-/*******************************************************************************
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Module: FGPropulsion.cpp
Author: Jon S. Berndt
Date started: 08/20/00
- Purpose: Encapsulates the set of engines, tanks, and thrusters associated
+ Purpose: Encapsulates the set of engines and tanks associated
with this aircraft
------------- Copyright (C) 2000 Jon S. Berndt (jsb@hal-pc.org) -------------
FUNCTIONAL DESCRIPTION
--------------------------------------------------------------------------------
The Propulsion class is the container for the entire propulsion system, which is
-comprised of engines, tanks, and "thrusters" (the device that transforms the
-engine power into a force that acts on the aircraft, such as a nozzle or
-propeller). Once the Propulsion class gets the config file, it reads in
-information which is specific to a type of engine. Then:
+comprised of engines and tanks. Once the Propulsion class gets the config file,
+it reads in information which is specific to a type of engine. Then:
1) The appropriate engine type instance is created
-2) At least one thruster object is instantiated, and is linked to the engine
-3) At least one tank object is created, and is linked to an engine.
+2) At least one tank object is created, and is linked to an engine.
-Note: Thusters can be linked to more than one engine and engines can be linked
-to more than one thruster. It is the same with tanks - a many to many
-relationship can be established.
-
-At Run time each engines Calculate() method is called to return the excess power
-generated during that iteration. The drag from the previous iteration is sub-
-tracted to give the excess power available for thrust this pass. That quantity
-is passed to the thrusters associated with a particular engine - perhaps with a
-scaling mechanism (gearing?) to allow the engine to give its associated thrust-
-ers specific distributed portions of the excess power.
+At Run time each engines Calculate() method is called.
HISTORY
--------------------------------------------------------------------------------
08/20/00 JSB Created
-********************************************************************************
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
-*******************************************************************************/
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "FGPropulsion.h"
+#include "FGRocket.h"
+#include "FGTurbine.h"
+#include "FGPiston.h"
+#include "FGElectric.h"
+#include "FGPropertyManager.h"
+
+namespace JSBSim {
-static const char *IdSrc = "$Header$";
+static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_PROPULSION;
-/*******************************************************************************
-************************************ CODE **************************************
-*******************************************************************************/
+extern short debug_lvl;
+
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+CLASS IMPLEMENTATION
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
+
+FGPropulsion::FGPropulsion(FGFDMExec* exec) : FGModel(exec)
+{
+ Name = "FGPropulsion";
+
+ numSelectedFuelTanks = numSelectedOxiTanks = 0;
+ numTanks = numEngines = 0;
+ numOxiTanks = numFuelTanks = 0;
+ ActiveEngine = -1; // -1: ALL, 0: Engine 1, 1: Engine 2 ...
+ tankJ.InitMatrix();
+ refuel = false;
+
+ bind();
+
+ Debug(0);
+}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-FGPropulsion::FGPropulsion(FGFDMExec* fgex) : FGModel(fgex)
+FGPropulsion::~FGPropulsion()
{
+ for (unsigned int i=0; i<Engines.size(); i++) delete Engines[i];
+ Engines.clear();
+ unbind();
+ Debug(1);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+bool FGPropulsion::Run(void)
+{
+ if (FGModel::Run()) return true;
+
+ double dt = State->Getdt();
+
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
+
+ for (unsigned int i=0; i<numEngines; i++) {
+ Engines[i]->Calculate();
+ vForces += Engines[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Engines[i]->GetMoments(); // sum body frame moments
+ }
+
+ for (unsigned int i=0; i<numTanks; i++) {
+ Tanks[i]->Calculate( dt * rate );
+ }
+
+ if (refuel) DoRefuel( dt * rate );
+ return false;
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-bool FGPropulsion:: Run(void) {
+bool FGPropulsion::GetSteadyState(void)
+{
+ double currentThrust = 0, lastThrust=-1;
+ int steady_count,j=0;
+ bool steady=false;
+
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
if (!FGModel::Run()) {
+ for (unsigned int i=0; i<numEngines; i++) {
+ Engines[i]->SetTrimMode(true);
+ steady=false;
+ steady_count=0;
+ while (!steady && j < 6000) {
+ Engines[i]->Calculate();
+ lastThrust = currentThrust;
+ currentThrust = Engines[i]->GetThrust();
+ if (fabs(lastThrust-currentThrust) < 0.0001) {
+ steady_count++;
+ if (steady_count > 120) { steady=true; }
+ } else {
+ steady_count=0;
+ }
+ j++;
+ }
+ vForces += Engines[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Engines[i]->GetMoments(); // sum body frame moments
+ Engines[i]->SetTrimMode(false);
+ }
return false;
} else {
}
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-bool FGPropulsion::LoadPropulsion(FGConfigFile* AC_cfg)
+bool FGPropulsion::ICEngineStart(void)
{
- string token;
- string engine_name;
+ int j;
+
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
+
+ for (unsigned int i=0; i<numEngines; i++) {
+ Engines[i]->SetTrimMode(true);
+ j=0;
+ while (!Engines[i]->GetRunning() && j < 2000) {
+ Engines[i]->Calculate();
+ j++;
+ }
+ vForces += Engines[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Engines[i]->GetMoments(); // sum body frame moments
+ Engines[i]->SetTrimMode(false);
+ }
+ return true;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+bool FGPropulsion::Load(FGConfigFile* AC_cfg)
+{
+ string token, fullpath, localpath;
+ string engineFileName, engType;
string parameter;
+ string enginePath = FDMExec->GetEnginePath();
+ string aircraftPath = FDMExec->GetAircraftPath();
+ double xLoc, yLoc, zLoc, Pitch, Yaw;
+ int Feed;
+ bool ThrottleAdded = false;
+ FGConfigFile* Cfg_ptr = 0;
+
+# ifndef macintosh
+ fullpath = enginePath + "/";
+ localpath = aircraftPath + "/Engines/";
+# else
+ fullpath = enginePath + ";";
+ localpath = aircraftPath + ";Engines;";
+# endif
AC_cfg->GetNextConfigLine();
- while ((token = AC_cfg->GetValue()) != "/PROPULSION") {
- *AC_cfg >> parameter;
+ while ((token = AC_cfg->GetValue()) != string("/PROPULSION")) {
+
+ if (token == "AC_ENGINE") { // ============ READING ENGINES
+
+ engineFileName = AC_cfg->GetValue("FILE");
+
+ // Look in the Aircraft/Engines directory first
+ Cfg_ptr = 0;
+ FGConfigFile Local_cfg(localpath + engineFileName + ".xml");
+ FGConfigFile Eng_cfg(fullpath + engineFileName + ".xml");
+ if (Local_cfg.IsOpen()) {
+ Cfg_ptr = &Local_cfg;
+ if (debug_lvl > 0) cout << "\n Reading engine from file: " << localpath
+ + engineFileName + ".xml"<< endl;
