I adjusted unit 0's X and Z slightly. The X was left of center a slight bit which also was causing the Z to be a bit off.
If you place the aircraft in the FG screen space completely level and record the bottom of unit 0 and unit 1&2's tires, you should be able to get the correct Z positions of those tires. Then using the method I posted earlier, you can verify the correct X position. That is what I did after you corrected the VRP. You already had unit 1&2 tires correct. I then used this method to adjust unit 0's X and Z.
My understanding now is that this all depends on the VRP being calculated correctly and the closer it is to the correct value the closer we should be able to get the X and Z contact numbers in JSBSim to match what Blender reports, is this true?
In an effort to understand the relationship between Blender, JSBSim and FlightGear space I have a couple questions I hope you might be able to answer.
These are the X and Z contacts in the blend file and what we used in JSBSim.
Even though we're pretty close, ideally shouldn't they be the same?
Shouldn't we be able to use what Blender reports as the bottom of each tire as the contact Z and for all that matters the X positions, especially if we account for discrepancies in the VRP?
In other words, why would we be slightly off?
left front
Z
Blender -72.645
JSBSim -77.20
X
Blender 1.169
JSBSim -10.65
tail
Z
Blender -29.917
JSBSim -33.80
X
Blender 202.830
JSBSim 199.90
The cursor is positioned at what you used for the VRP in JSBSim
Why or how do you determine to use this position?
Blender 2.80 m
=
JSBSim -110.60 in
Blender -0.4318 m
=
JSBSim -17.00 in