Good afternoon again.
I just remembered another trick about zero-speed rolling models.  Below a threshold speed (say 1 m/s) you make the force proportional to the velocity.  That way you'll get zero force at zero speed.  The other thing that can happen if you don't is that you'll oscillate about the zero speed point.  This will stop that oscillation.
 
Hope it helps
 
Nickolas Hein
Morgantown WV
----- Original Message -----
From: Nick
Sent: Saturday, November 15, 2003 1:14 PM
Subject: Re: [Flightgear-devel] Airport vehicle (driving) sim

Good afternoon,
This sort of modelling is standard practice for training simulator companies.  They identify a "zero-speed" model for landing gear reactions.  Now you'd think that if it's standard practice someone would have it written down so newcomers wouldn't have to figure it out all over again every time, but I don't know where it's written if it is.  You may be able to search the net for zero-speed rolling model and find something.  I've done some of this type of modeling in my own professional past but I'm not certain that I'm an authority.  I do know that you can identify a separate break-out coeff. of friction (separate from the skidding one) so you get the right release in a severe wind.
 
I've done some other ground handling modeling including severe turns (where the inside tire introduces alot of resistance because it is twisting about a point) and tire carcass burn through when  you land with the parking brake set (this happens more often than you'd think - training pilots for it has helped reduce the frequency)
 
If any of those things are of interest let me know and I'll pitch in to help.
 
Nickolas Hein
Morgantown WV
----- Original Message -----
From: Andy Ross
Sent: Saturday, November 15, 2003 12:25 PM
Subject: Re: [Flightgear-devel] Airport vehicle (driving) sim

David Megginson wrote:
> Paul Surgeon writes:
> > I don't know about everyone else's experience but I haven't found
> > one aircraft in FG that wants to sit still on the ground even with
> > the engine off.
>
> It might be that the problem is not ground reactions but
> aerodynamics.

It's the ground reaction code. :)

JSBSim and YASim do things pretty much the same way, using a
coefficient of friction for gear as they slide over the ground.  This
integration works fine for a moving aircraft, but it's really not
right for a stopped one.  An aircraft with exactly zero speed would
produce exactly zero force, and thus be "moved" by a wind gust, and
then feel a very strong force in the opposite direction.

An ideal mechanism would keep track of how much force each wheel
"could" apply in the ground plane, and then calculate the right amount
to apply to keep the aircraft from moving.  This basically comes down
to solving a bunch of simultaneous equations for each FDM iteration.
It's a big mess; I'd be really scared of making this work.

What I did play with at one point is a model where you basically
switch gear models at slow speeds.  If the brakes are on and the gear
is moving below some threshold speed, then you "remember" the "nominal
location" of the gear and use a damped spring kind of force model.  If
the spring force goes above the static coefficient limit, then you
fall back to the sliding force model.  This wouldn't be hard to
implement, but tuning to avoid the inevitable weird behavior would
probably be a mess. :)

Andy



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