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flightgear/src/FDM/JSBSim/FGLGear.cpp

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGLGear.cpp
Author: Jon S. Berndt
Norman H. Princen
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Date started: 11/18/99
Purpose: Encapsulates the landing gear elements
Called by: FGAircraft
------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.org) -------------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
Further information about the GNU General Public License can also be found on
the world wide web at http://www.gnu.org.
FUNCTIONAL DESCRIPTION
--------------------------------------------------------------------------------
HISTORY
--------------------------------------------------------------------------------
11/18/99 JSB Created
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01/30/01 NHP Extended gear model to properly simulate steering and braking
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include "FGLGear.h"
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#include <algorithm>
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
GLOBAL DATA
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_LGEAR;
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extern short debug_lvl;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3),
vMoment(3),
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vWhlBodyVec(3),
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Exec(fdmex)
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{
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string tmp;
*AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3)
>> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff
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>> rollingFCoeff >> sSteerType >> sBrakeGroup >> maxSteerAngle;
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cout << " Name: " << name << endl;
cout << " Location: " << vXYZ << endl;
cout << " Spring Constant: " << kSpring << endl;
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cout << " Damping Constant: " << bDamp << endl;
cout << " Dynamic Friction: " << dynamicFCoeff << endl;
cout << " Static Friction: " << staticFCoeff << endl;
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cout << " Rolling Friction: " << rollingFCoeff << endl;
cout << " Steering Type: " << sSteerType << endl;
cout << " Grouping: " << sBrakeGroup << endl;
cout << " Max Steer Angle: " << maxSteerAngle << endl;
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if (sBrakeGroup == "LEFT" ) eBrakeGrp = bgLeft;
else if (sBrakeGroup == "RIGHT" ) eBrakeGrp = bgRight;
else if (sBrakeGroup == "CENTER") eBrakeGrp = bgCenter;
else if (sBrakeGroup == "NOSE" ) eBrakeGrp = bgNose;
else if (sBrakeGroup == "TAIL" ) eBrakeGrp = bgTail;
else if (sBrakeGroup == "NONE" ) eBrakeGrp = bgNone;
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else {
cerr << "Improper braking group specification in config file: "
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<< sBrakeGroup << " is undefined." << endl;
}
if (sSteerType == "STEERABLE") eSteerType = stSteer;
else if (sSteerType == "FIXED" ) eSteerType = stFixed;
else if (sSteerType == "CASTERED" ) eSteerType = stCaster;
else {
cerr << "Improper steering type specification in config file: "
<< sSteerType << " is undefined." << endl;
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}
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// Add some AI here to determine if gear is located properly according to its
// brake group type ??
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State = Exec->GetState();
Aircraft = Exec->GetAircraft();
Position = Exec->GetPosition();
Rotation = Exec->GetRotation();
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FCS = Exec->GetFCS();
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WOW = false;
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ReportEnable = true;
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FirstContact = false;
Reported = false;
DistanceTraveled = 0.0;
MaximumStrutForce = MaximumStrutTravel = 0.0;
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vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
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vLocalGear = State->GetTb2l() * vWhlBodyVec;
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if (debug_lvl & 2) cout << "Instantiated: FGLGear" << endl;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGLGear::FGLGear(const FGLGear& lgear)
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{
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State = lgear.State;
Aircraft = lgear.Aircraft;
Position = lgear.Position;
Rotation = lgear.Rotation;
Exec = lgear.Exec;
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FCS = lgear.FCS;
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vXYZ = lgear.vXYZ;
vMoment = lgear.vMoment;
vWhlBodyVec = lgear.vWhlBodyVec;
vLocalGear = lgear.vLocalGear;
WOW = lgear.WOW;
ReportEnable = lgear.ReportEnable;
FirstContact = lgear.FirstContact;
DistanceTraveled = lgear.DistanceTraveled;
MaximumStrutForce = lgear.MaximumStrutForce;
MaximumStrutTravel = lgear.MaximumStrutTravel;
kSpring = lgear.kSpring;
bDamp = lgear.bDamp;
compressLength = lgear.compressLength;
compressSpeed = lgear.compressSpeed;
staticFCoeff = lgear.staticFCoeff;
dynamicFCoeff = lgear.dynamicFCoeff;
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rollingFCoeff = lgear.rollingFCoeff;
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brakePct = lgear.brakePct;
maxCompLen = lgear.maxCompLen;
SinkRate = lgear.SinkRate;
GroundSpeed = lgear.GroundSpeed;
Reported = lgear.Reported;
name = lgear.name;
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sSteerType = lgear.sSteerType;
eSteerType = lgear.eSteerType;
sBrakeGroup = lgear.sBrakeGroup;
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eBrakeGrp = lgear.eBrakeGrp;
maxSteerAngle = lgear.maxSteerAngle;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGLGear::~FGLGear()
{
if (debug_lvl & 2) cout << "Destroyed: FGLGear" << endl;
}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGColumnVector FGLGear::Force(void)
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{
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float SteerGain, SteerAngle, BrakeFCoeff;
float SinWheel, CosWheel, SideWhlVel, RollingWhlVel;
float RudderPedal, RollingForce, SideForce, FCoeff;
float WheelSlip;
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FGColumnVector vForce(3);
FGColumnVector vLocalForce(3);
FGColumnVector vWhlVelVec(3); // Velocity of this wheel (Local)
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vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
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vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
// vWhlBodyVec now stores the vector from the cg to this wheel
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vLocalGear = State->GetTb2l() * vWhlBodyVec;
// vLocalGear now stores the vector from the cg to the wheel in local coords.
