]> git.mxchange.org Git - flightgear.git/blobdiff - src/FDM/JSBSim/models/FGPropagate.cpp
Merge branch 'next' of gitorious.org:fg/flightgear into next
[flightgear.git] / src / FDM / JSBSim / models / FGPropagate.cpp
index fcd7861bf31e3e3003bcc8365ccf9af6b8b6cf37..a698b542cd78e4361d5e1c9ae3dacce30e4eddf7 100644 (file)
@@ -6,23 +6,23 @@
  Purpose:      Integrate the EOM to determine instantaneous position
  Called by:    FGFDMExec
 
- ------------- Copyright (C) 1999  Jon S. Berndt (jsb@hal-pc.org) -------------
+ ------------- Copyright (C) 1999  Jon S. Berndt (jon@jsbsim.org) -------------
 
  This program is free software; you can redistribute it and/or modify it under
- the terms of the GNU General Public License as published by the Free Software
+ the terms of the GNU Lesser General Public License as published by the Free Software
  Foundation; either version 2 of the License, or (at your option) any later
  version.
 
  This program is distributed in the hope that it will be useful, but WITHOUT
  ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
+ FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more
  details.
 
- You should have received a copy of the GNU General Public License along with
+ You should have received a copy of the GNU Lesser General Public License along with
  this program; if not, write to the Free Software Foundation, Inc., 59 Temple
  Place - Suite 330, Boston, MA  02111-1307, USA.
 
- Further information about the GNU General Public License can also be found on
+ Further information about the GNU Lesser General Public License can also be found on
  the world wide web at http://www.gnu.org.
 
 FUNCTIONAL DESCRIPTION
@@ -53,40 +53,24 @@ COMMENTS, REFERENCES,  and NOTES
 INCLUDES
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
-#ifdef FGFS
-#  include <simgear/compiler.h>
-#  ifdef SG_HAVE_STD_INCLUDES
-#    include <cmath>
-#    include <iomanip>
-#  else
-#    include <math.h>
-#    include <iomanip.h>
-#  endif
-#else
-#  if defined(sgi) && !defined(__GNUC__)
-#    include <math.h>
-#    if (_COMPILER_VERSION < 740)
-#      include <iomanip.h>
-#    else
-#      include <iomanip>
-#    endif
-#  else
-#    include <cmath>
-#    include <iomanip>
-#  endif
-#endif
+#include <cmath>
+#include <cstdlib>
+#include <iostream>
+#include <iomanip>
 
 #include "FGPropagate.h"
-#include <FGState.h>
-#include <FGFDMExec.h>
+#include "FGGroundReactions.h"
+#include "FGFDMExec.h"
 #include "FGAircraft.h"
 #include "FGMassBalance.h"
 #include "FGInertial.h"
-#include <input_output/FGPropertyManager.h>
+#include "input_output/FGPropertyManager.h"
+
+using namespace std;
 
 namespace JSBSim {
 
-static const char *IdSrc = "$Id$";
+static const char *IdSrc = "$Id: FGPropagate.cpp,v 1.55 2010/07/09 04:11:45 jberndt Exp $";
 static const char *IdHdr = ID_PROPAGATE;
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -95,7 +79,24 @@ CLASS IMPLEMENTATION
 
 FGPropagate::FGPropagate(FGFDMExec* fdmex) : FGModel(fdmex)
 {
+  Debug(0);
   Name = "FGPropagate";
+  gravType = gtWGS84;
+  vPQRdot.InitMatrix();
+  vQtrndot = FGQuaternion(0,0,0);
+  vUVWdot.InitMatrix();
+  vInertialVelocity.InitMatrix();
+
+  integrator_rotational_rate = eAdamsBashforth2;
+  integrator_translational_rate = eTrapezoidal;
+  integrator_rotational_position = eAdamsBashforth2;
+  integrator_translational_position = eTrapezoidal;
+
+  VState.dqPQRdot.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqUVWdot.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqInertialVelocity.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqQtrndot.resize(4, FGQuaternion(0.0,0.0,0.0));
 
   bind();
   Debug(0);
@@ -105,7 +106,6 @@ FGPropagate::FGPropagate(FGFDMExec* fdmex) : FGModel(fdmex)
 
 FGPropagate::~FGPropagate(void)
 {
-  unbind();
   Debug(1);
 }
 
@@ -113,12 +113,29 @@ FGPropagate::~FGPropagate(void)
 
 bool FGPropagate::InitModel(void)
 {
-  FGModel::InitModel();
+  if (!FGModel::InitModel()) return false;
+
+  // For initialization ONLY:
+  SeaLevelRadius = LocalTerrainRadius = Inertial->GetRefRadius();
+
+  VState.vLocation.SetRadius( LocalTerrainRadius + 4.0 );
+  VState.vLocation.SetEllipse(Inertial->GetSemimajor(), Inertial->GetSemiminor());
+  vOmegaEarth = FGColumnVector3( 0.0, 0.0, Inertial->omega() ); // Earth rotation vector
 
