On Mon, 03 Apr 2006 16:04:30 -0700, Andy wrote in message <[EMAIL PROTECTED]>:
> David Megginson wrote: > > Collision detection and explosion animation are two different > > things. With JSBSim, better collision detection is, if I remember > > correctly, simply a matter of defining more contact points around > > the aircraft body (e.g. in the nose, the end of the empennage, the > > wingtips, etc.). > > I don't remember how it works in YASim. > > Pretty much the same, except that you get contact points generated for > you at the tips of all the surface and fuselage objects. It's been my > experience that this works really well, so there's no configuration > file hook for adding your own. > > I think the original report might have been that you can "bury" a fast > moving aircraft under the ground. The 100 Hz granularity of the FDM > computations isn't able to detect the exact moment of collision. > That's a much harder issue to solve; you'd have to extrapolate > backwards to make it work. ..one way could be "check if I avoid it" and "uh-oh, better speed up now so we know when we (get) hit." -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ------------------------------------------------------- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel