Cheers,
/ h+
From his description:
>> The element of the simulation we would
>> provide is the resultant lift force from glider.
My understanding is he already has the air lift and friction simulated
elsewhere, and just want to integrate rigid body dynamics for the rope
and the glider.
I just modified demo_chain2 a bit (reversed the gravity, anchored one
end on the ground, attached a 150 Kg ball on the other end, increased
the number of links to 100) and did some experiments. From what I can
tell, a small timestep (< 0.001, hard to get real-time) combined with
"large" chain links masses (> 0.1) is needed to make the rope remain
stable at ~30 K Newtons. This with double precision.
If the masses can't be changed I would try a different simulation
approach; for example, mass + spring for the rope (in which case you
probably won't need ODE at all). Try asking on gamedev.net or Bullet
forums for hints on rope simulation.
--
Daniel K. O.
"The only way to succeed is to build success yourself"
Something similar to this, using ODE for body mechanics and a different
package to
calculate aerodynamics, was reported in Dickson et al, "An Integrative
Model of Insect
Flight Control". Doesn't use a tether, though, so I can't help you there.
There's also a new Physsym package (physsim.sourceforge.org, I think) that
is intended
to do accurate physics. I haven't tried it yet due to lack of useful
documentation, but it
might be worth a look..
James