-  SeaLevelRadius = Inertial->RefRadius();          // For initialization ONLY
-  RunwayRadius   = SeaLevelRadius;
+  vPQRdot.InitMatrix();
+  vQtrndot = FGQuaternion(0,0,0);
+  vUVWdot.InitMatrix();
+  vInertialVelocity.InitMatrix();
 
-  VState.vLocation.SetRadius( SeaLevelRadius + 4.0 );
+  VState.dqPQRdot.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqUVWdot.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqInertialVelocity.resize(4, FGColumnVector3(0.0,0.0,0.0));
+  VState.dqQtrndot.resize(4, FGColumnVector3(0.0,0.0,0.0));
+
+  integrator_rotational_rate = eAdamsBashforth2;
+  integrator_translational_rate = eTrapezoidal;
+  integrator_rotational_position = eAdamsBashforth2;
+  integrator_translational_position = eTrapezoidal;
 
   return true;
 }
@@ -127,37 +144,95 @@ bool FGPropagate::InitModel(void)
 
 void FGPropagate::SetInitialState(const FGInitialCondition *FGIC)
 {
-  SeaLevelRadius = FGIC->GetSeaLevelRadiusFtIC();
-  RunwayRadius = SeaLevelRadius;
+  SetSeaLevelRadius(FGIC->GetSeaLevelRadiusFtIC());
+  SetTerrainElevation(FGIC->GetTerrainElevationFtIC());
+
+  VehicleRadius = GetRadius();
+  radInv = 1.0/VehicleRadius;
+
+  // Initialize the State Vector elements and the transformation matrices
 
   // Set the position lat/lon/radius
-  VState.vLocation = FGLocation( FGIC->GetLongitudeRadIC(),
-                          FGIC->GetLatitudeRadIC(),
-                          FGIC->GetAltitudeFtIC() + FGIC->GetSeaLevelRadiusFtIC() );
+  VState.vLocation.SetPosition( FGIC->GetLongitudeRadIC(),
+                                FGIC->GetLatitudeRadIC(),
+                                FGIC->GetAltitudeASLFtIC() + FGIC->GetSeaLevelRadiusFtIC() );
+
+  VState.vLocation.SetEarthPositionAngle(Inertial->GetEarthPositionAngle());
+
+  Ti2ec = GetTi2ec();         // ECI to ECEF transform
+  Tec2i = Ti2ec.Transposed(); // ECEF to ECI frame transform
+  
+  Tl2ec = GetTl2ec();         // local to ECEF transform
+  Tec2l = Tl2ec.Transposed(); // ECEF to local frame transform
+
+  Ti2l  = GetTi2l();
+  Tl2i  = Ti2l.Transposed();
+
+  // Set the orientation from the euler angles (is normalized within the
+  // constructor). The Euler angles represent the orientation of the body
+  // frame relative to the local frame.
+  VState.qAttitudeLocal = FGQuaternion( FGIC->GetPhiRadIC(),
+                                        FGIC->GetThetaRadIC(),
+                                        FGIC->GetPsiRadIC() );
+
+  VState.qAttitudeECI = Ti2l.GetQuaternion()*VState.qAttitudeLocal;
+
+  Ti2b  = GetTi2b();           // ECI to body frame transform
+  Tb2i  = Ti2b.Transposed();   // body to ECI frame transform
 
-  // Set the Orientation from the euler angles
-  VState.vQtrn = FGQuaternion( FGIC->GetPhiRadIC(),
-                        FGIC->GetThetaRadIC(),
-                        FGIC->GetPsiRadIC() );
+  Tl2b  = VState.qAttitudeLocal; // local to body frame transform
+  Tb2l  = Tl2b.Transposed();     // body to local frame transform
+
+  Tec2b = Tl2b * Tec2l;        // ECEF to body frame transform
+  Tb2ec = Tec2b.Transposed();  // body to ECEF frame tranform
 
   // Set the velocities in the instantaneus body frame
   VState.vUVW = FGColumnVector3( FGIC->GetUBodyFpsIC(),
-                          FGIC->GetVBodyFpsIC(),
-                          FGIC->GetWBodyFpsIC() );
+                                 FGIC->GetVBodyFpsIC(),
+                                 FGIC->GetWBodyFpsIC() );
 
-  // Set the angular velocities in the instantaneus body frame.
-  VState.vPQR = FGColumnVector3( FGIC->GetPRadpsIC(),
-                          FGIC->GetQRadpsIC(),
-                          FGIC->GetRRadpsIC() );
+  VState.vInertialPosition = Tec2i * VState.vLocation;
+
+  // Compute the local frame ECEF velocity
+  vVel = Tb2l * VState.vUVW;
+
+  // Refer to Stevens and Lewis, 1.5-14a, pg. 49.
+  // This is the rotation rate of the "Local" frame, expressed in the local frame.
 
