MaximumStrutForce = MaximumStrutTravel = 0.0;
SinkRate = GroundSpeed = 0.0;
- vWhlBodyVec = (vXYZ - MassBalance->GetXYZcg()) / 12.0;
- vWhlBodyVec(eX) = -vWhlBodyVec(eX);
- vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
+ vWhlBodyVec = MassBalance->StructuralToBody(vXYZ);
vLocalGear = State->GetTb2l() * vWhlBodyVec;
if (GearDown) {
- vWhlBodyVec = (vXYZ - MassBalance->GetXYZcg()) / 12.0;
- vWhlBodyVec(eX) = -vWhlBodyVec(eX);
- vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
+ vWhlBodyVec = MassBalance->StructuralToBody(vXYZ);
// vWhlBodyVec now stores the vector from the cg to this wheel
FCoeff = dynamicFCoeff*fabs(WheelSlip)/WheelSlip;
}
-#if 0
- // A negative force coefficient will result in a force pulling the wheel(s)
- // back instead of trying to stop them from moving.
- if (FCoeff < 0.0)
- FCoeff = 0.0;
-#endif
-
// Compute the vertical force on the wheel using square-law damping (per comment
// in paper AIAA-2000-4303 - see header prologue comments). We might consider
// allowing for both square and linear damping force calculation. Also need to