+ } else {
+ if (Eng_cfg.IsOpen()) {
+ Cfg_ptr = &Eng_cfg;
+ if (debug_lvl > 0) cout << "\n Reading engine from file: " << fullpath
+ + engineFileName + ".xml"<< endl;
+ }
+ }
+
+ if (Cfg_ptr) {
+ Cfg_ptr->GetNextConfigLine();
+ engType = Cfg_ptr->GetValue();
+
+ FCS->AddThrottle();
+ ThrottleAdded = true;
+
+ if (engType == "FG_ROCKET") {
+ Engines.push_back(new FGRocket(FDMExec, Cfg_ptr, numEngines));
+ } else if (engType == "FG_PISTON") {
+ Engines.push_back(new FGPiston(FDMExec, Cfg_ptr, numEngines));
+ } else if (engType == "FG_TURBINE") {
+ Engines.push_back(new FGTurbine(FDMExec, Cfg_ptr, numEngines));
+ } else if (engType == "FG_SIMTURBINE") {
+ cerr << endl;
+ cerr << "The FG_SIMTURBINE engine type has been renamed to FG_TURBINE." << endl;
+ cerr << "To fix this problem, simply replace the FG_SIMTURBINE name " << endl;
+ cerr << "in your engine file to FG_TURBINE." << endl;
+ cerr << endl;
+ Engines.push_back(new FGTurbine(FDMExec, Cfg_ptr, numEngines));
+ } else if (engType == "FG_ELECTRIC") {
+ Engines.push_back(new FGElectric(FDMExec, Cfg_ptr, numEngines));
+ } else {
+ cerr << fgred << " Unrecognized engine type: " << underon << engType
+ << underoff << " found in config file." << fgdef << endl;
+ return false;
+ }
+
+ AC_cfg->GetNextConfigLine();
+ while ((token = AC_cfg->GetValue()) != string("/AC_ENGINE")) {
+ *AC_cfg >> token;
+ if (token == "XLOC") { *AC_cfg >> xLoc; }
+ else if (token == "YLOC") { *AC_cfg >> yLoc; }
+ else if (token == "ZLOC") { *AC_cfg >> zLoc; }
+ else if (token == "PITCH") { *AC_cfg >> Pitch;}
+ else if (token == "YAW") { *AC_cfg >> Yaw; }
+ else if (token.find("AC_THRUSTER") != string::npos) {
+ if (debug_lvl > 0) cout << "\n Reading thruster definition" << endl;
+ Engines.back()->LoadThruster(AC_cfg);
+ AC_cfg->GetNextConfigLine();
+ }
+ else if (token == "FEED") {
+ *AC_cfg >> Feed;
+ Engines[numEngines]->AddFeedTank(Feed);
+ if (debug_lvl > 0) cout << " Feed tank: " << Feed << endl;
+ } else cerr << "Unknown identifier: " << token << " in engine file: "
+ << engineFileName << endl;
+ }
+
+ if (debug_lvl > 0) {
+ cout << " X = " << xLoc << endl;
+ cout << " Y = " << yLoc << endl;
+ cout << " Z = " << zLoc << endl;
+ cout << " Pitch = " << Pitch << endl;
+ cout << " Yaw = " << Yaw << endl;
+ }
- if (parameter == "AC_ENGINE") {
+ Engines[numEngines]->SetPlacement(xLoc, yLoc, zLoc, Pitch, Yaw);
+ numEngines++;
- *AC_cfg >> engine_name;
- Engine[numEngines] = new FGEngine(FDMExec, EnginePath, engine_name, numEngines);
- numEngines++;
+ } else {
- } else if (parameter == "AC_TANK") {
+ cerr << fgred << "\n Could not read engine config file: " << underon <<
+ engineFileName + ".xml" << underoff << fgdef << endl;
+ return false;
+ }
+
+ } else if (token == "AC_TANK") { // ============== READING TANKS
- Tank[numTanks] = new FGTank(AC_cfg);
- switch(Tank[numTanks]->GetType()) {
+ if (debug_lvl > 0) cout << "\n Reading tank definition" << endl;
+ Tanks.push_back(new FGTank(AC_cfg, FDMExec));
+ switch(Tanks[numTanks]->GetType()) {
case FGTank::ttFUEL:
numSelectedFuelTanks++;
+ numFuelTanks++;
break;
case FGTank::ttOXIDIZER:
numSelectedOxiTanks++;
+ numOxiTanks++;
break;
}
+
numTanks++;
}
+ AC_cfg->GetNextConfigLine();
+ }
+
+ CalculateTankInertias();
+ if (!ThrottleAdded) FCS->AddThrottle(); // need to have at least one throttle
+
+ return true;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+string FGPropulsion::GetPropulsionStrings(void)
+{
+ string PropulsionStrings = "";
