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P3D v4 Contact points and compression

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In the sdk there are three values defined that affect the compression and shock absorbing characteristics of the landing gear - static compression, max/static ratio and the damping factor. What is not clear is how the first two are used in the sim since I am seeing different gear compression level in model animation (carriage angle) at rest with changes in the second value. Another confusion about the second value is it is set less than 1.0 in some aircraft cfg, I would think max would always be higher than static value but in any case how does the sim react to it being less than 1.0 and then return to static value at rest? On the wiki description of contact points it states the higher max/static ratio makes for stiffer gear, which I thought should be reverse in the sim since we already fixed defined the static compression with the first value?
 
If the static compression is a higher number than the max:static ratio, that merely indicates the suspension has a very long travel according to the data. For example, a static deflection of 3 feet with a max:static ratio of 2.5 would mean the maximum travel would be 7.5 feet: 3ft x 2.5 = 7.5ft. I don't know any aircraft with such figures in real life. Modellers not understanding the numbers is a more likely explanation of the weirdnesses you have found, but make sure you know exactly what you’re looking at: the contact points' comma separated list of data is awfully easy to misread.

If you change the max:static ratio, the sim will show different gear behaviour, since that affects the keyframe value used by the sim for the gear at rest, as well as the calculation the sim does for the model’s resting height.

I’ve never tried a compression ratio less than 1.0 and other than boredom can think of no reason to. Let us know how you get on.
 
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