-  // Compute some derived values.
-  vVel = VState.vQtrn.GetTInv()*VState.vUVW;
+  FGColumnVector3 vOmegaLocal = FGColumnVector3(
+     radInv*vVel(eEast),
+    -radInv*vVel(eNorth),
+    -radInv*vVel(eEast)*VState.vLocation.GetTanLatitude() );
 
-  // Finally, make sure that the quaternion stays normalized.
-  VState.vQtrn.Normalize();
+  // Set the angular velocities of the body frame relative to the ECEF frame,
+  // expressed in the body frame. Effectively, this is:
+  //   w_b/e = w_b/l + w_l/e
+  VState.vPQR = FGColumnVector3( FGIC->GetPRadpsIC(),
+                                 FGIC->GetQRadpsIC(),
+                                 FGIC->GetRRadpsIC() ) + Tl2b*vOmegaLocal;
+
+  VState.vPQRi = VState.vPQR + Ti2b * vOmegaEarth;
+
+  // Make an initial run and set past values
+  CalculatePQRdot();           // Angular rate derivative
+  CalculateUVWdot();           // Translational rate derivative
+  CalculateQuatdot();          // Angular orientation derivative
+  CalculateInertialVelocity(); // Translational position derivative
+
+  // Initialize past values deques
+  VState.dqPQRdot.clear();
+  VState.dqUVWdot.clear();
+  VState.dqInertialVelocity.clear();
+  VState.dqQtrndot.clear();
+  for (int i=0; i<4; i++) {
+    VState.dqPQRdot.push_front(vPQRdot);
+    VState.dqUVWdot.push_front(vUVWdot);
+    VState.dqInertialVelocity.push_front(VState.vInertialVelocity);
+    VState.dqQtrndot.push_front(vQtrndot);
+  }
 
-  // Recompute the RunwayRadius level.
-  RecomputeRunwayRadius();
+  // Recompute the LocalTerrainRadius.
+  RecomputeLocalTerrainRadius();
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -169,127 +244,312 @@ Notes:   [JB] Run in standalone mode, SeaLevelRadius will be reference radius.
 At the top of this Run() function, see several "shortcuts" (or, aliases) being
 set up for use later, rather than using the longer class->function() notation.
 
-Here, propagation of state is done using a simple explicit Euler scheme (see the
-bottom of the function). This propagation is done using the current state values
+This propagation is done using the current state values
 and current derivatives. Based on these values we compute an approximation to the
 state values for (now + dt).
 
+In the code below, variables named beginning with a small "v" refer to a 
+a column vector, variables named beginning with a "T" refer to a transformation
+matrix. ECEF refers to Earth Centered Earth Fixed. ECI refers to Earth Centered
+Inertial.
+
 */
 
 bool FGPropagate::Run(void)
 {
+static int ctr;
+
   if (FGModel::Run()) return true;  // Fast return if we have nothing to do ...
   if (FDMExec->Holding()) return false;
 
-  RecomputeRunwayRadius();
+  double dt = FDMExec->GetDeltaT()*rate;  // The 'stepsize'
+
+  RunPreFunctions();
+
+  // Calculate state derivatives
+  CalculatePQRdot();           // Angular rate derivative
+  CalculateUVWdot();           // Translational rate derivative
+  CalculateQuatdot();          // Angular orientation derivative
+  CalculateInertialVelocity(); // Translational position derivative
+
+  // Propagate rotational / translational velocity, angular /translational position, respectively.
+  Integrate(VState.vPQRi,             vPQRdot,           VState.dqPQRdot,           dt, integrator_rotational_rate);
+  Integrate(VState.vUVW,              vUVWdot,           VState.dqUVWdot,           dt, integrator_translational_rate);
+  Integrate(VState.qAttitudeECI,      vQtrndot,          VState.dqQtrndot,          dt, integrator_rotational_position);
+  Integrate(VState.vInertialPosition, VState.vInertialVelocity, VState.dqInertialVelocity, dt, integrator_translational_position);
 
-  double dt = State->Getdt()*rate;  // The 'stepsize'
-  const FGColumnVector3 omega( 0.0, 0.0, Inertial->omega() ); // earth rotation
-  const FGColumnVector3& vForces = Aircraft->GetForces();     // current forces
-  const FGColumnVector3& vMoments = Aircraft->GetMoments();   // current moments
+  VState.qAttitudeECI.Normalize(); // Normalize the ECI Attitude quaternion
 
-  double mass = MassBalance->GetMass();             // mass
-  const FGMatrix33& J = MassBalance->GetJ();        // inertia matrix
-  const FGMatrix33& Jinv = MassBalance->GetJinv();  // inertia matrix inverse
-  double r = GetRadius();                           // radius
-  if (r == 0.0) {cerr << "radius = 0 !" << endl; r = 1e-16;} // radius check
-  double rInv = 1.0/r;
-  FGColumnVector3 gAccel( 0.0, 0.0, Inertial->GetGAccel(r) );
+  VState.vLocation.SetEarthPositionAngle(Inertial->GetEarthPositionAngle()); // Update the Earth position angle (EPA)
 
-  // The rotation matrices:
-  const FGMatrix33& Tl2b = GetTl2b();  // local to body frame
-  const FGMatrix33& Tb2l = GetTb2l();  // body to local frame
-  const FGMatrix33& Tec2l = VState.vLocation.GetTec2l();  // earth centered to local frame
-  const FGMatrix33& Tl2ec = VState.vLocation.GetTl2ec();  // local to earth centered frame
+  // Update the "Location-based" transformation matrices from the vLocation vector.
 
