
> Senior Software Engineer      Emeryville, CA
> [EMAIL PROTECTED]              http://www.nextbus.com
> "Men go crazy in conflagrations.  They only get better one by one."
>   - Sting (misquoted)
> 
> 
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-- 
Tony Peden
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We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds

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