Could somebody explain how these things hang together:
- The numbering of wheel contact points in flight_model.cfg.
- The ID parameter passed to ASOBO_GEAR_Base_Template
- The wheel numbering in the Dev Mode's Debug > Wheels window
- The order of animations in the glTF file
- The order of calls to ASOBO_GEAR_Base_Template in the model XML file
The logical thing would if the first wheel mentioned in flight_model.cfg would correspond to the ID=0 animation, that is the GEAR ANIMATION POSITION:0 simvar, the second to ID=1, etc, and that the order of animations in the glTF and the order of the gear template calls in the XML file would not matter. But is this how it is?
Does it matter whether left and right hand side wheels are in arbitrary order or should one first have the center one(s), if any, then the left ones, then the right ones, or something like that?
And why does the Debug > Wheel window in Dev Mode number the wheels from 1, not 0? But is it so that what that window calls wheel #1 is the first wheel contact point, wheel #2 is the second, etc?
Finally, is there perhaps some undocumented internal restriction in the simulator that makes having more than three wheel contact points work a bit oddly?