Em Qui, 2009-02-05 às 11:34 +0000, Martin Spott escreveu: > 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 ?
As far as I know, this spring and damper around a stuck point is the method used even on race simulators. The best way to explain its principle is to compare it to the flexibility of the wheel rubber and the gear structure itself. After all fixed body physics don't really exist. Right now my code uses a 1cm long spring, it is not that much and I believe it could be reduced even more. To really give the best result with every plane, more information on the gear, and changes to the aircraft definition format, would be required. What I think may be acceptable. The bigger problem with this approach is the Carrier, but I don't see why it shouldn't work. Although I haven't got it working so far. I hope this can be solved soon, so I can send the patch as a proof of concept. IMHO it is working pretty well on land. Diogo ------------------------------------------------------------------------------ Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel