Beispiel #1
0
  void render_environment(Vessel v, vessel_info vi)
  {
    // determine atmosphere
    string atmo_desc = "none";
    if (Sim.Underwater(v)) atmo_desc = "ocean";
    else if (vi.atmo_factor < 1.0) //< inside an atmosphere
    {
      atmo_desc = vi.breathable ? "breathable" : "not breathable";
    }

    render_title("ENVIRONMENT");
    render_content("temperature", Lib.HumanReadableTemp(vi.temperature));
    render_content("radiation", Lib.HumanReadableRadiationRate(vi.radiation));
    render_content("atmosphere", atmo_desc);
    if (Settings.ShowFlux)
    {
      render_content("solar flux", Lib.HumanReadableFlux(vi.solar_flux));
      render_content("albedo flux", Lib.HumanReadableFlux(vi.albedo_flux));
      render_content("body flux", Lib.HumanReadableFlux(vi.body_flux));
    }
    if (Settings.RelativisticTime)
    {
      render_content("time dilation", Lib.HumanReadablePerc(1.0 / vi.time_dilation));
    }
    render_space();
  }
Beispiel #2
0
        public Vessel_info(Vessel v, UInt64 vessel_id, UInt64 inc)
        {
            // NOTE: anything used here can't in turn use cache, unless you know what you are doing

            // NOTE: you can't cache vessel position
            // at any point in time all vessel/body positions are relative to a different frame of reference
            // so comparing the current position of a vessel, with the cached one of another make no sense

            // associate with an unique incremental id
            this.inc = inc;

            // determine if this is a valid vessel
            is_vessel = Lib.IsVessel(v);
            if (!is_vessel)
            {
                return;
            }

            // determine if this is a rescue mission vessel
            is_rescue = Misc.IsRescueMission(v);
            if (is_rescue)
            {
                return;
            }

            // dead EVA are not valid vessels
            if (EVA.IsDead(v))
            {
                return;
            }

            // shortcut for common tests
            is_valid = true;

            // generate id once
            id = vessel_id;

            // calculate crew info for the vessel
            crew_count    = Lib.CrewCount(v);
            crew_capacity = Lib.CrewCapacity(v);

            // get vessel position
            Vector3d position = Lib.VesselPosition(v);

            // this should never happen again
            if (Vector3d.Distance(position, v.mainBody.position) < 1.0)
            {
                throw new Exception("Shit hit the fan for vessel " + v.vesselName);
            }

            // determine if there is enough EC for a powered state
            powered = ResourceCache.Info(v, "ElectricCharge").amount > double.Epsilon;

            // determine if in sunlight, calculate sun direction and distance
            sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0;

            // environment stuff
            atmo_factor        = Sim.AtmosphereFactor(v.mainBody, position, sun_dir);
            gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude);
            underwater         = Sim.Underwater(v);
            breathable         = Sim.Breathable(v, underwater);
            landed             = Lib.Landed(v);
            zerog = !landed && (!v.mainBody.atmosphere || v.mainBody.atmosphereDepth < v.altitude);

            if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f)
            {
                highspeedWarp(v);
            }

            // temperature at vessel position
            temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux);
            temp_diff   = Sim.TempDiff(temperature, v.mainBody, landed);

            // radiation
            radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar);

            // extended atmosphere
            thermosphere = Sim.InsideThermosphere(v);
            exosphere    = Sim.InsideExosphere(v);

            // malfunction stuff
            malfunction = Reliability.HasMalfunction(v);
            critical    = Reliability.HasCriticalFailure(v);

            // communications info
            connection   = new ConnectionInfo(v, powered, blackout);
            transmitting = Science.Transmitting(v, connection.linked && connection.rate > double.Epsilon);

            // habitat data
            volume          = Habitat.Tot_volume(v);
            surface         = Habitat.Tot_surface(v);
            pressure        = Habitat.Pressure(v);
            evas            = (uint)(Math.Max(0, ResourceCache.Info(v, "Nitrogen").amount - 330) / PreferencesLifeSupport.Instance.evaAtmoLoss);
            poisoning       = Habitat.Poisoning(v);
            humidity        = Habitat.Humidity(v);
            shielding       = Habitat.Shielding(v);
            living_space    = Habitat.Living_space(v);
            volume_per_crew = Habitat.Volume_per_crew(v);
            comforts        = new Comforts(v, landed, crew_count > 1, connection.linked && connection.rate > double.Epsilon);

            // data about greenhouses
            greenhouses = Greenhouse.Greenhouses(v);

            // other stuff
            gravioli = Sim.Graviolis(v);
        }
Beispiel #3
0
        private void EvaluateEnvironment(double elapsedSeconds)
        {
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.EvaluateStatus");
            // we use analytic mode if more than 2 minutes of game time has passed since last evaluation (~ x6000 timewarp speed)
            isAnalytic = elapsedSeconds > 120.0;

            // get vessel position
            Vector3d position = Lib.VesselPosition(Vessel);

            // this should never happen again
            if (Vector3d.Distance(position, Vessel.mainBody.position) < 1.0)
            {
                throw new Exception("Shit hit the fan for vessel " + Vessel.vesselName);
            }

            // situation
            underwater = Sim.Underwater(Vessel);
            breathable = Sim.Breathable(Vessel, EnvUnderwater);
            landed     = Lib.Landed(Vessel);

            inAtmosphere = Vessel.mainBody.atmosphere && Vessel.altitude < Vessel.mainBody.atmosphereDepth;
            zeroG        = !EnvLanded && !inAtmosphere;

            visibleBodies = Sim.GetLargeBodies(position);

