Example #1
0
        private bool HoverThrust(double tar_altitude)
        {
            double vessel_up_ratio = State.Vessel.VelocityMag > 100d ?
                                     -State.Vessel.Velocity.Norm() * State.Vessel.SurfUp :
                                     State.Vessel.Direction * State.Vessel.SurfUp;

            if (vessel_up_ratio < 0.5d)
            {
                Command.SetThrottle(0d);
                return(false);
            }

            double max_thrust_up = vessel_up_ratio * State.Vessel.AvailableThrust;
            double max_acc_up    = Math.Max(0.01d, max_thrust_up / State.Vessel.Mass * LANDING_MAX_THROTTLE - State.Vessel.GravityMag);
            double max_acc_down  = State.Vessel.GravityMag * LANDING_MAX_THROTTLE;

            LinearPlanner.Hover(State.Vessel.Altitude - tar_altitude,
                                0.3d, max_acc_up, max_acc_down,
                                out double tar_vel, out double tar_acc);
            tar_acc += (tar_vel - State.Vessel.VelocityUp) * 2d;
            double tar_throttle = Math.Clamp((tar_acc + State.Vessel.GravityMag) * State.Vessel.Mass / max_thrust_up, 0d, 1d);

            Command.SetThrottle(tar_throttle);

            return(false);
        }
Example #2
0
        private Status AtitudeControl()
        {
            if (Command.DirectionVector is null)
            {
                return(AtitudeControlSetRPY(0d, 0d, 0d));
            }

            Vector3d pitch_axis = State.Vessel.Right;
            Vector3d yaw_axis   = -State.Vessel.Up;
            Vector3d torque     = State.Vessel.AvailablePosTorque;
            Vector3d moi        = State.Vessel.MomentOfInertia;

            //Console.WriteLine("{0}\t{1}", torque.ToString("0.000"), State.Vessel.AvailableTorque.Item2.ToString("0.000"));
            //atitude_controller_.LinearK = 1d;// MathLib.Lerp(2d, 1d, MathLib.InverseLerpWithClamp(0d, 0.1d, Command.Throttle));
            //atitude_controller_.Kp = atitude_controller_.LinearK * 2d;
            atitude_controller_.MaxPitchAngAcc = -torque.X / moi.X * pitch_axis;
            atitude_controller_.MaxYawAngAcc   = -torque.Z / moi.Z * yaw_axis;
            atitude_controller_.Update(
                Command.DirectionVector,
                State.Vessel.Direction,
                State.Vessel.AngularVelocity,
                out double pitch,
                out double yaw);

            double acc = 0d, vel = 0d;
            double roll_torque = torque.Y / moi.Y;

            if (Command.HeadingMode == Command.Type.VALUE)
            {
                Vector3d turn_v      = Vector3d.Cross(State.Vessel.SurfUp, State.Vessel.Direction);
                double   heading     = Command.HeadingAngle;
                Vector3d origin_down = State.Vessel.SurfNorth * Math.Sin(heading) + State.Vessel.SurfEast * Math.Cos(heading);
                Vector3d tar_down    = turn_v.RotationMatrix() * origin_down;
                Vector3d roll_v      = Vector3d.Cross(-State.Vessel.Up, tar_down);
                double   roll_ang    = roll_v * State.Vessel.Forward;
                LinearPlanner.Hover(roll_ang,
                                    altitude_controller_roll_linear_k_,
                                    roll_torque * altitude_controller_roll_max_act_,
                                    roll_torque * altitude_controller_roll_max_act_,
                                    out vel, out acc);
            }
            double vel_err = State.Vessel.AngularVelocity * State.Vessel.Forward - vel;
            double roll    = (acc + vel_err * altitude_controller_roll_kp_) / roll_torque;

            altitude_controller_roll_int_ = Math.Clamp(altitude_controller_roll_int_ + roll * altitude_controller_roll_ki_, -0.5d, 0.5d);
            roll = Math.Clamp(roll + altitude_controller_roll_int_, -1d, 1d);

            double max_py = Math.Max(0.2d, 1d - Math.Abs(roll) / 1.5d);

