Example #1
0
  public static environment_data analyze_environment(CelestialBody body, double altitude_mult)
  {
    // shortcuts
    CelestialBody sun = Sim.Sun();

    // calculate data
    environment_data env = new environment_data();
    env.body = body;
    env.altitude = body.Radius * altitude_mult;
    env.landed = env.altitude <= double.Epsilon;
    env.breathable = env.landed && body.atmosphereContainsOxygen;
    env.sun_dist = Sim.Apoapsis(Lib.PlanetarySystem(body)) - sun.Radius - body.Radius;
    Vector3d sun_dir = (sun.position - body.position).normalized;
    env.sun_flux = Sim.SolarFlux(env.sun_dist);
    env.body_flux = Sim.BodyFlux(body, body.position + sun_dir * (body.Radius + env.altitude));
    env.body_back_flux = Sim.BodyFlux(body, body.position - sun_dir * (body.Radius + env.altitude));
    env.background_temp = Sim.BackgroundTemperature();
    env.sun_temp = Sim.BlackBody(env.sun_flux);
    env.body_temp = Sim.BlackBody(env.body_flux);
    env.body_back_temp = Sim.BlackBody(env.body_back_flux);
    env.light_temp = env.background_temp + env.sun_temp + env.body_temp;
    env.shadow_temp = env.background_temp + env.body_back_temp;
    env.atmo_temp = body.GetTemperature(0.0);
    env.orbital_period = Sim.OrbitalPeriod(body, env.altitude);
    env.shadow_period = Sim.ShadowPeriod(body, env.altitude);
    env.shadow_time = env.shadow_period / env.orbital_period;
    env.temp_diff = env.landed && body.atmosphere
      ? Math.Abs(Settings.SurvivalTemperature - env.atmo_temp)
      : Lib.Mix(Math.Abs(Settings.SurvivalTemperature - env.light_temp), Math.Abs(Settings.SurvivalTemperature - env.shadow_temp), env.shadow_time);
    env.atmo_factor = env.landed ? Sim.AtmosphereFactor(body, 0.7071) : 1.0;

    // return data
    return env;
  }
Example #2
0
        public static void Body_info(this Panel p)
        {
            // only show in mapview
            if (!MapView.MapIsEnabled)
            {
                return;
            }

            // only show if there is a selected body and that body is not the sun
            CelestialBody body = Lib.MapViewSelectedBody();

            if (body == null || (Lib.IsSun(body) && !Features.Radiation))
            {
                return;
            }

            // calculate radiation at body surface
            double surfaceRadiation = Radiation.ComputeSurface(body, Sim.GammaTransparency(body, 0.0));

            // for all bodies except sun(s)
            if (!Lib.IsSun(body))
            {
                CelestialBody mainSun;
                Vector3d      sun_dir;
                double        sun_dist;
                double        solar_flux = Sim.SolarFluxAtBody(body, false, out mainSun, out sun_dir, out sun_dist);
                solar_flux *= Sim.AtmosphereFactor(body, 0.7071);

                // calculate simulation values
                double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
                double body_flux   = Sim.BodyFlux(body, 0.0);
                double total_flux  = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
                double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

                // calculate night-side temperature
                double total_flux_min  = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
                double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

                // surface panel
                string temperature_str = body.atmosphere
                                  ? Lib.HumanReadableTemp(temperature)
                                  : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
                p.AddSection(Local.BodyInfo_SURFACE);                                      //"SURFACE"
                p.AddContent(Local.BodyInfo_temperature, temperature_str);                 //"temperature"
                p.AddContent(Local.BodyInfo_solarflux, Lib.HumanReadableFlux(solar_flux)); //"solar flux"
                if (Features.Radiation)
                {
                    p.AddContent(Local.BodyInfo_radiation, Lib.HumanReadableRadiation(surfaceRadiation));                                    //"radiation"
                }
                // atmosphere panel
                if (body.atmosphere)
                {
                    p.AddSection(Local.BodyInfo_ATMOSPHERE);                                                                                      //"ATMOSPHERE"
                    p.AddContent(Local.BodyInfo_breathable, Sim.Breathable(body) ? Local.BodyInfo_breathable_yes : Local.BodyInfo_breathable_no); //"breathable""yes""no"
                    p.AddContent(Local.BodyInfo_lightabsorption, Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));                //"light absorption"
                    if (Features.Radiation)
                    {
                        p.AddContent(Local.BodyInfo_gammaabsorption, Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));                                        //"gamma absorption"
                    }
                }
            }

