* gerard robin -- 11/5/2008 4:27 PM:
> Though, that nasal "Terrain" script could be part of the FG generic nasal 
> script , won't it be useful elsewhere (AI animation ? for instance)

This script continously updates a property which tells if the aircraft's
origin (usually the nose, sometimes other points) is over solid ground
or water. This is really a "random" point, and whether the aircraft's
nose is over water or not doesn't usually mean much.

What would be useful is to know whether contact points (especially
landing gear) are over water. But this is something that the FDM glue
code has to care for (JSBSim.cxx). It can query everything we know
about the terrain beneath from the ground cache, just like YASim.
That's a sample of what info is available about any terrain (~ texture)
type:

  { light_coverage: 0, bumpiness: 0.5999999999999999,
    load_resistance: 1e+30, solid: 0,
    names: [ "Lake", "Pond", "Reservoir", "Stream", "Canal" ],
    friction_factor: 1, rolling_friction: 1.5
  }

Would be nice if JSBSim would consider the ground properties in the
gear code, but it should at least publish those values that are needed
for sinking effects or rumbling sound.

terrain.nas is only a workaround for this omission. If you want to
know about terrain properties at other points, just use the geodinfo()
function directly (but not too often, to avoid expensive terrain
intersection tests).

m.

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