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compressLength = vLocalGear(eZ) - Position->GetDistanceAGL();
// The compression length is currently measured in the Z-axis, only, at this time.
// It should be measured along the strut axis. If the local-frame gear position
// "hangs down" below the CG greater than the altitude, then the compressLength
// will be positive - i.e. the gear will have made contact.
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if (compressLength > 0.00) {
WOW = true; // Weight-On-Wheels is true
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// The next equation should really use the vector to the contact patch of the tire
// including the strut compression and not vWhlBodyVec. Will fix this later.
// As it stands, now, the following equation takes the aircraft body-frame
// rotational rate and calculates the cross-product with the vector from the CG
// to the wheel, thus producing the instantaneous velocity vector of the tire
// in Body coords. The frame is also converted to local coordinates. When the
// aircraft local-frame velocity is added to this quantity, the total velocity of
// the wheel in local frame is then known. Subsequently, the compression speed
// (used for calculating damping force) is found by taking the Z-component of the
// wheel velocity.
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vWhlVelVec = State->GetTb2l() * (Rotation->GetPQR() * vWhlBodyVec);
vWhlVelVec += Position->GetVel();
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compressSpeed = vWhlVelVec(eZ);
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// If this is the first time the wheel has made contact, remember some values
// for later printout.
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if (!FirstContact) {
FirstContact = true;
SinkRate = compressSpeed;
GroundSpeed = Position->GetVel().Magnitude();
}
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// The following needs work regarding friction coefficients and braking and
// steering The BrakeFCoeff formula assumes that an anti-skid system is used.
// It also assumes that we won't be turning and braking at the same time.
// Will fix this later.
// [JSB] The braking force coefficients include normal rolling coefficient +
// a percentage of the static friction coefficient based on braking applied.
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switch (eBrakeGrp) {
case bgLeft:
SteerGain = -maxSteerAngle;
BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgLeft)) +
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staticFCoeff*FCS->GetBrake(bgLeft);
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break;
case bgRight:
SteerGain = -maxSteerAngle;
BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgRight)) +
staticFCoeff*FCS->GetBrake(bgRight);
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break;
case bgCenter:
SteerGain = -maxSteerAngle;
BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgCenter)) +
staticFCoeff*FCS->GetBrake(bgCenter);
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break;
case bgNose:
SteerGain = maxSteerAngle;
BrakeFCoeff = rollingFCoeff;
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break;
case bgTail:
SteerGain = -maxSteerAngle;
BrakeFCoeff = rollingFCoeff;
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break;
case bgNone:
SteerGain = -maxSteerAngle;
BrakeFCoeff = rollingFCoeff;
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break;
default:
cerr << "Improper brake group membership detected for this gear." << endl;
break;
}
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switch (eSteerType) {
case stSteer:
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SteerAngle = SteerGain*FCS->GetDrCmd();
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break;
case stFixed:
SteerAngle = 0.0;
break;
case stCaster:
// Note to Jon: This is not correct for castering gear. I'll fix it later.
SteerAngle = 0.0;
break;
default:
cerr << "Improper steering type membership detected for this gear." << endl;
break;
}
// Transform the wheel velocities from the local axis system to the wheel axis system.
// For now, steering angle is assumed to happen in the Local Z axis,
// not the strut axis as it should be. Will fix this later.
