public void UpdateImbalance(bool useDefTorque, params IList <EngineWrapper>[] engines) { var torque = CalculateImbalance(useDefTorque, engines); // if(VSL.OnPlanet) torque += VSL.LocalDir(VSL.OnPlanetParams.AeroTorque); Imbalance.Update(EnginesLimits.Clamp(torque)); }
public void UpdateImbalance(params IList <EngineWrapper>[] engines) { var torque = Vector3.zero; for (int i = 0; i < engines.Length; i++) { for (int j = 0; j < engines[i].Count; j++) { var e = engines[i][j]; torque += e.Torque(e.throttle * e.limit); } } Imbalance.Update(EnginesLimits.Clamp(torque)); }
public void UpdateImbalance(params IList <EngineWrapper>[] engines) { var torque = CalculateImbalance(engines); Imbalance.Update(EnginesLimits.Clamp(torque)); }