> I helped implement this with Tony a few years ago.  As I recall, the
> value was from 0 to 1, where 0 represents no turbulence, and 1
> represents the most severe turbulence that we model.  You couldn't
> represent turbulence simply in feet/second, because it consists of
> both movements and rotations.
> 
> Note also that the current system has problems for multiplayer mode.
> For example, if the turbulence were set to .5 (which should be pretty
> bad), a J3-cub and a Boeing 747 flying into the same airport will
> experience the same turbulence, while in reality turbulence that would
> tear a wing off a J3 cub might not do much more than jiggle the drinks
> in the 747.  As soon as you consider a world with more than one plane
> flying at once, we have to think about modelling the turbulence not by
> its effects on the plane, but by its source air motion.
>
> Dave

Yes, the rotational aspects of turbulence will be dependent on the specific
aircraft characteristic length in the relevant axis - we've got that
covered, so different sized aircraft will see rotational effects of
turbulence correctly (theoretically ;-). And we have a direction unit vector
and a magnitude vector, which should take care of it all. What I haven't
seen yet is how the magnitude of the turbulence is controlled in JSBSim from
a setting that is passed through in JSBSim.cxx (the interface). I'd expect
to see a maximum value of some kind, because a normalized gain doesn't tell
me anything. A value from 0 to 1 is fine, if a total expected turbulence
magnitude is passed in, because I want to convert it to a wind velocity. A
total range of from 0.0 to 1.0 ft/sec isn't representative - and I'm sure
that's not what is intended - but that seems to be what is happening with
turbulence.

Jon



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