Beispiel #1
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        public override Vector3d UnpackForces(Vector2 packedForces, double altitudeAboveSea, double velocity)
        {
            double rho   = StockAeroUtil.GetDensity(altitudeAboveSea, body_);
            double scale = velocity * velocity * rho;

            return(new Vector3d((double)packedForces.x * scale, (double)packedForces.y * scale, 0.0));
        }
Beispiel #2
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        public override Vector2 PackForces(Vector3d forces, double altitudeAboveSea, double velocity)
        {
            double rho = StockAeroUtil.GetDensity(altitudeAboveSea, body_);

            if (rho < 0.0000000001)
            {
                return(new Vector2(0, 0));
            }
            double invScale = 1.0 / (rho * Math.Max(1.0, velocity * velocity)); // divide by v² and rho before storing the force, to increase accuracy (the reverse operation is performed when reading from the cache)

            forces *= invScale;
            return(new Vector2((float)forces.x, (float)forces.y));
        }
Beispiel #3
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        public override Vector2 PackForces(Vector3d forces, double altitudeAboveSea, double velocity)
        {
            double rho = StockAeroUtil.GetDensity(altitudeAboveSea, body_); // would be even better to use FAR method of computing the air density (which also depends on velocity), but this is already better than nothing

            if (rho < 0.0000000001)
            {
                return(new Vector2(0, 0));
            }
            double invScale = 1.0 / (rho * Math.Max(1.0, velocity * velocity));

            forces *= invScale;
            return(new Vector2((float)forces.x, (float)forces.y));
        }
Beispiel #4
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 protected override Vector3d ComputeForces_Model(Vector3d airVelocity, double altitude)
 {
     return((Vector3d)StockAeroUtil.SimAeroForce(vessel_, (Vector3)airVelocity, altitude));
 }