-  // Inertial angular velocity measured in the body frame.
-  const FGColumnVector3 pqri = VState.vPQR + Tl2b*(Tec2l*omega);
+  Ti2ec = GetTi2ec();          // ECI to ECEF transform
+  Tec2i = Ti2ec.Transposed();  // ECEF to ECI frame transform
+  Tl2ec = GetTl2ec();          // local to ECEF transform
+  Tec2l = Tl2ec.Transposed();  // ECEF to local frame transform
+  Ti2l  = GetTi2l();
+  Tl2i  = Ti2l.Transposed();
 
-  // Compute vehicle velocity wrt EC frame, expressed in Local horizontal frame.
+  // Update the "Orientation-based" transformation matrices from the orientation quaternion
+
+  Ti2b  = GetTi2b();           // ECI to body frame transform
+  Tb2i  = Ti2b.Transposed();   // body to ECI frame transform
+  Tl2b  = Ti2b*Tl2i;           // local to body frame transform
+  Tb2l  = Tl2b.Transposed();   // body to local frame transform
+  Tec2b = Tl2b * Tec2l;        // ECEF to body frame transform
+  Tb2ec = Tec2b.Transposed();  // body to ECEF frame tranform
+
+  // Set auxililary state variables
+  VState.vLocation = Ti2ec*VState.vInertialPosition;
+  RecomputeLocalTerrainRadius();
+
+  // Calculate current aircraft radius from center of planet
+  VehicleRadius = VState.vInertialPosition.Magnitude();
+  radInv = 1.0/VehicleRadius;
+
+  VState.vPQR = VState.vPQRi - Ti2b * vOmegaEarth;
+
+  VState.qAttitudeLocal = Tl2b.GetQuaternion();
+
+  // Compute vehicle velocity wrt ECEF frame, expressed in Local horizontal frame.
   vVel = Tb2l * VState.vUVW;
 
-  // First compute the time derivatives of the vehicle state values:
+  RunPostFunctions();
 
-  // Compute body frame rotational accelerations based on the current body moments
-  vPQRdot = Jinv*(vMoments - pqri*(J*pqri));
+  Debug(2);
+  return false;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// Compute body frame rotational accelerations based on the current body moments
+//
+// vPQRdot is the derivative of the absolute angular velocity of the vehicle 
+// (body rate with respect to the inertial frame), expressed in the body frame,
+// where the derivative is taken in the body frame.
+// J is the inertia matrix
+// Jinv is the inverse inertia matrix
+// vMoments is the moment vector in the body frame
+// VState.vPQRi is the total inertial angular velocity of the vehicle
+// expressed in the body frame.
+// Reference: See Stevens and Lewis, "Aircraft Control and Simulation", 
+//            Second edition (2004), eqn 1.5-16e (page 50)
+
+void FGPropagate::CalculatePQRdot(void)
+{
+  const FGColumnVector3& vMoments = Aircraft->GetMoments(); // current moments
+  const FGMatrix33& J = MassBalance->GetJ();                // inertia matrix
+  const FGMatrix33& Jinv = MassBalance->GetJinv();          // inertia matrix inverse
 
-  // Compute body frame accelerations based on the current body forces
-  vUVWdot = VState.vUVW*VState.vPQR + vForces/mass;
+  // Compute body frame rotational accelerations based on the current body
+  // moments and the total inertial angular velocity expressed in the body
+  // frame.
 
-  // Coriolis acceleration.
-  FGColumnVector3 ecVel = Tl2ec*vVel;
-  FGColumnVector3 ace = 2.0*omega*ecVel;
-  vUVWdot -= Tl2b*(Tec2l*ace);
+  vPQRdot = Jinv*(vMoments - VState.vPQRi*(J*VState.vPQRi));
+}
 
-  if (!GroundReactions->GetWOW()) {
-    // Centrifugal acceleration.
-    FGColumnVector3 aeec = omega*(omega*VState.vLocation);
-    vUVWdot -= Tl2b*(Tec2l*aeec);
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// Compute the quaternion orientation derivative
+//
+// vQtrndot is the quaternion derivative.
+// Reference: See Stevens and Lewis, "Aircraft Control and Simulation", 
+//            Second edition (2004), eqn 1.5-16b (page 50)
+
+void FGPropagate::CalculateQuatdot(void)
+{
+  // Compute quaternion orientation derivative on current body rates
+  vQtrndot = VState.qAttitudeECI.GetQDot( VState.vPQRi);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// This set of calculations results in the body frame accelerations being
+// computed.
+// Compute body frame accelerations based on the current body forces.
+// Include centripetal and coriolis accelerations.
+// vOmegaEarth is the Earth angular rate - expressed in the inertial frame -
+//   so it has to be transformed to the body frame. More completely,
+//   vOmegaEarth is the rate of the ECEF frame relative to the Inertial
+//   frame (ECI), expressed in the Inertial frame.
+// vForces is the total force on the vehicle in the body frame.
+// VState.vPQR is the vehicle body rate relative to the ECEF frame, expressed
+//   in the body frame.
+// VState.vUVW is the vehicle velocity relative to the ECEF frame, expressed
+//   in the body frame.
+// Reference: See Stevens and Lewis, "Aircraft Control and Simulation", 
+//            Second edition (2004), eqns 1.5-13 (pg 48) and 1.5-16d (page 50)
+
+void FGPropagate::CalculateUVWdot(void)
+{
+  double mass = MassBalance->GetMass();                      // mass
+  const FGColumnVector3& vForces = Aircraft->GetForces();    // current forces
+
+  vUVWdot = vForces/mass - (VState.vPQR + 2.0*(Ti2b *vOmegaEarth)) * VState.vUVW;
+
+  // Include Centripetal acceleration.
+  if (!GroundReactions->GetWOW() && Aircraft->GetHoldDown() == 0) {
+    vUVWdot -= Ti2b * (vOmegaEarth*(vOmegaEarth*VState.vInertialPosition));
   }
 
