// Account for ground effect by multiplying the vertical force
// component by an amount linear with the fraction of the wingspan
// above the ground.
- float dist = ground[4] - Math::dot3(ground, _wingCenter);
+ float dist = ground[3] - Math::dot3(ground, _wingCenter);
if(dist > 0 && dist < _groundEffectSpan) {
float fz = Math::dot3(faero, ground);
Math::mul3(fz * _groundEffect * dist/_groundEffectSpan,