            // get solar info (with multiple stars / Kopernicus support)
            // get the 'visibleBodies' and 'sunsInfo' lists, the 'mainSun', 'solarFluxTotal' variables.
            // require the situation variables to be evaluated first
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Sunlight");
            SunInfo.UpdateSunsInfo(this, position);
            UnityEngine.Profiling.Profiler.EndSample();
            sunBodyAngle = Sim.SunBodyAngle(Vessel, position, mainSun.SunData.body);

            // temperature at vessel position
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Temperature");
            temperature = Sim.Temperature(Vessel, position, solarFluxTotal, out albedoFlux, out bodyFlux, out totalFlux);
            tempDiff    = Sim.TempDiff(EnvTemperature, Vessel.mainBody, EnvLanded);
            UnityEngine.Profiling.Profiler.EndSample();

            // radiation
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Radiation");
            gammaTransparency = Sim.GammaTransparency(Vessel.mainBody, Vessel.altitude);

            bool new_innerBelt, new_outerBelt, new_magnetosphere;

            radiation = Radiation.Compute(Vessel, position, EnvGammaTransparency, mainSun.SunlightFactor, out blackout, out new_magnetosphere, out new_innerBelt, out new_outerBelt, out interstellar, out shieldedRadiation);

            if (new_innerBelt != innerBelt || new_outerBelt != outerBelt || new_magnetosphere != magnetosphere)
            {
                innerBelt     = new_innerBelt;
                outerBelt     = new_outerBelt;
                magnetosphere = new_magnetosphere;
                if (Evaluated)
                {
                    API.OnRadiationFieldChanged.Notify(Vessel, innerBelt, outerBelt, magnetosphere);
                }
            }
            UnityEngine.Profiling.Profiler.EndSample();

            thermosphere = Sim.InsideThermosphere(Vessel);
            exosphere    = Sim.InsideExosphere(Vessel);
            inStorm      = Storm.InProgress(Vessel);
            vesselSituations.Update();

            // other stuff
            gravioli = Sim.Graviolis(Vessel);
            UnityEngine.Profiling.Profiler.EndSample();
        }
Beispiel #4
0
  public vessel_info(Vessel v, uint vessel_id, UInt64 inc)
  {
    // NOTE: anything used here can't in turn use cache, unless you know what you are doing

    // NOTE: you can't cache vessel position
    // at any point in time all vessel/body positions are relative to a different frame of reference
    // so comparing the current position of a vessel, with the cached one of another make no sense

    // associate with an unique incremental id
    this.inc = inc;

    // determine if this is a valid vessel
    is_vessel = Lib.IsVessel(v);
    if (!is_vessel) return;

    // determine if this is a rescue mission vessel
    is_rescue = Misc.IsRescueMission(v);
    if (is_rescue) return;

    // dead EVA are not valid vessels
    if (EVA.IsDead(v)) return;

    // shortcut for common tests
    is_valid = true;

    // generate id once
    id = vessel_id;

    // calculate crew info for the vessel
    crew_count = Lib.CrewCount(v);
    crew_capacity = Lib.CrewCapacity(v);

    // get vessel position
    Vector3d position = Lib.VesselPosition(v);

    // this should never happen again
    if (Vector3d.Distance(position, v.mainBody.position) < 1.0)
    {
      throw new Exception("Shit hit the fan for vessel " + v.vesselName);
    }

    // determine if in sunlight, calculate sun direction and distance
    sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0;

    // at the two highest timewarp speed, the number of sun visibility samples drop to the point that
    // the quantization error first became noticeable, and then exceed 100%
    // to solve this, we switch to an analytical estimation of the portion of orbit that was in sunlight
    // - we check against timewarp rate, instead of index, to avoid issues during timewarp blending
    if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f)
    {
      sunlight = 1.0 - Sim.ShadowPeriod(v) / Sim.OrbitalPeriod(v);
    }

    // environment stuff
    atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir);
    gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude);
    underwater = Sim.Underwater(v);
    breathable = Sim.Breathable(v, underwater);
    landed = Lib.Landed(v);

    // temperature at vessel position
    temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux);
    temp_diff = Sim.TempDiff(temperature, v.mainBody, landed);

    // radiation
    radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar);

    // extended atmosphere
    thermosphere = Sim.InsideThermosphere(v);
    exosphere = Sim.InsideExosphere(v);

    // malfunction stuff
    malfunction = Reliability.HasMalfunction(v);
    critical = Reliability.HasCriticalFailure(v);

    // signal info
    antenna = new AntennaInfo(v);
    avoid_inf_recursion.Add(v.id);
    connection = Signal.connection(v, position, antenna, blackout, avoid_inf_recursion);
    transmitting = Science.transmitting(v, connection.linked);
    relaying = Signal.relaying(v, avoid_inf_recursion);
    avoid_inf_recursion.Remove(v.id);

    // habitat data
    volume = Habitat.tot_volume(v);
    surface = Habitat.tot_surface(v);
    pressure = Habitat.pressure(v);
    poisoning = Habitat.poisoning(v);
    shielding = Habitat.shielding(v);
    living_space = Habitat.living_space(v);
    comforts = new Comforts(v, landed, crew_count > 1, connection.linked);

    // data about greenhouses
    greenhouses = Greenhouse.Greenhouses(v);

    // other stuff
    gravioli = Sim.Graviolis(v);
  }