-  // Gravitation accel
-  vUVWdot += Tl2b*gAccel;
+  // Include Gravitation accel
+  switch (gravType) {
+    case gtStandard:
+      vGravAccel = Tl2b * FGColumnVector3( 0.0, 0.0, Inertial->GetGAccel(VehicleRadius) );
+      break;
+    case gtWGS84:
+      vGravAccel = Tec2b * Inertial->GetGravityJ2(VState.vLocation);
+      break;
+  }
 
-  // Compute vehicle velocity wrt EC frame, expressed in EC frame
-  FGColumnVector3 vLocationDot = Tl2ec * vVel;
+  vUVWdot += vGravAccel;
+}
 
-  FGColumnVector3 omegaLocal( rInv*vVel(eEast),
-                              -rInv*vVel(eNorth),
-                              -rInv*vVel(eEast)*VState.vLocation.GetTanLatitude() );
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+  // Transform the velocity vector of the body relative to the origin (Earth
+  // center) to be expressed in the inertial frame, and add the vehicle velocity
+  // contribution due to the rotation of the planet.
+  // Reference: See Stevens and Lewis, "Aircraft Control and Simulation", 
+  //            Second edition (2004), eqn 1.5-16c (page 50)
 
-  // Compute quaternion orientation derivative on current body rates
-  FGQuaternion vQtrndot = VState.vQtrn.GetQDot( VState.vPQR - Tl2b*omegaLocal );
+void FGPropagate::CalculateInertialVelocity(void)
+{
+  VState.vInertialVelocity = Tb2i * VState.vUVW + (vOmegaEarth * VState.vInertialPosition);
+}
 
-  // Propagate velocities
-  VState.vPQR += dt*vPQRdot;
-  VState.vUVW += dt*vUVWdot;
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-  // Propagate positions
-  VState.vQtrn += dt*vQtrndot;
-  VState.vLocation += dt*vLocationDot;
+void FGPropagate::Integrate( FGColumnVector3& Integrand,
+                             FGColumnVector3& Val,
+                             deque <FGColumnVector3>& ValDot,
+                             double dt,
+                             eIntegrateType integration_type)
+{
+  ValDot.push_front(Val);
+  ValDot.pop_back();
+
+  switch(integration_type) {
+  case eRectEuler:       Integrand += dt*ValDot[0];
+    break;
+  case eTrapezoidal:     Integrand += 0.5*dt*(ValDot[0] + ValDot[1]);
+    break;
+  case eAdamsBashforth2: Integrand += dt*(1.5*ValDot[0] - 0.5*ValDot[1]);
+    break;
+  case eAdamsBashforth3: Integrand += (1/12.0)*dt*(23.0*ValDot[0] - 16.0*ValDot[1] + 5.0*ValDot[2]);
+    break;
+  case eAdamsBashforth4: Integrand += (1/24.0)*dt*(55.0*ValDot[0] - 59.0*ValDot[1] + 37.0*ValDot[2] - 9.0*ValDot[3]);
+    break;
+  case eNone: // do nothing, freeze translational rate
+    break;
+  }
+}
 
