On Fri, 15 Mar 2002 15:29:05 -0800
  Andy Ross <[EMAIL PROTECTED]> wrote:
>We either have to have scenery code that understands funny gear
>trajectories or gear code that understands 3D collision 
>detection.

We can be fairly simple. If you want to do articulated 
F-18 gear, be my guest. All I want to know is what is the 
darned elevation at a given lat/lon, and eventually 
perhaps the roughness, the "bouyancy", and the surface 
normal.

>  >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.
>
>Bingo, here is the disconnect.  The current terrain intersection code
>gives you an altitude above the ground plane for each gear.  That
>allows only for compression along the ground's "up" axis, not the
>body's.

This is, in fact, what the JSBSim gear code uses. We do 
compression only along the vertical axis (the ground Z 
axis). As I keep repeating to you - even at an angle of up 
to 20 degrees, the *compression* "error" maxes out at 
several percent (less than 7). The runway exerts a force 
on the aircraft in the RUNWAY vertical direction (in real 
life, of course, this would be more accurately a runway 
_normal_ direction).

It would be no big deal to compress the gear along its own 
body axis (for a non-articulated single strut), but we 
have more pressing things we are working on than doing ski 
jumps with airplanes at present. Providing the elevation 
at a single lat/lon gives _us_ a nice feature. If you 
don't want to use it, you don't have to.

>I completely agree, by the way, that assuming the body frame
>compression is always along the Z axis makes sense.  In fact, while
>YASim in principle supports any gear compression axis, I only bothered
>supporting Z axis compression in the parser.
>
>I guess I'm just a little flummoxed at the resistance to 
>doing things "right" here.  I mean, it doesn't take any more CPU time; 
>it doesn't make the FDM's job any more complicated, and it's 
>reasonably well-supported by the scenery code as-is.  All that's 
>needed is an interface change and we're done.

Maybe you need to re-state what you are thinking is 
"right". Something's not getting communicated.

Jon

_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Reply via email to