On Saturday 16 August 2003 16:14, Jim Wilson wrote:
> Lee Elliott <[EMAIL PROTECTED]> said:
> 
> > 
> > You could probably get around that by selecting based on gear compression.  
> > When the compression is zero (unloaded) you stop the spin.
> > 
> > I think:)
> 
> Or slow it down over time and finally make it alternate randomly backwards 
and
> forwards ;-)  With the p51 it's no problem because you're supposed to have 
the
> gear up when airborn anyway!
> 
> Best,
> 
> Jim 

I can't think of a suitable property that you could link to that would give a 
slowdown.  You could use the inverse of agl but then the wheels would start 
spinning before you touched down (can anyone tell me if a good solution for 
pre-spinning the wheels on airliners before touch down has been found yet?  
The airline companies were very keen to find a solution to this as those skid 
marks on the runway are very costly to make).

Perhaps the best way might be to include the wheel diameters in the fdm 
configs, which are then processed by a bit of new code to put the wheel 
rotations in the property tree.

You might be able to do the random bit by using the pitch, roll and yaw values 
from the tree to control the rotation.  With all three factors influencing 
the animation, at different rates, it should look pretty random.

I think there may be some problems with the way that the u/c gear is handled 
in FG - not in terms of the way the code works but in the way that the gear 
structures are represented in different branches of the property tree and it 
might be better to resolve those before adding more wheel features.

LeeE


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