(zero at ground, maximum at 1-span!)
// Ground effect
float gepos[3];
float gespan = _wing->getGroundEffect(gepos);
- _model.setGroundEffect(gepos, gespan, 0.3f);
+ _model.setGroundEffect(gepos, gespan, 0.15f);
solveGear();
solve();
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,
- ground, faero);
+ fz *= (_groundEffectSpan - dist) / _groundEffectSpan;
+ fz *= _groundEffect;
+ Math::mul3(fz, ground, faero);
_body.addForce(faero);
}