// Energy in a spring: e = 0.5 * k * len^2
float k = 2 * e / (len*len);
- gr->gear->setSpring(k);
+ gr->gear->setSpring(k * gr->gear->getSpring());
// Critically damped (too damped, too!)
- gr->gear->setDamping(2*Math::sqrt(k*_approachWeight*gr->wgt));
+ gr->gear->setDamping(2*Math::sqrt(k*_approachWeight*gr->wgt)
+ * gr->gear->getDamping());
// These are pretty generic
gr->gear->setStaticFriction(0.8f);
g->setBrake(attrf(a, "skid", 0));
g->setStaticFriction(attrf(a, "sfric", 0.8));
g->setDynamicFriction(attrf(a, "dfric", 0.7));
+ g->setSpring(attrf(a, "spring", 1));
+ g->setDamping(attrf(a, "damp", 1));
_airplane.addGear(g);
} else if(eq(name, "fuselage")) {
float b[3];