-  return false;
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropagate::Integrate( FGQuaternion& Integrand,
+                             FGQuaternion& Val,
+                             deque <FGQuaternion>& ValDot,
+                             double dt,
+                             eIntegrateType integration_type)
+{
+  ValDot.push_front(Val);
+  ValDot.pop_back();
+
+  switch(integration_type) {
+  case eRectEuler:       Integrand += dt*ValDot[0];
+    break;
+  case eTrapezoidal:     Integrand += 0.5*dt*(ValDot[0] + ValDot[1]);
+    break;
+  case eAdamsBashforth2: Integrand += dt*(1.5*ValDot[0] - 0.5*ValDot[1]);
+    break;
+  case eAdamsBashforth3: Integrand += (1/12.0)*dt*(23.0*ValDot[0] - 16.0*ValDot[1] + 5.0*ValDot[2]);
+    break;
+  case eAdamsBashforth4: Integrand += (1/24.0)*dt*(55.0*ValDot[0] - 59.0*ValDot[1] + 37.0*ValDot[2] - 9.0*ValDot[3]);
+    break;
+  case eNone: // do nothing, freeze translational rate
+    break;
+  }
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-void FGPropagate::RecomputeRunwayRadius(void)
+void FGPropagate::SetInertialOrientation(FGQuaternion Qi) {
+  VState.qAttitudeECI = Qi;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropagate::SetInertialVelocity(FGColumnVector3 Vi) {
+  VState.vInertialVelocity = Vi;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropagate::RecomputeLocalTerrainRadius(void)
 {
-  // Get the runway radius.
-  FGLocation contactloc;
-  FGColumnVector3 dv;
-  FGGroundCallback* gcb = FDMExec->GetGroundCallback();
-  double t = State->Getsim_time();
-  gcb->GetAGLevel(t, VState.vLocation, contactloc, dv, dv);
-  RunwayRadius = contactloc.GetRadius();
+  double t = FDMExec->GetSimTime();
+
+  // Get the LocalTerrain radius.
+//  FDMExec->GetGroundCallback()->GetAGLevel(t, VState.vLocation, contactloc, dv, dv);
+//  LocalTerrainRadius = contactloc.GetRadius();
+  LocalTerrainRadius = FDMExec->GetGroundCallback()->GetTerrainGeoCentRadius();
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-void FGPropagate::Seth(double tt)
+void FGPropagate::SetTerrainElevation(double terrainElev)
 {
-  VState.vLocation.SetRadius( tt + SeaLevelRadius );
+  LocalTerrainRadius = terrainElev + SeaLevelRadius;
+  FDMExec->GetGroundCallback()->SetTerrainGeoCentRadius(LocalTerrainRadius);
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-double FGPropagate::GetRunwayRadius(void) const
+double FGPropagate::GetTerrainElevation(void) const
+{
+  return FDMExec->GetGroundCallback()->GetTerrainGeoCentRadius()-SeaLevelRadius;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+//Todo: when should this be called - when should the new EPA be used to
+// calculate the transformation matrix, so that the matrix is not a step
+// ahead of the sim and the associated calculations?
+const FGMatrix33& FGPropagate::GetTi2ec(void)
 {
-  return RunwayRadius;
+  return VState.vLocation.GetTi2ec();
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+const FGMatrix33& FGPropagate::GetTec2i(void)
+{
+  return VState.vLocation.GetTec2i();
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropagate::SetAltitudeASL(double altASL)
+{
+  VState.vLocation.SetRadius( altASL + SeaLevelRadius );
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+double FGPropagate::GetLocalTerrainRadius(void) const
+{
+  return LocalTerrainRadius;
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
 double FGPropagate::GetDistanceAGL(void) const
 {
-  return VState.vLocation.GetRadius() - RunwayRadius;
+  return VState.vLocation.GetRadius() - LocalTerrainRadius;
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
 void FGPropagate::SetDistanceAGL(double tt)
 {
-  VState.vLocation.SetRadius( tt + RunwayRadius );
+  VState.vLocation.SetRadius( tt + LocalTerrainRadius );
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -297,6 +557,7 @@ void FGPropagate::SetDistanceAGL(double tt)
 void FGPropagate::bind(void)
 {
   typedef double (FGPropagate::*PMF)(int) const;
+
   PropertyManager->Tie("velocities/h-dot-fps", this, &FGPropagate::Gethdot);
 
   PropertyManager->Tie("velocities/v-north-fps", this, eNorth, (PMF)&FGPropagate::GetVel);
@@ -311,21 +572,36 @@ void FGPropagate::bind(void)
   PropertyManager->Tie("velocities/q-rad_sec", this, eQ, (PMF)&FGPropagate::GetPQR);
   PropertyManager->Tie("velocities/r-rad_sec", this, eR, (PMF)&FGPropagate::GetPQR);
 
-  PropertyManager->Tie("accelerations/pdot-rad_sec", this, eP, (PMF)&FGPropagate::GetPQRdot);
-  PropertyManager->Tie("accelerations/qdot-rad_sec", this, eQ, (PMF)&FGPropagate::GetPQRdot);
-  PropertyManager->Tie("accelerations/rdot-rad_sec", this, eR, (PMF)&FGPropagate::GetPQRdot);
+  PropertyManager->Tie("velocities/pi-rad_sec", this, eP, (PMF)&FGPropagate::GetPQRi);
+  PropertyManager->Tie("velocities/qi-rad_sec", this, eQ, (PMF)&FGPropagate::GetPQRi);
+  PropertyManager->Tie("velocities/ri-rad_sec", this, eR, (PMF)&FGPropagate::GetPQRi);
+
+  PropertyManager->Tie("velocities/eci-velocity-mag-fps", this, &FGPropagate::GetInertialVelocityMagnitude);
+
+  PropertyManager->Tie("accelerations/pdot-rad_sec2", this, eP, (PMF)&FGPropagate::GetPQRdot);
+  PropertyManager->Tie("accelerations/qdot-rad_sec2", this, eQ, (PMF)&FGPropagate::GetPQRdot);
+  PropertyManager->Tie("accelerations/rdot-rad_sec2", this, eR, (PMF)&FGPropagate::GetPQRdot);
 
