Ejemplo n.º 1
0
        /// <summary>Enqueue a <see cref="FlightCtrlState"/> to the flight control queue.</summary>
        /// <param name="fs">The <see cref="FlightCtrlState"/> to be queued.</param>
        private void Enqueue(FlightCtrlState fs)
        {
            var dfs = new DelayedFlightCtrlState(fs);

            dfs.TimeStamp += Delay;

            if (StockAutopilotCommand.IsAutoPilotEngaged(this) && RTSettings.Instance.EnableSignalDelay) // remove the delay if the autopilot is engaged
            {
                var autopilotfs = new DelayedFlightCtrlState(fs);                                        // make copy of FS and apply no delay

                //nullify autopilot inputs in the delayed fs
                dfs.State.roll      = 0f;
                dfs.State.rollTrim  = 0f;
                dfs.State.pitch     = 0f;
                dfs.State.pitchTrim = 0f;
                dfs.State.yaw       = 0f;
                dfs.State.yawTrim   = 0f;

                //nullify throttle
                autopilotfs.State.mainThrottle = 0f;

                _flightCtrlQueue.Enqueue(autopilotfs);
            }

            _flightCtrlQueue.Enqueue(dfs);
        }
Ejemplo n.º 2
0
        /// <summary>Enqueue a <see cref="FlightCtrlState"/> to the flight control queue.</summary>
        /// <param name="fs">The <see cref="FlightCtrlState"/> to be queued.</param>
        private void Enqueue(FlightCtrlState fs)
        {
            var dfs = new DelayedFlightCtrlState(fs);

            dfs.TimeStamp += Delay;

            if (StockAutopilotCommand.IsAutoPilotEngaged(this)) // remove the delay if the autopilot is engaged
            {
                dfs.TimeStamp -= Delay;
            }

            _flightCtrlQueue.Enqueue(dfs);
        }
Ejemplo n.º 3
0
        /// <summary>Called when the flight computer is disposed. This happens when the <see cref="ModuleSPU"/> is destroyed.</summary>
        public void Dispose()
        {
            RTLog.Notify("FlightComputer: Dispose");

            GameEvents.onVesselChange.Remove(OnVesselChange);
            GameEvents.onVesselSwitching.Remove(OnVesselSwitching);
            GameEvents.onGameSceneSwitchRequested.Remove(OnSceneSwitchRequested);

            if (Vessel != null)
            {
                // remove flight code controls.
                Vessel.OnFlyByWire -= OnFlyByWirePre;
                Vessel.OnFlyByWire -= OnFlyByWirePost;
            }

            _flightComputerWindow?.Hide();

            // Remove RT listeners from KSP Autopilot
            if (StockAutopilotCommand.UIreference != null)
            {
                for (var index = 0; index < StockAutopilotCommand.UIreference.modeButtons.Length; index++)
                {
                    var buttonIndex = index; // prevent compiler optimisation from assigning static final index value
                    StockAutopilotCommand.UIreference.modeButtons[index].onClick.RemoveListener(delegate { StockAutopilotCommand.AutopilotButtonClick(buttonIndex, this); });
                }
                StockAutopilotCommand.UIreference = null;
            }
        }
Ejemplo n.º 4
0
        /// <summary>Flight Computer constructor.</summary>
        /// <param name="s">A signal processor (most probably a <see cref="ModuleSPU"/> instance.)</param>
        public FlightComputer(ISignalProcessor s)
        {
            SignalProcessor  = s;
            Vessel           = s.Vessel;
            SanctionedPilots = new List <Action <FlightCtrlState> >();
            LastTarget       = TargetCommand.WithTarget(null);

            var attitude = AttitudeCommand.Off();

            _activeCommands[attitude.Priority] = attitude;

            //Use http://www.ni.com/white-paper/3782/en/ to fine-tune
            PIDController = new PIDController(PIDKp, PIDKi, PIDKd, 1.0, -1.0, true);
            PIDController.SetVessel(Vessel);

            GameEvents.onVesselChange.Add(OnVesselChange);
            GameEvents.onVesselSwitching.Add(OnVesselSwitching);
            GameEvents.onGameSceneSwitchRequested.Add(OnSceneSwitchRequested);

            RoverComputer = new RoverComputer(this, RoverPIDKp, RoverPIDKi, RoverPIDKd);
            RoverComputer.SetVessel(Vessel);

            // Add RT listeners from KSP Autopilot
            StockAutopilotCommand.UIreference = GameObject.FindObjectOfType <VesselAutopilotUI>();
            for (var index = 0; index < StockAutopilotCommand.UIreference.modeButtons.Length; index++)
            {
                var buttonIndex = index; // prevent compiler optimisation from assigning static final index value
                StockAutopilotCommand.UIreference.modeButtons[index].onClick.AddListener(delegate { StockAutopilotCommand.AutopilotButtonClick(buttonIndex, this); });
                // bad idea to use RemoveAllListeners() since no easy way to re-add the original stock listener to onClick
            }
        }