On Fri, 15 Mar 2002 16:40:38 -0800
  Andy Ross <[EMAIL PROTECTED]> wrote:

>Here's another ASCII diagram (please don't mock this one) 
>to try to explain:

This is actually pretty good for an ascii diagram and it 
shows where the misunderstanding is coming onto play.

>
>        +
>        .\
>        . \   <--gear strut
>        .  \
>elev   .  (0)
>ation->.   +----------------
>        .  /
>        . /   ground
>        ./
>        /
>
>Here, the elevation says that the gear is clear of the ground.

We, of course, track the local frame position of the 
contact point of the tire. We are not measuring elevation 
using the CG, nor the attach point of the strut to the 
body. I keep repeating myself here, but when I ask for 
elevation, I am asking for it at the point DIRECTLY BELOW 
THE TIRE CONTACT POINT. JSBSim can provide a lat/lon for 
that point.

> But that is wrong!  The gear strut points forward, and the 
>gear should, in fact, be sitting nicely on the edge as shown.

Which we would track properly, given that the elevation 
below the *tire* is reported.

>My way, which computes an intersection between the gear base and the
>maximum extension point below the ground, works fine here.  It is the
>correct algorithm for this problem.

How typically arrogant. It's not your approach, it's your 
attitude. You are perfectly welcome and free to do things 
in whatever way you desire - I'm not stopping you at all. 
I am just considering taking Norman up on his suggestion 
that a per-wheel elevation can be given. Your algorithm is 
"correct" for what you want to do. There are tradeoffs and 
approximations that can be made anywhere in the sim. You 
may pay more attention to areas here and there than we do, 
or do things different here and there than we do. That 
makes your approach different, or more precise, or more 
approximated, or whatever. Given all the factors to 
consider in simulation, it doesn't make it uniquely and 
alone "_the_ correct" solution. It's called "simulation" 
after all.

>> Either you are missing my point, or I am missing yours.
>
>Both, it seems.  Let's try this: You want to handle (1) aircraft on
>non-level-but-flat ground so that they tilt and (2) non-flat areas
>where two polygons with different normals meet.  [You agree with me
>this far, right?  Have I misrepresented?]
>
>OK, now my point:
>
>In order to handle case #2, you are willing to make the assumption
>that gear compression is always along the up vector from the ground
>and simply use the elevation at that point.  [Are we still on the same
>page?  Do you not see why this must be?]
>
>So, your proposed solution can handle the case where the ground is
>non-level, but flat, or the case where the ground is non-flat, but
>level, but it fails in the case where the ground is both non-flat and
>non-level.

Disagree. I am assuming by "flat"  you mean that the 
polygon and any adjacent polygons have parallel normals 
and that "level" means a vertical normal. ?

As long as any polygon that the tire sits on has a 
reasonable surface normal (i.e. say within ten degrees of 
vertical) then we'll do fine. Anything else is likely a 
crash, anyhow.

>I argue that the only interesting non-flat or non-level cases happen
>together.  This is true for ski jumps.  It is true at catalina.  It is
>true at the edge of a cliff.

We could handle either.

>I further argue that it requires no more work on the part of the FDM
>or the scenery code to do this the Right Way: by computing an
>intersection point along the gear's axis of compression.  I even
>posted a putative interface for such code, which you and Tony, for no
>reason that I can for the life of me figure out, hate with a
>passion. :)

I can't remember rejecting your interface. But go ahead 
and do things your own way - like I said I have no 
objection to you doing whatever you want to do. That's not 
my place.

>Try turning it around.  Rather than justify why your way is Good
>Enough, tell me why my way (which, I think we all agree, is
>technically more correct) is harder?  Or more expensive?  Or uglier?
>Or... what?

I still haven't seen a good overall description of exactly 
what it is that you are proposing. Can you give me a 
reference to the message?

>Stated as simply as I can possibly say it: The simplifications that
>you want to make are (1) unnecessary and (2) incorrect. There are
>better ways of doing ground intersection code.

Again, how arrogant. It's been done like this for a long 
time. That doesn't make it correct. But it works. It's not 
incorrect. Your way may be more precise, and handle 
various odd special cases that at the moment we don't 
really care about, and that's fine. I'll hand you that. 
But, you've got to get over this attitude and learn to 
make a distinction between precision, approximation, and 
"correctness".

Jon

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