Re: [Flightgear-devel] Landing Gear discussion

2003-11-19 Thread Gerhard Wesp
 differential equation sense).  Fixing *this* by interpolating the
 force function over small velocities leads to a stable but
 non-physical solution that exhibits the drift problem that was
 talked about.

Ah, OK.  So did I get this right, here's a tradeoff between the
``physically correct'' model and fixing the stiffness?  I.e., stiffness
was ``fixed'' by using a physically incorrect model?

-Gerhard
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Re: [Flightgear-devel] Landing Gear discussion

2003-11-18 Thread Gerhard Wesp
 be skidding at any given moment.  The notion of holding forces at
 zero makes intuitive sense, but underneath that it has very little
 physical meaning.

On the contrary.  I haven't followed this discussion too closely and I'm
no physicist either, but this sounds to me exactly like static vs. 
gliding friction.

 I still think the rooted spring model has the most promise, although
 it too is complicated by the fact that rolling wheels will skid in
 only one dimension.

Isn't that a bit of oversimplification?  My car will skid in at least
two dimensions if I try hard enough :-)  And a small amount of skidding
will always be present.

-Gerhard
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Re: [Flightgear-devel] Landing Gear discussion

2003-11-18 Thread stephen
Hi,

I'm no math or phisics genius but I was wondering if anyone has 
tried making the friction logarithmic. As in high friction at slow 
speeds and quickly dropping to normal friction.

This is just a suggestion. :-)

Stephen

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RE: [Flightgear-devel] Landing Gear discussion

2003-11-18 Thread Jon Berndt
 Hi,

 I'm no math or phisics genius but I was wondering if anyone has
 tried making the friction logarithmic. As in high friction at slow
 speeds and quickly dropping to normal friction.

 This is just a suggestion. :-)

 Stephen

Actually, there is some truth in this.  To show yourself, try turning your
car while going forward very slowly.  Then try it again going faster (in a
parking lot - be safe!)  You'll see that the turn radius is different
between the two runs.  I need to turn my Mustang very slowly because it has
an abysmal turn radius.

Jon


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Re: [Flightgear-devel] Landing Gear discussion

2003-11-18 Thread Andy Ross
Gerhard Wesp wrote:
 On the contrary.  I haven't followed this discussion too closely and
 I'm no physicist either, but this sounds to me exactly like static vs.
 gliding friction.

Yes, there are separate coefficients of friction for the static
vs. dynamic case.  But these are only different numbers.  The problem
is that the *model* (the algorithm used to compute results) must
change in the static case.

In the dynamic (skidding) case, it is enough to know that the
coefficient of friction will be proportional (by the dynamic
coefficient of friction) to the normal force into the ground, and be
in a direction opposite the velocity.  This works.

The problem is that in the static situation, this model breaks.  It's
still physically correct, mind you, but it leads to numerical
instability in the algorithm because of the very high velocity
derivatives of the force function (i.e. the problem is stiff in the
differential equation sense).  Fixing *this* by interpolating the
force function over small velocities leads to a stable but
non-physical solution that exhibits the drift problem that was
talked about.

 Isn't that a bit of oversimplification?  My car will skid in at least
 two dimensions if I try hard enough :-) And a small amount of skidding
 will always be present.

It's not a simplification, it's a complication.  A static spring in
two dimensions requires storing a location and computing a distance.
What do you do when the location has changed becaues the tire was
rolling?  You need to use the velocity and compute a 1D distance from
where the tire would have been.  Ick.

Andy



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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jon Berndt writes:

  In the end, it could turn out that a physics-based approach is not
  worth the effort, and we should simply make the aircraft do what
  experience tells us a real aircraft would do.

As either you or Andy mentioned before, the problem is the
transition.  Improving the steering gain might help a bit, though.


All the best,


David

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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said:

  If there were no winds at all, that might help. Otherwise, it doesn't work
  at all.
 
