+ double _height;
+ double _ht_agl_ft; // height above ground level
+ double _azimuth; // degrees true
+ double _elevation; // degrees
+ double _rotation; // degrees
+
+ bool _formate_to_ac;
+
+ void setTgtXOffset(double x);
+ void setTgtYOffset(double y);
+ void setTgtZOffset(double z);
+ void setTgtOffsets(double dt, double c);
+
+ double getTgtXOffset() const;
+ double getTgtYOffset() const;
+ double getTgtZOffset() const;
+
+ double _tgt_x_offset;
+ double _tgt_y_offset;
+ double _tgt_z_offset;
+ double _elapsed_time;
+
+private:
+
+ virtual void reinit() { init(); }
+
+ bool _aero_stabilised; // if true, object will align with trajectory
+ double _drag_area; // equivalent drag area in ft2
+ double _life_timer; // seconds
+ double _gravity; // fps^2
+ double _buoyancy; // fps^2
+ double _wind_from_east; // fps
+ double _wind_from_north; // fps
+ bool _wind; // if true, local wind will be applied to object
+ double _Cd; // drag coefficient
+ double _mass; // slugs
+ bool _random; // modifier for Cd
+ double _load_resistance; // ground load resistanc N/m^2
+ double _frictionFactor; // dimensionless modifier for Coefficient of Friction
+ bool _solid; // if true ground is solid for FDMs
+ double _elevation_m; // ground elevation in meters
+ bool _force_stabilised;// if true, object will align to external force
+ bool _slave_to_ac; // if true, object will be slaved to the parent ac pos and orientation
+ bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos
+ double _contents_lb; // contents of the object
+ double _weight_lb; // weight of the object (no contents if appropriate) (lbs)
+
+ bool _report_collision; // if true a collision point with AI Objects is calculated
+ bool _report_impact; // if true an impact point on the terrain is calculated
+ bool _external_force; // if true then apply external force
+
+ SGPropertyNode_ptr _impact_report_node; // report node for impact and collision
+ SGPropertyNode_ptr _contents_node; // report node for impact and collision
+
+ double _fuse_range;
+ double _distance;
+ double _dt_count;
+ double _next_run;
+
+ string _name;
+ string _path;
+ string _submodel;
+ string _force_path;
+
+ const SGMaterial* _material;
+
+ void handle_collision();