SinWheel = sin(Rotation->Getpsi() + SteerAngle*DEGTORAD);
CosWheel = cos(Rotation->Getpsi() + SteerAngle*DEGTORAD);
RollingWhlVel = vWhlVelVec(eX)*CosWheel + vWhlVelVec(eY)*SinWheel;
SideWhlVel = vWhlVelVec(eY)*CosWheel - vWhlVelVec(eX)*SinWheel;
// Calculate tire slip angle.
if (RollingWhlVel == 0.0 && SideWhlVel == 0.0) {
WheelSlip = 0.0;
} else {
WheelSlip = RADTODEG*atan2(SideWhlVel, RollingWhlVel);
}
// The following code normalizes the wheel velocity vector, reverses it, and zeroes out
// the z component of the velocity. The question is, should the Z axis velocity be zeroed
// out first before the normalization takes place or not? Subsequent to that, the Wheel
// Velocity vector now points as a unit vector backwards and parallel to the wheel
// velocity vector. It acts AT the wheel.
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// Note to Jon: I commented out this line because I wasn't sure we want to do this.
// vWhlVelVec = -1.0 * vWhlVelVec.Normalize();
// vWhlVelVec(eZ) = 0.00;
// Compute the sideforce coefficients using similar assumptions to LaRCSim for now.
// Allow a maximum of 10 degrees tire slip angle before wheel slides. At that point,
// transition from static to dynamic friction. There are more complicated formulations
// of this that avoid the discrete jump. Will fix this later.
if (fabs(WheelSlip) <= 10.0) {
FCoeff = staticFCoeff*WheelSlip/10.0;
} else {
FCoeff = dynamicFCoeff*fabs(WheelSlip)/WheelSlip;
}
// Compute the vertical force on the wheel.
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vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (float)0.0);
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MaximumStrutForce = max(MaximumStrutForce, fabs(vLocalForce(eZ)));
MaximumStrutTravel = max(MaximumStrutTravel, fabs(compressLength));
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// Compute the forces in the wheel ground plane.
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RollingForce = 0;
if (fabs(RollingWhlVel) > 1E-3) {
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RollingForce = vLocalForce(eZ) * BrakeFCoeff * fabs(RollingWhlVel)/RollingWhlVel;
}
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SideForce = vLocalForce(eZ) * FCoeff;
// Transform these forces back to the local reference frame.
vLocalForce(eX) = RollingForce*CosWheel - SideForce*SinWheel;
vLocalForce(eY) = SideForce*CosWheel + RollingForce*SinWheel;
// Note to Jon: At this point the forces will be too big when the airplane is stopped or
// rolling to a stop. We need to make sure that the gear forces just balance out the non-gear forces
// when the airplane is stopped. That way the airplane won't start to accelerate until the non-gear
// forces are larger than the gear forces. I think that the proper fix should go into FGAircraft::FMGear.
// This routine would only compute the local strut forces and return them to FMGear. All of the gear
// forces would get adjusted in FMGear using the total non-gear forces. Then the gear moments would be
// calculated. If strange things start happening to the airplane during testing as it rolls to a stop,
// then we need to implement this change. I ran out of time to do it now but have the equations.
// Transform the forces back to the body frame and compute the moment.
vForce = State->GetTl2b() * vLocalForce;
vMoment = vWhlBodyVec * vForce;
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} else {
WOW = false;
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if (Position->GetDistanceAGL() > 200.0) {
FirstContact = false;
Reported = false;
DistanceTraveled = 0.0;
MaximumStrutForce = MaximumStrutTravel = 0.0;
}
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vForce.InitMatrix();
vMoment.InitMatrix();
}
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if (FirstContact) {
DistanceTraveled += Position->GetVel().Magnitude()*State->Getdt()*Aircraft->GetRate();
}
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if (ReportEnable && Position->GetVel().Magnitude() <= 0.05 && !Reported) {
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Report();
}
return vForce;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGLGear::Report(void)
{
cout << endl << "Touchdown report for " << name << endl;
cout << " Sink rate at contact: " << SinkRate << " fps, "
<< SinkRate*0.3408 << " mps" << endl;
cout << " Contact ground speed: " << GroundSpeed*.5925 << " knots, "
<< GroundSpeed*0.3408 << " mps" << endl;
cout << " Maximum contact force: " << MaximumStrutForce << " lbs, "
<< MaximumStrutForce*4.448 << " Newtons" << endl;
cout << " Maximum strut travel: " << MaximumStrutTravel*12.0 << " inches, "
<< MaximumStrutTravel*30.48 << " cm" << endl;
cout << " Distance traveled: " << DistanceTraveled << " ft, "
<< DistanceTraveled*0.3408 << " meters" << endl;
Reported = true;
}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGLGear::Debug(void)
{
// TODO: Add user code here
}