  Jon
 
 Let me expand on that. If you do come to a stop, and there are no winds at
 the moment, then the winds come up after you have stopped, then having
 reduced the forces as your velocity goes to zero, you won't have any
 resistance to the wind, and you'll start sliding again.


That makes sense.  Thanks.

So then what would happen if you artificially introduced resistance at the
same time (near zero velocity) in a manner similar to a partially applied
parking brake?

Best,

Jim



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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jim Wilson writes:

  So then what would happen if you artificially introduced resistance at the
  same time (near zero velocity) in a manner similar to a partially applied
  parking brake?

The problem is that if the landing gear produces opposing forces or
moments that are too great, the plane starts moving or turning in the
opposite direction.  They have to exactly balance for the plane to
stand still.


All the best,


David

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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   So then what would happen if you artificially introduced resistance at the
   same time (near zero velocity) in a manner similar to a partially applied
   parking brake?
 
 The problem is that if the landing gear produces opposing forces or
 moments that are too great, the plane starts moving or turning in the
 opposite direction.  They have to exactly balance for the plane to
 stand still.
 

That's what I got out of Jon's earlier post.  I don't think I'm asking the
right question (and I probably won't this time either :-)).

Can't we bring in some sort of damping factor that would just render the
aircraft stuck at very small velocities, but would still allow it to become
unstuck if a great enough force was applied?  A sort of automatic parking
break that gets applied gradually starting at 0.01 fps and slower.  The
current brake seems to do a good job of holding most aircraft still.  Rather
being something that is realistic I'm thinking about some arbitrary value
that would be derived through trial and error by the modeler.

My apologies for the stupid questions.  Needless to say I've just barely
scratched the surface only having really studied a specific portion of the
YASim code when playing with the p51.

Best,

Jim


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Re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jim Wilson wrote:

Can't we bring in some sort of damping factor that would just render the
aircraft stuck at very small velocities, but would still allow it to become
unstuck if a great enough force was applied?  A sort of automatic parking
break that gets applied gradually starting at 0.01 fps and slower.  The
current brake seems to do a good job of holding most aircraft still.  Rather
being something that is realistic I'm thinking about some arbitrary value
that would be derived through trial and error by the modeler.
I was amazed at how tricky this got a year or so ago when I was 
experimenting with it.  I agree that we need some kind of damping at 
slow speed.  Essentially, the gear forces have to become a special case, 
reducing forces and moments towards zero but never beyond into the 
opposite sign.

All the best,

David

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Re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread Andy Ross
David Megginson wrote:
 I was amazed at how tricky this got a year or so ago when I was
 experimenting with it.  I agree that we need some kind of damping at
 slow speed.  Essentially, the gear forces have to become a special
 case, reducing forces and moments towards zero but never beyond into
 the opposite sign.

For the record, I tried it too.  It didn't work for me either. :)

The problem again comes down to the fact that it's a multivariable
problem.  There are multiple gear objects, and only some of them may
be skidding at any given moment.  The notion of holding forces at
zero makes intuitive sense, but underneath that it has very little
physical meaning.

I still think the rooted spring model has the most promise, although
it too is complicated by the fact that rolling wheels will skid in
only one dimension.

Andy



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[Flightgear-devel] Landing Gear discussion

2003-11-16 Thread Jon Berndt
David M. wrote:

 Unfortunately, not -- when the JSBSim and YASim aircraft are rolling,
 they are still far too much affected by the wind.  In real life, even
 with 30 kt gusts, you can usually taxi a 172 or Cherokee around as if
 it were a car.  Personally, I do set the controls appropriately just
 in case (I'd hate for that one gust to get under the wing and flip
 me), but I have not seen it make a noticeable difference.

Thanks for the input.

When I get a chance, maybe I'll try increasing the steering gain.

In the end, it could turn out that a physics-based approach is not worth the
effort, and we should simply make the aircraft do what experience tells us a
real aircraft would do.

Jon


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