From 40f519b0006f6061979367aead8d05f7b8073bcf Mon Sep 17 00:00:00 2001 From: concrete-sangminlee <78073438+concrete-sangminlee@users.noreply.github.com> Date: Mon, 5 Oct 2026 18:12:23 +0900 Subject: [PATCH] HighRiseTPU: split each segment's load with its height within the story addForcesFace() used locY, the absolute height of the segment, to split its force between the floor above and the floor below, so for every story above the first Rabove > A and Rbelow < 0, and most of the mean load landed on the roof. Use the height within story i, as LowRiseTPU.cpp does since 5db635e; locY stays absolute for findNearestTAP(). Co-Authored-By: Claude Opus 5.5 (1M context) --- modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp b/modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp index 61a8b6ef7..ab4b978c9 100644 --- a/modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp +++ b/modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp @@ -676,8 +676,9 @@ int addForcesFace(TAP *theTaps, int numTaps, for (int j=0; j