+ bool firstime = true;
+
+ for (unsigned int i=0;i<Engines.size();i++) {
+ if (firstime) firstime = false;
+ else PropulsionStrings += ", ";
+
+ PropulsionStrings += Engines[i]->GetEngineLabels();
+ }
+
+ return PropulsionStrings;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+string FGPropulsion::GetPropulsionValues(void)
+{
+ string PropulsionValues = "";
+ bool firstime = true;
+
+ for (unsigned int i=0;i<Engines.size();i++) {
+ if (firstime) firstime = false;
+ else PropulsionValues += ", ";
+
+ PropulsionValues += Engines[i]->GetEngineValues();
}
+
+ return PropulsionValues;
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+FGColumnVector3& FGPropulsion::GetTanksMoment(void)
+{
+ iTank = Tanks.begin();
+ vXYZtank_arm.InitMatrix();
+ while (iTank < Tanks.end()) {
+ vXYZtank_arm(eX) += (*iTank)->GetXYZ(eX)*(*iTank)->GetContents();
+ vXYZtank_arm(eY) += (*iTank)->GetXYZ(eY)*(*iTank)->GetContents();
+ vXYZtank_arm(eZ) += (*iTank)->GetXYZ(eZ)*(*iTank)->GetContents();
+ iTank++;
+ }
+ return vXYZtank_arm;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+double FGPropulsion::GetTanksWeight(void)
+{
+ double Tw = 0.0;
+
+ iTank = Tanks.begin();
+ while (iTank < Tanks.end()) {
+ Tw += (*iTank)->GetContents();
+ iTank++;
+ }
+ return Tw;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+FGMatrix33& FGPropulsion::CalculateTankInertias(void)
+{
+ unsigned int size;
+
+ size = Tanks.size();
+ if (size == 0) return tankJ;
+
+ tankJ = FGMatrix33();
+
+ for (unsigned int i=0; i<size; i++)
+ tankJ += MassBalance->GetPointmassInertia( lbtoslug * Tanks[i]->GetContents(),
+ Tanks[i]->GetXYZ() );
+
+ return tankJ;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::SetMagnetos(int setting)
+{
+ if (ActiveEngine < 0) {
+ for (unsigned i=0; i<Engines.size(); i++) {
+ ((FGPiston*)Engines[i])->SetMagnetos(setting);
+ }
+ } else {
+ ((FGPiston*)Engines[ActiveEngine])->SetMagnetos(setting);
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::SetStarter(int setting)
+{
+ if (ActiveEngine < 0) {
+ for (unsigned i=0; i<Engines.size(); i++) {
+ if (setting == 0)
+ Engines[i]->SetStarter(false);
+ else
+ Engines[i]->SetStarter(true);
+ }
+ } else {
+ if (setting == 0)
+ Engines[ActiveEngine]->SetStarter(false);
+ else
+ Engines[ActiveEngine]->SetStarter(true);
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::SetCutoff(int setting)
+{
+ if (ActiveEngine < 0) {
+ for (unsigned i=0; i<Engines.size(); i++) {
+ if (setting == 0)
+ ((FGTurbine*)Engines[i])->SetCutoff(false);
+ else
+ ((FGTurbine*)Engines[i])->SetCutoff(true);
+ }
+ } else {
+ if (setting == 0)
+ ((FGTurbine*)Engines[ActiveEngine])->SetCutoff(false);
+ else
+ ((FGTurbine*)Engines[ActiveEngine])->SetCutoff(true);
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::SetActiveEngine(int engine)
+{
+ if (engine >= Engines.size() || engine < 0)
+ ActiveEngine = -1;
+ else
+ ActiveEngine = engine;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+double FGPropulsion::Transfer(int source, int target, double amount)
+{
+ double shortage, overage;
+
+ if (source == -1) {
+ shortage = 0.0;
+ } else {
+ shortage = Tanks[source]->Drain(amount);
+ }
+ if (target == -1) {
+ overage = 0.0;
+ } else {
+ overage = Tanks[target]->Fill(amount - shortage);
+ }
+ return overage;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::DoRefuel(double time_slice)
+{
+ double fillrate = 100 * time_slice; // 100 lbs/sec = 6000 lbs/min
+ int TanksNotFull = 0;
+
+ for (unsigned int i=0; i<numTanks; i++) {
