Revert to the previous version because it looks it isn't the friction force after all.
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@ -403,10 +403,12 @@ FGColumnVector3& FGLGear::Force(void)
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FCoeff = dynamicFCoeff*fabs(WheelSlip)/WheelSlip;
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FCoeff = dynamicFCoeff*fabs(WheelSlip)/WheelSlip;
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}
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}
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#if 0
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// A negative force coefficient will result in a force pulling the wheel(s)
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// A negative force coefficient will result in a force pulling the wheel(s)
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// back instead of trying to stop them from moving.
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// back instead of trying to stop them from moving.
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if (FCoeff < 0.0)
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if (FCoeff < 0.0)
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FCoeff = 0.0;
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FCoeff = 0.0;
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#endif
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// Compute the vertical force on the wheel using square-law damping (per comment
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// Compute the vertical force on the wheel using square-law damping (per comment
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// in paper AIAA-2000-4303 - see header prologue comments). We might consider
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// in paper AIAA-2000-4303 - see header prologue comments). We might consider
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