            // radiation panel
            if (Features.Radiation)
            {
                p.AddSection(Local.BodyInfo_RADIATION);                //"RADIATION"

                string inner, outer, pause;
                double activity, cycle;
                RadiationLevels(body, out inner, out outer, out pause, out activity, out cycle);

                if (Storm.sun_observation_quality > 0.5 && activity > -1)
                {
                    string title = Local.BodyInfo_solaractivity;                    //"solar activity"

                    if (Storm.sun_observation_quality > 0.7)
                    {
                        title = Lib.BuildString(title, ": ", Lib.Color(Local.BodyInfo_stormcycle.Format(Lib.HumanReadableDuration(cycle)), Lib.Kolor.LightGrey));                        // <<1>> cycle
                    }

                    p.AddContent(title, Lib.HumanReadablePerc(activity));
                }

                if (Storm.sun_observation_quality > 0.8)
                {
                    p.AddContent(Local.BodyInfo_radiationonsurface, Lib.HumanReadableRadiation(surfaceRadiation));                    //"radiation on surface:"
                }

                p.AddContent(Lib.BuildString(Local.BodyInfo_innerbelt, " ", Lib.Color(inner, Lib.Kolor.LightGrey)),                                                                                           //"inner belt: "
                             Radiation.show_inner ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_inner)); //"show""hide"
                p.AddContent(Lib.BuildString(Local.BodyInfo_outerbelt, " ", Lib.Color(outer, Lib.Kolor.LightGrey)),                                                                                           //"outer belt: "
                             Radiation.show_outer ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_outer)); //"show""hide"
                p.AddContent(Lib.BuildString(Local.BodyInfo_magnetopause, " ", Lib.Color(pause, Lib.Kolor.LightGrey)),                                                                                        //"magnetopause: "
                             Radiation.show_pause ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_pause)); //"show""hide"
            }

            // explain the user how to toggle the BodyInfo window
            p.AddContent(string.Empty);
            p.AddContent("<i>" + Local.BodyInfo_BodyInfoToggleHelp.Format("<b>B</b>") + "</i>");            //"Press <<1>> to open this window again"

            // set metadata
            p.Title(Lib.BuildString(Lib.Ellipsis(body.bodyName, Styles.ScaleStringLength(24)), " ", Lib.Color(Local.BodyInfo_title, Lib.Kolor.LightGrey)));            //"BODY INFO"
        }
Example #3
0
  // draw the window
  void render(int _)
  {
    // shortcut
    CelestialBody sun = FlightGlobals.Bodies[0];

    // get selected body
    CelestialBody body = Lib.SelectedBody();

    // calculate simulation values
    double atmo_factor = Sim.AtmosphereFactor(body, 0.7071);
    double gamma_factor = Sim.GammaTransparency(body, 0.0);
    double sun_dist = Sim.Apoapsis(Lib.PlanetarySystem(body)) - sun.Radius - body.Radius;
    Vector3d sun_dir = (sun.position - body.position).normalized;
    double solar_flux = Sim.SolarFlux(sun_dist) * atmo_factor;
    double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
    double body_flux = Sim.BodyFlux(body, 0.0);
    double total_flux = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
    double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

    // calculate night-side temperature
    double total_flux_min = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
    double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

    // calculate radiation at body surface
    double radiation = Radiation.ComputeSurface(body, gamma_factor);

