On Tue, 06 Apr 2004 18:58:03 +0200
 Erik Hofman <[EMAIL PROTECTED]> wrote:

JSBSim does basically the same (although there is a name allocated for it), but the real question is: Is left most defined 0, or is right mos define d0, or is it something completely different (numbered in order of appearance)?

Erik

Here is an example of our gear definition:


AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10 FIXED
AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0 FIXED
AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0 FIXED
AC_GEAR TAIL_SKID 188.0 .0 8.0 20000 1000 .2 .2 .2 FIXED NONE 0 FIXED
AC_GEAR LEFT_TIP 43.2 -214.8 59.4 10000 2000 .2 .2 .2 FIXED NONE 0 FIXED
AC_GEAR RIGHT_TIP 43.2 214.8 59.4 10000 2000 .2 .2 .2 FIXED NONE 0 FIXED


See, we have contact points in addition to actual wheeled bogeys defined. The X, Y, Z coords of the contact point for each gear us there, as are the static and dynamic friction coefficients, rolling resistance, steering type, brake group membership, maximum steering angle, and retreactability.

They are not now expected to be in any particular order, nor are they given specific names. The layout is somewhat free form. A questions is, how do you set up the gear model to support animation when you may want to model things as varied as a 747, a C-172, a P-51D, a Harrier, etc.?

Perhaps there should be another identifier that relates a specific gear instance with an associated 3D model gear item? Perhaps there ought to be an ordering standard? Suggestions?

Jon

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