            pitch = Math.Clamp(pitch, -max_py, max_py);
            yaw   = Math.Clamp(yaw, -max_py, max_py);
            //return AtitudeControlSetRPY(0, 0, 0);
            return(AtitudeControlSetRPY(roll, pitch, yaw));
        }
Example #3
0
        private bool HoverRcs(Vector3d tar_pos = null, RcsLayout rcs_layout = RcsLayout.TOP)
        {
            if (!Trajectory.ResultAvailable)
            {
                return(false);
            }

            double vessel_up_ratio = -State.Vessel.Direction * State.Vessel.Velocity.Norm();

            if (vessel_up_ratio < 0.9d && State.Vessel.VelocityMag > 50d)
            {
                Command.SetRcsRight(0d);
                Command.SetRcsUp(0d);
                return(false);
            }

            double rcs_force_limit = RcsMaxHorizonForce(rcs_layout);
            double max_rcs_acc     = rcs_force_limit / State.Vessel.Mass * 0.9d;

            Vector3d tar_vel_h;
            Vector3d tar_acc_h;

            if (tar_pos == null)
            {
                tar_vel_h = Vector3d.Zero;
                tar_acc_h = Vector3d.Zero;
            }
            else
            {
                Vector3d err_v = tar_pos - State.Vessel.Position;// Trajectory.ImpactPositionWithAction;
                Vector3d err_h = VectorHorizonPart(err_v);
                double   err   = err_h.Length();
                LinearPlanner.Hover(
                    err, 1d, max_rcs_acc, max_rcs_acc,
                    out double tar_vel, out double tar_acc);

                tar_vel_h = -err_h.Norm() * tar_vel;
                tar_acc_h = -err_h.Norm() * tar_acc;
            }

            tar_acc_h += (tar_vel_h - State.Vessel.VelocityHorizon) * 1d;
            RcsSetByForce(
                Math.Clamp(tar_acc_h * State.Vessel.Right * State.Vessel.Mass, -rcs_force_limit, rcs_force_limit),
                Math.Clamp(tar_acc_h * State.Vessel.Up * State.Vessel.Mass, -rcs_force_limit, rcs_force_limit));

            return(false);
        }
Example #4
0
        public void ApproachCalculatePcs(
            Vector3d dst_dir, Vector3d tar_vec_lateral,
            double tar_distance_lateral, double tar_distance_facing,
            Vector3d rel_vel_vec,
            out Vector3d tar_acc_vec)
        {
            RcsForceOnSpecificDirection(dst_dir, out double f_facing, out double fr_facing);
            double a_facing = f_facing / State.Vessel.Mass, ar_facing = fr_facing / State.Vessel.Mass;
            double k = tar_distance_facing < 0d ?
                       Math.Clamp(-tar_distance_facing, 0.01d, 1d) :
                       Math.Clamp((tar_distance_facing - 1d) / 100d, 0.01d, 0.1d);

            LinearPlanner.Hover(
                tar_distance_facing, k,
                a_facing * 0.8d, ar_facing * 0.8d,
                out double route_vel_facing, out double route_acc_facing);
            Vector3d rel_vel_facing_vec     = rel_vel_vec * dst_dir * dst_dir;
            Vector3d tar_rel_vel_facing_vec = route_vel_facing * dst_dir;
            Vector3d tar_rel_acc_facing_vec = route_acc_facing * dst_dir
                                              + (tar_rel_vel_facing_vec - rel_vel_facing_vec) * 2d;

            Vector3d lat_dir = tar_vec_lateral.Norm();

            RcsForceOnSpecificDirection(lat_dir, out double f_lat, out double fr_lat);;
            double a_lat = f_lat / State.Vessel.Mass, ar_lat = fr_lat / State.Vessel.Mass;

            LinearPlanner.Hover(
                tar_distance_lateral, 1d,
                a_lat * 0.8d, ar_lat * 0.8d,
                out double route_vel_lat, out double route_acc_lat);
            route_vel_lat = -route_vel_lat;
            route_acc_lat = -route_acc_lat;
            Vector3d rel_vel_lat_vec     = rel_vel_vec - rel_vel_facing_vec;
            Vector3d tar_rel_vel_lat_vec = route_vel_lat * lat_dir;
            Vector3d tar_rel_acc_lat_vec = route_acc_lat * lat_dir +
                                           (tar_rel_vel_lat_vec - rel_vel_lat_vec) * 5d;

            tar_acc_vec = tar_rel_acc_facing_vec + tar_rel_acc_lat_vec;
        }