> > To put it a bit provoking (no personal offense intended!) for the sake
> > of getting the status right, this looks to me that we're never going to
> > have this feature of proper tire/ground reaction simulation in
> > FlightGear simply because the involved folks prefer to play around with
> > smaller, 'approximative' workarounds forever instead of biting the
> > bullet just once. Right ?
> >
> > Cheers,
> >     Martin.
> 
> 
> Not quite. I'll write more this evening. Off to work, now.
> 
> JB


OK. The answer to your question (which is really more like an assertion
disguised as a question ;^) follows below.

There are many kinds of simulations, that all address particular needs. Are
we talking about a training simulator, or an engineering simulator, or an
entertainment simulator, or ... ? In my day job I work on a sophisticated
launch vehicle simulator. For our specific uses, we are not overly concerned
about the exact dynamics of the vehicle during its flight, but we are
concerned that the launch vehicle arrives at a particular point in time and
space with a particular state, so we can test the abort systems. The level
of fidelity for the various subsystem models should be driven by the purpose
or intended use of the simulator.

In the case of ground reactions for JSBSim, from the start we noticed that
it is difficult to model ground reactions when at rest or at small velocity.
The wheel slip angle, for instance, varies wildly in JSBSim when no
filtering or other compensation is used:

http://jsbsim.sourceforge.net/NoFiltering.png

If the output is filtered at the frame rate, the slip angle doesn't
oscillate quite so fast, but it's still bad:

http://jsbsim.sourceforge.net/FilteringOn.png

If the forces are ramped down to zero below some threshold, the dynamics
improve greatly:

http://jsbsim.sourceforge.net/FilterAndRamp.png

Finally, adjusting the longitudinal and lateral ramp thresholds can improve
response even more. Note the scale on the left side of the plot:

http://jsbsim.sourceforge.net/FilterAndRamp2.png

So, I have to ask you: what is "proper tire/ground reaction"? With a few
lines of code I've reduced the ground reactions artifacts for the f-16 to
very small levels - and I really haven't optimized them, yet. They could
maybe be improved even more. 

So what is the cost/benefit to adding more code to do gear modeling more
precisely? How much would the user really notice the difference? If we model
the ground reactions to such high fidelity, should we then also model the
aero characteristics using the Navier Stokes equations? There are always
tradeoffs in simulation. In the case of JSBSim, I am hoping to model ground
reactions so that the end user is satisfied with the response.

There's not a simple answer to this question. 

There is definitely a need for more documentation on our gear modeling, and
perhaps some software tools for people to use when creating the landing gear
portion of a JSBSim configuration file.

Jon




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