    // draw pseudo-title
    GUILayout.BeginHorizontal();
    GUILayout.Label(body.bodyName.ToUpper(), top_style);
    GUILayout.EndHorizontal();

    // surface panel
    string temperature_str = body.atmosphere
      ? Lib.HumanReadableTemp(temperature)
      : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
    render_title("SURFACE");
    render_content("temperature", temperature_str);
    render_content("radiation", Lib.HumanReadableRadiationRate(radiation));
    render_content("solar flux", Lib.HumanReadableFlux(solar_flux));
    render_space();

    // atmosphere panel
    if (body.atmosphere)
    {
      render_title("ATMOSPHERE");
      render_content("breathable", body.atmosphereContainsOxygen ? "yes" : "no");
      render_content("light absorption", Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));
      render_content("gamma absorption", Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));
      render_space();
    }

    // rendering panel
    render_title("RENDERING");
    render_content("inner belt", ref Radiation.show_inner);
    render_content("outer belt", ref Radiation.show_outer);
    render_content("magnetopause", ref Radiation.show_pause);
    render_space();


    // draw footer
    GUILayout.BeginHorizontal();
    GUILayout.Label("(ALT+N to open and close)", bot_style);
    if (Lib.IsClicked()) Close();
    GUILayout.EndHorizontal();

    // enable dragging
    GUI.DragWindow(drag_rect);
  }
Example #4
0
  public static void body_info(this Panel p)
  {
    // only show in mapview
    if (!MapView.MapIsEnabled) return;

    // only show if there is a selected body and that body is not the sun
    CelestialBody body = Lib.SelectedBody();
    if (body == null || (body.flightGlobalsIndex == 0 && !Features.Radiation)) return;

    // shortcut
    CelestialBody sun = FlightGlobals.Bodies[0];

    // for all bodies except the sun
    if (body != sun)
    {
      // calculate simulation values
      double atmo_factor = Sim.AtmosphereFactor(body, 0.7071);
      double gamma_factor = Sim.GammaTransparency(body, 0.0);
      double sun_dist = Sim.Apoapsis(Lib.PlanetarySystem(body)) - sun.Radius - body.Radius;
      Vector3d sun_dir = (sun.position - body.position).normalized;
      double solar_flux = Sim.SolarFlux(sun_dist) * atmo_factor;
      double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
      double body_flux = Sim.BodyFlux(body, 0.0);
      double total_flux = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
      double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

      // calculate night-side temperature
      double total_flux_min = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
      double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

      // calculate radiation at body surface
      double radiation = Radiation.ComputeSurface(body, gamma_factor);

      // surface panel
      string temperature_str = body.atmosphere
        ? Lib.HumanReadableTemp(temperature)
        : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
      p.section("SURFACE");
      p.content("temperature", temperature_str);
      p.content("solar flux", Lib.HumanReadableFlux(solar_flux));
      if (Features.Radiation) p.content("radiation", Lib.HumanReadableRadiation(radiation));

      // atmosphere panel
      if (body.atmosphere)
      {
        p.section("ATMOSPHERE");
        p.content("breathable", Sim.Breathable(body) ? "yes" : "no");
        p.content("light absorption", Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));
        if (Features.Radiation) p.content("gamma absorption", Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));
      }
    }

    // rendering panel
    if (Features.Radiation)
    {
      p.section("RENDERING");
      p.content("inner belt",   Radiation.show_inner ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_inner));
      p.content("outer belt",   Radiation.show_outer ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_outer));
      p.content("magnetopause", Radiation.show_pause ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_pause));
    }

    // explain the user how to toggle the BodyInfo window
    p.content(string.Empty);
    p.content("<i>Press <b>B</b> to open this window again</i>");

    // set metadata
    p.title(Lib.BuildString(Lib.Ellipsis(body.bodyName, 24), " <color=#cccccc>BODY INFO</color>"));
  }