+ if (Tanks[i]->GetPctFull() < 99.99) ++TanksNotFull;
+ }
+
+ if (TanksNotFull) {
+ for (unsigned int i=0; i<numTanks; i++) {
+ if (Tanks[i]->GetPctFull() < 99.99)
+ Transfer(-1, i, fillrate/TanksNotFull);
+ }
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::bind(void)
+{
+ typedef double (FGPropulsion::*PMF)(int) const;
+ typedef int (FGPropulsion::*iPMF)(void) const;
+
+ PropertyManager->Tie("propulsion/magneto_cmd", this,
+ (iPMF)0, &FGPropulsion::SetMagnetos, true);
+ PropertyManager->Tie("propulsion/starter_cmd", this,
+ (iPMF)0, &FGPropulsion::SetStarter, true);
+ PropertyManager->Tie("propulsion/cutoff_cmd", this,
+ (iPMF)0, &FGPropulsion::SetCutoff, true);
+
+ PropertyManager->Tie("forces/fbx-prop-lbs", this,1,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("forces/fby-prop-lbs", this,2,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("forces/fbz-prop-lbs", this,3,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("moments/l-prop-lbsft", this,1,
+ (PMF)&FGPropulsion::GetMoments);
+ PropertyManager->Tie("moments/m-prop-lbsft", this,2,
+ (PMF)&FGPropulsion::GetMoments);
+ PropertyManager->Tie("moments/n-prop-lbsft", this,3,
+ (PMF)&FGPropulsion::GetMoments);
+
+ PropertyManager->Tie("propulsion/active_engine", this,
+ (iPMF)&FGPropulsion::GetActiveEngine, &FGPropulsion::SetActiveEngine, true);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::unbind(void)
+{
+ PropertyManager->Untie("propulsion/magneto_cmd");
+ PropertyManager->Untie("propulsion/starter_cmd");
+ PropertyManager->Untie("propulsion/cutoff_cmd");
+ PropertyManager->Untie("propulsion/active_engine");
+ PropertyManager->Untie("forces/fbx-prop-lbs");
+ PropertyManager->Untie("forces/fby-prop-lbs");
+ PropertyManager->Untie("forces/fbz-prop-lbs");
+ PropertyManager->Untie("moments/l-prop-lbsft");
+ PropertyManager->Untie("moments/m-prop-lbsft");
+ PropertyManager->Untie("moments/n-prop-lbsft");
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// The bitmasked value choices are as follows:
+// unset: In this case (the default) JSBSim would only print
+// out the normally expected messages, essentially echoing
+// the config files as they are read. If the environment
+// variable is not set, debug_lvl is set to 1 internally
+// 0: This requests JSBSim not to output any messages
+// whatsoever.
+// 1: This value explicity requests the normal JSBSim
+// startup messages
+// 2: This value asks for a message to be printed out when
+// a class is instantiated
+// 4: When this value is set, a message is displayed when a
+// FGModel object executes its Run() method
+// 8: When this value is set, various runtime state variables
+// are printed out periodically
+// 16: When set various parameters are sanity checked and
+// a message is printed out when they go out of bounds
+
+void FGPropulsion::Debug(int from)
+{
+ if (debug_lvl <= 0) return;
+
+ if (debug_lvl & 1) { // Standard console startup message output
+ if (from == 0) { // Constructor
+
+ }
+ }
+ if (debug_lvl & 2 ) { // Instantiation/Destruction notification
+ if (from == 0) cout << "Instantiated: FGPropulsion" << endl;
+ if (from == 1) cout << "Destroyed: FGPropulsion" << endl;
+ }
+ if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
+ }
+ if (debug_lvl & 8 ) { // Runtime state variables
+ }
+ if (debug_lvl & 16) { // Sanity checking
+ }
+ if (debug_lvl & 64) {
+ if (from == 0) { // Constructor
+ cout << IdSrc << endl;
+ cout << IdHdr << endl;
+ }
+ }
+}
+}