Maybe this will help-
//0 Class <0=none,1=wheel, 2=scrape, 3=float/skid>
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet) -4.70, -4.99
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped) 0.9100
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
point.0=1, -17.40, 0.00, -4.60, 1181.1, 0, 0.6349, 60.0, 0.4000, 1.5, 0.5100, 4.0, 4.0, 0, 0.0, 0.0
so “point.0” is just the sequential number of each individual contact point
“=1” is the class or type of contact point it is, meaning 0=none,1=wheel, 2=scrape, 3=float
The next three are just the position location format you are now familiar with. The fourth tells us how hard a landing this gear will survive, in this case 1181, whatever that actually means (PSI of pressure impact? Dunno).
The fifth one is the brake map, and I recommend that the nosegear is listed as “0” for none (just like this one is), or it will interfere with the differential braking ability, while the others will need to be listed as either left or right (1 or 2). You will know which one is the left wheel by seeing it has a minus – sign on the lateral position value.
The sixth 0.6349 is the diameter of the wheel, if you have wheels. The seventh value will only likely apply to the nosegear, as this determines the degree of freedom the nosewheel will turn for taxiing, here it’s 60 degrees.
Eighth is Static Compression, meaning how much will the gear compress 0.40 when the aircraft is parked on the ground. 9th, Max/Static Compression Ratio tells us how much difference there is between the static compression position, Vs the maximum compression position (like during a very hard landing that fully compresses the shock absorbers) here 1.5 (feet? Not sure if just a ratio though). Tenth is the Damping Ratio meaning how hard are the shocks (0=Undamped, 1=Critically Damped) here it’s about half ways at 0.51.
The last three only edit the speed at which they extend/retract, and whether a sound should be associated with the event.
Static Compression and CompressionRatio, items 8 and 9, are what you need to tweak. But it's a royal PITA as there is some interaction between these settings and the fuselage angle and the damping ratio and....
Good luck