wlbragg wrote in Wed Dec 30, 2015 6:59 am:Eric, when you get a chance try the contact point changes and the commented out spring and damping coeff. The coeff are similar to the c172p. I was trying to get some stability but don't really know if it was more or less stable.
<function name="aero/function/kCLge">
<description>Change_in_lift_due_to_ground_effect</description>
<product>
<table>
<independentVar>aero/h_b-mac-ft</independentVar>
<tableData>
0.0000 1.2030
0.1000 1.1270
0.1500 1.0900
0.2000 1.0730
0.3000 1.0460
0.4000 1.0550
0.5000 1.0190
0.6000 1.0130
0.7000 1.0080
0.8000 1.0060
0.9000 1.0030
1.0000 1.0020
1.1000 1.0000
</tableData>
</table>
</product>
</function>
<function name="aero/function/kClge">
<description>Change_in_drag_due_to_ground_effect</description>
<product>
<table>
<independentVar>aero/h_b-mac-ft</independentVar>
<tableData>
0.0000 0.0480
0.1000 0.0480
0.1500 0.0480
0.2000 0.0480
0.3000 0.0615
0.4000 0.1229
0.5000 0.2709
0.6000 0.3815
0.7000 0.5882
0.8000 0.7928
0.9000 0.9620
1.0000 0.9880
1.1000 1.0000
</tableData>
</table>
</product>
</function>
<function name="aero/function/qbar-induced-psf">
<description> q bar including the propulsion induced velocity.</description>
<product>
<property>aero/function/velocity-induced-fps</property>
<property>aero/function/velocity-induced-fps</property>
<property>atmosphere/rho-slugs_ft3</property>
<value>0.5</value>
</product>
</function>
<function name="aero/function/velocity-induced-fps">
<description> velocity including the propulsion induced velocity.</description>
<sum>
<property>velocities/u-aero-fps</property>
<property>propulsion/engine/prop-induced-velocity_fps</property>
<property>propulsion/engine/prop-induced-velocity_fps</property>
</sum>
</function>
Bomber wrote in Wed Dec 30, 2015 8:35 pm:watch out for this (removed ground effects)
also and I'm guessing you've borrowed this from somwhere else....but do you realy want to mix your units ? you're a factor of 32 out here
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<function name="aero/function/qbar-induced-psf">
<description> q bar including the propulsion induced velocity.</description>
<product>
<property>aero/function/velocity-induced-fps</property>
<property>aero/function/velocity-induced-fps</property>
<property>atmosphere/rho-slugs_ft3</property>
<value>0.5</value>
</product>
</function>
and whilst we're here.. why 2 prop induced velocities ?
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<function name="aero/function/velocity-induced-fps">
<description> velocity including the propulsion induced velocity.</description>
<sum>
<property>velocities/u-aero-fps</property>
<property>propulsion/engine/prop-induced-velocity_fps</property>
<property>propulsion/engine/prop-induced-velocity_fps</property>
</sum>
</function>
I wonder if it wouldn't be easier to location unit="M" instead of location unit="IN" so we don't have to keep converting?
wlbragg wrote in Wed Dec 30, 2015 9:09 pm:Eric,
On first glance it seems better, but one thing I was trying to correct for prior was when you rotate the tail wheel off the ground then the front wheels sink below ground (that part was corrected with my contact point adjustments, right or wrong). The sinking on rotate I assumed is because the x-pos of the front wheels are too far back (+) to eliminate the sinking on rotate the contact point has to be moved forward (-). That issue is back as it was before
Bomber wrote in Wed Dec 30, 2015 9:24 pm:1) Check the function names...
2) 1 slug ft3 = 32 lbs ft3
3) the equation uses a sum not product.
wlbragg wrote in Wed Dec 30, 2015 10:18 pm:Something else I just noticed, debug in FG reports the tail wheel being -188, opposite the blender reporting of +188. I guess that is correct? I don't think I realized that before.
so I wouldn't worry about the contact points right now.
<location unit="IN">
<z> -72.8 </z>
</location>
<location unit="IN">
<z> -92.50 </z>
</location>
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