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Wheel slippage question #807

Answered by dpculp
eeeewwqq asked this question in Q&A
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A simple way would be to use gear/unit[1]/WOW , which is "weight on wheels", and has a value of zero while airborne and changes to 1.0 when that gear strut starts to compress. You could begin the wheel mark at that point and extend it some predefined length.

If you want to get fancy you could also use the property gear/unit[1]/wheel-speed-fps and compare it to the ground speed of the airplane in fps. If the WOW is true and the wheel speed differs from the airplane ground speed by some value, then draw the mark.

Gear unit 1 is usually the left main gear, and gear unit 2 is usually the right main gear, but this may not always be the case since the FDM author has freedom to number the gear a…

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