-  PropertyManager->Tie("accelerations/udot-fps", this, eU, (PMF)&FGPropagate::GetUVWdot);
-  PropertyManager->Tie("accelerations/vdot-fps", this, eV, (PMF)&FGPropagate::GetUVWdot);
-  PropertyManager->Tie("accelerations/wdot-fps", this, eW, (PMF)&FGPropagate::GetUVWdot);
+  PropertyManager->Tie("accelerations/udot-ft_sec2", this, eU, (PMF)&FGPropagate::GetUVWdot);
+  PropertyManager->Tie("accelerations/vdot-ft_sec2", this, eV, (PMF)&FGPropagate::GetUVWdot);
+  PropertyManager->Tie("accelerations/wdot-ft_sec2", this, eW, (PMF)&FGPropagate::GetUVWdot);
 
-  PropertyManager->Tie("position/h-sl-ft", this, &FGPropagate::Geth, &FGPropagate::Seth, true);
+  PropertyManager->Tie("position/h-sl-ft", this, &FGPropagate::GetAltitudeASL, &FGPropagate::SetAltitudeASL, true);
+  PropertyManager->Tie("position/h-sl-meters", this, &FGPropagate::GetAltitudeASLmeters, &FGPropagate::SetAltitudeASLmeters, true);
   PropertyManager->Tie("position/lat-gc-rad", this, &FGPropagate::GetLatitude, &FGPropagate::SetLatitude);
   PropertyManager->Tie("position/long-gc-rad", this, &FGPropagate::GetLongitude, &FGPropagate::SetLongitude);
+  PropertyManager->Tie("position/lat-gc-deg", this, &FGPropagate::GetLatitudeDeg, &FGPropagate::SetLatitudeDeg);
+  PropertyManager->Tie("position/long-gc-deg", this, &FGPropagate::GetLongitudeDeg, &FGPropagate::SetLongitudeDeg);
+  PropertyManager->Tie("position/lat-geod-rad", this, &FGPropagate::GetGeodLatitudeRad);
+  PropertyManager->Tie("position/lat-geod-deg", this, &FGPropagate::GetGeodLatitudeDeg);
+  PropertyManager->Tie("position/geod-alt-ft", this, &FGPropagate::GetGeodeticAltitude);
   PropertyManager->Tie("position/h-agl-ft", this,  &FGPropagate::GetDistanceAGL, &FGPropagate::SetDistanceAGL);
   PropertyManager->Tie("position/radius-to-vehicle-ft", this, &FGPropagate::GetRadius);
+  PropertyManager->Tie("position/terrain-elevation-asl-ft", this,
+                          &FGPropagate::GetTerrainElevation,
+                          &FGPropagate::SetTerrainElevation, false);
 
-  PropertyManager->Tie("metrics/runway-radius", this, &FGPropagate::GetRunwayRadius);
+  PropertyManager->Tie("metrics/terrain-radius", this, &FGPropagate::GetLocalTerrainRadius);
 
