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From: Erik H. <er...@eh...> - 2023-06-15 09:11:14
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On 6/15/23 10:49, Dany wrote: > I think I progressively understand the logic (including the 50 factor). > > Everything starts from the (geodinfo) rolling_friction. > On asphalt, this (geodinfo) rolling_friction is given the value 0.02. > Which, multiplied by 50, gives rolling_friction_factor = 1. In this > case, no correction, the final rolling friction coefficient is the value > given in the aircraft FDM: > (in the FDM, e.g. <rolling_friction> 0.03 </rolling_friction>) > /fdm/jsbsim/gear/unit[]/rolling_friction_coeff > > On another terrain, the (geodinfo) rolling_friction has another value. > Let's take "grass": 0.1. Which, multiplied by 50, gives > rolling_friction_factor = 5. Thus, the final rolling friction > coefficient = 5 x the value given in the aircraft FDM: > 5 x /fdm/jsbsim/gear/unit[]/rolling_friction_coeff > If the aircraft (FDM) initial rolling_friction_coeff = 0.03, it gives > 0.03 x 5 = 0.15 for the final rolling friction coefficient. > > Example: C172P, 180hp. Full thrust at rest: 549 lbs. > If the aircraft weight is 2000 lbs, it will not move if the final > rolling friction coefficient is greater than 549 / 2000 = 0.275. > > If the aircraft will not move on a terrain, the first (and easier) thing > is to check if the (geodinfo) rolling_friction is not the culprit. > > Is it true? Please fix me otherwise, thank you. Yes, that's the idea. This would allow a different friction factor for different terrains while preserving the possibility to set the friction coefficients in the JSBSim configuration file. Erik -- http://aeonwave.xyz High performance audio scenegraph and sound simulation. |