   PropertyManager->Tie("attitude/phi-rad", this, (int)ePhi, (PMF)&FGPropagate::GetEuler);
   PropertyManager->Tie("attitude/theta-rad", this, (int)eTht, (PMF)&FGPropagate::GetEuler);
@@ -334,40 +610,12 @@ void FGPropagate::bind(void)
   PropertyManager->Tie("attitude/roll-rad", this, (int)ePhi, (PMF)&FGPropagate::GetEuler);
   PropertyManager->Tie("attitude/pitch-rad", this, (int)eTht, (PMF)&FGPropagate::GetEuler);
   PropertyManager->Tie("attitude/heading-true-rad", this, (int)ePsi, (PMF)&FGPropagate::GetEuler);
-}
-
-//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-void FGPropagate::unbind(void)
-{
-  PropertyManager->Untie("velocities/v-north-fps");
-  PropertyManager->Untie("velocities/v-east-fps");
-  PropertyManager->Untie("velocities/v-down-fps");
-  PropertyManager->Untie("velocities/h-dot-fps");
-  PropertyManager->Untie("velocities/u-fps");
-  PropertyManager->Untie("velocities/v-fps");
-  PropertyManager->Untie("velocities/w-fps");
-  PropertyManager->Untie("velocities/p-rad_sec");
-  PropertyManager->Untie("velocities/q-rad_sec");
-  PropertyManager->Untie("velocities/r-rad_sec");
-  PropertyManager->Untie("accelerations/udot-fps");
-  PropertyManager->Untie("accelerations/vdot-fps");
-  PropertyManager->Untie("accelerations/wdot-fps");
-  PropertyManager->Untie("accelerations/pdot-rad_sec");
-  PropertyManager->Untie("accelerations/qdot-rad_sec");
-  PropertyManager->Untie("accelerations/rdot-rad_sec");
-  PropertyManager->Untie("position/h-sl-ft");
-  PropertyManager->Untie("position/lat-gc-rad");
-  PropertyManager->Untie("position/long-gc-rad");
-  PropertyManager->Untie("position/h-agl-ft");
-  PropertyManager->Untie("position/radius-to-vehicle-ft");
-  PropertyManager->Untie("metrics/runway-radius");
-  PropertyManager->Untie("attitude/phi-rad");
-  PropertyManager->Untie("attitude/theta-rad");
-  PropertyManager->Untie("attitude/psi-rad");
-  PropertyManager->Untie("attitude/roll-rad");
-  PropertyManager->Untie("attitude/pitch-rad");
-  PropertyManager->Untie("attitude/heading-true-rad");
+  
+  PropertyManager->Tie("simulation/integrator/rate/rotational", (int*)&integrator_rotational_rate);
+  PropertyManager->Tie("simulation/integrator/rate/translational", (int*)&integrator_translational_rate);
+  PropertyManager->Tie("simulation/integrator/position/rotational", (int*)&integrator_rotational_position);
+  PropertyManager->Tie("simulation/integrator/position/translational", (int*)&integrator_translational_position);
+  PropertyManager->Tie("simulation/gravity-model", &gravType);
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -404,9 +652,112 @@ void FGPropagate::Debug(int from)
   }
   if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
   }
-  if (debug_lvl & 8 ) { // Runtime state variables
+  if (debug_lvl & 8 && from == 2) { // Runtime state variables
+    cout << endl << fgblue << highint << left 
+         << "  Propagation Report (English units: ft, degrees) at simulation time " << FDMExec->GetSimTime() << " seconds"
+         << reset << endl;
+    cout << endl;
+    cout << highint << "  Earth Position Angle (deg): " << setw(8) << setprecision(3) << reset
+                    << Inertial->GetEarthPositionAngleDeg() << endl;
+    cout << endl;
+    cout << highint << "  Body velocity (ft/sec): " << setw(8) << setprecision(3) << reset << VState.vUVW << endl;
+    cout << highint << "  Local velocity (ft/sec): " << setw(8) << setprecision(3) << reset << vVel << endl;
+    cout << highint << "  Inertial velocity (ft/sec): " << setw(8) << setprecision(3) << reset << VState.vInertialVelocity << endl;
+    cout << highint << "  Inertial Position (ft): " << setw(10) << setprecision(3) << reset << VState.vInertialPosition << endl;
+    cout << highint << "  Latitude (deg): " << setw(8) << setprecision(3) << reset << VState.vLocation.GetLatitudeDeg() << endl;
+    cout << highint << "  Longitude (deg): " << setw(8) << setprecision(3) << reset << VState.vLocation.GetLongitudeDeg() << endl;
+    cout << highint << "  Altitude ASL (ft): " << setw(8) << setprecision(3) << reset << GetAltitudeASL() << endl;
+    cout << highint << "  Acceleration (NED, ft/sec^2): " << setw(8) << setprecision(3) << reset << Tb2l*GetUVWdot() << endl;
+    cout << endl;
+    cout << highint << "  Matrix ECEF to Body (Orientation of Body with respect to ECEF): "
+                    << reset << endl << Tec2b.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tec2b.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Body to ECEF (Orientation of ECEF with respect to Body):"
+                    << reset << endl << Tb2ec.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tb2ec.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Local to Body (Orientation of Body with respect to Local):"
+                    << reset << endl << Tl2b.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tl2b.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Body to Local (Orientation of Local with respect to Body):"
+                    << reset << endl << Tb2l.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tb2l.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Local to ECEF (Orientation of ECEF with respect to Local):"
+                    << reset << endl << Tl2ec.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tl2ec.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix ECEF to Local (Orientation of Local with respect to ECEF):"
+                    << reset << endl << Tec2l.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tec2l.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix ECEF to Inertial (Orientation of Inertial with respect to ECEF):"
+                    << reset << endl << Tec2i.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tec2i.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Inertial to ECEF (Orientation of ECEF with respect to Inertial):"
+                    << reset << endl << Ti2ec.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Ti2ec.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Inertial to Body (Orientation of Body with respect to Inertial):"
+                    << reset << endl << Ti2b.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Ti2b.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Body to Inertial (Orientation of Inertial with respect to Body):"
+                    << reset << endl << Tb2i.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tb2i.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Inertial to Local (Orientation of Local with respect to Inertial):"
+                    << reset << endl << Ti2l.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Ti2l.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << highint << "  Matrix Local to Inertial (Orientation of Inertial with respect to Local):"
+                    << reset << endl << Tl2i.Dump("\t", "    ") << endl;
+    cout << highint << "    Associated Euler angles (deg): " << setw(8)
+                    << setprecision(3) << reset << (Tl2i.GetQuaternion().GetEuler()*radtodeg)
+                    << endl << endl;
+
+    cout << setprecision(6); // reset the output stream
   }
   if (debug_lvl & 16) { // Sanity checking
+    if (from == 2) { // State sanity checking
+      if (fabs(VState.vPQR.Magnitude()) > 1000.0) {
+        cerr << endl << "Vehicle rotation rate is excessive (>1000 rad/sec): " << VState.vPQR.Magnitude() << endl;
+        exit(-1);
+      }
+      if (fabs(VState.vUVW.Magnitude()) > 1.0e10) {
+        cerr << endl << "Vehicle velocity is excessive (>1e10 ft/sec): " << VState.vUVW.Magnitude() << endl;
+        exit(-1);
+      }
+      if (fabs(GetDistanceAGL()) > 1e10) {
+        cerr << endl << "Vehicle altitude is excessive (>1e10 ft): " << GetDistanceAGL() << endl;
+        exit(-1);
+      }
+    }
   }
   if (debug_lvl & 64) {
     if (from == 0) { // Constructor