Example #1
0
        // provides AoA limiting and ground track steering to pitch controllers (possibly should be moved into the attitude controller, but
        // right now it collaborates too heavily with the ascent autopilot)
        //
        protected void attitudeTo(double desiredPitch)
        {
            double desiredHeading = OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel, vesselState, autopilot.desiredInclination);

            Vector3d desiredHeadingVector = Math.Sin(desiredHeading * UtilMath.Deg2Rad) * vesselState.east + Math.Cos(desiredHeading * UtilMath.Deg2Rad) * vesselState.north;

            Vector3d desiredThrustVector = Math.Cos(desiredPitch * UtilMath.Deg2Rad) * desiredHeadingVector
                                           + Math.Sin(desiredPitch * UtilMath.Deg2Rad) * vesselState.up;

            thrustVectorForNavball = desiredThrustVector;

            desiredThrustVector = desiredThrustVector.normalized;

            if (autopilot.limitAoA)
            {
                float fade = vesselState.dynamicPressure < autopilot.aoALimitFadeoutPressure ? (float)(autopilot.aoALimitFadeoutPressure / vesselState.dynamicPressure) : 1;
                autopilot.currentMaxAoA = Math.Min(fade * autopilot.maxAoA, 180d);
                autopilot.limitingAoA   = vessel.altitude <mainBody.atmosphereDepth && Vector3.Angle(vesselState.surfaceVelocity, desiredThrustVector)> autopilot.currentMaxAoA;

                if (autopilot.limitingAoA)
                {
                    desiredThrustVector = Vector3.RotateTowards(vesselState.surfaceVelocity, desiredThrustVector, (float)(autopilot.currentMaxAoA * Mathf.Deg2Rad), 1).normalized;
                }
            }

            double pitch = 90 - Vector3d.Angle(desiredThrustVector, vesselState.up);
            double hdg;

            if (pitch > 89.9)
            {
                hdg = desiredHeading;
            }
            else
            {
                hdg = MuUtils.ClampDegrees360(UtilMath.Rad2Deg * Math.Atan2(Vector3d.Dot(desiredThrustVector, vesselState.east), Vector3d.Dot(desiredThrustVector, vesselState.north)));
            }

            if (autopilot.forceRoll)
            {
                core.attitude.AxisControl(!vessel.Landed, !vessel.Landed, !vessel.Landed && vesselState.altitudeBottom > 50);

                if (desiredPitch == 90.0)
                {
                    core.attitude.attitudeTo(hdg, pitch, autopilot.turnRoll, this);
                }
                else
                {
                    core.attitude.attitudeTo(hdg, pitch, autopilot.verticalRoll, this);
                }
            }
            else
            {
                core.attitude.attitudeTo(desiredThrustVector, AttitudeReference.INERTIAL, this);
            }
        }
Example #2
0
 public override void OnFixedUpdate()
 {
     if (NavBallGuidance && autopilot != null && autopilot.ascentPath != null)
     {
         double   angle         = Math.PI / 180 * autopilot.ascentPath.FlightPathAngle(vesselState.altitudeASL, vesselState.speedSurface);
         double   heading       = Math.PI / 180 * OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel.mainBody, autopilot.desiredInclination, launchLatitude, OrbitalManeuverCalculator.CircularOrbitSpeed(vessel.mainBody, autopilot.desiredOrbitAltitude + mainBody.Radius));
         Vector3d horizontalDir = Math.Cos(heading) * vesselState.north + Math.Sin(heading) * vesselState.east;
         Vector3d dir           = Math.Cos(angle) * horizontalDir + Math.Sin(angle) * vesselState.up;
         core.target.UpdateDirectionTarget(dir);
     }
 }
Example #3
0
 public override void OnFixedUpdate()
 {
     if (NavBallGuidance && autopilot != null && autopilot.ascentPath != null)
     {
         double   angle         = UtilMath.Deg2Rad * autopilot.ascentPath.FlightPathAngle(vesselState.altitudeASL, vesselState.speedSurface);
         double   heading       = UtilMath.Deg2Rad * OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel, vesselState, autopilot.desiredInclination);
         Vector3d horizontalDir = Math.Cos(heading) * vesselState.north + Math.Sin(heading) * vesselState.east;
         Vector3d dir           = Math.Cos(angle) * horizontalDir + Math.Sin(angle) * vesselState.up;
         core.target.UpdateDirectionTarget(dir);
     }
 }
        void DriveVerticalAscent(FlightCtrlState s)
        {
            if (timedLaunch)
            {
                status = "Awaiting liftoff";
                core.attitude.AxisControl(false, false, false);
                return;
            }

            if (!ascentPath.IsVerticalAscent(vesselState.altitudeASL, vesselState.speedSurface))
            {
                mode = AscentMode.GRAVITY_TURN;
            }
            if (autoThrottle && orbit.ApA > desiredOrbitAltitude)
            {
                mode = AscentMode.COAST_TO_APOAPSIS;
            }

            //during the vertical ascent we just thrust straight up at max throttle
            if (forceRoll)
            { // pre-align roll unless correctiveSteering is active as it would just interfere with that
                double desiredHeading = OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel.mainBody, desiredInclination, launchLatitude, OrbitalManeuverCalculator.CircularOrbitSpeed(vessel.mainBody, desiredOrbitAltitude + mainBody.Radius));
                core.attitude.attitudeTo(desiredHeading, 90, verticalRoll, this);
            }
            else
            {
                core.attitude.attitudeTo(Vector3d.up, AttitudeReference.SURFACE_NORTH, this);
            }

            core.attitude.AxisControl(!vessel.Landed, !vessel.Landed, !vessel.Landed && vesselState.altitudeBottom > 50);

            if (autoThrottle)
            {
                core.thrust.targetThrottle = 1.0F;
            }

            if (!vessel.LiftedOff() || vessel.Landed)
            {
                status = "Awaiting liftoff";
            }
            else
            {
                status = "Vertical ascent";
            }
        }
Example #5
0
        // this provides ground track heading based on desired inclination and is what most consumers should call
        protected void attitudeTo(double desiredPitch)
        {
            double desiredHeading = OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel, vesselState, autopilot.desiredInclination);

            attitudeTo(desiredPitch, desiredHeading);
        }
        void DriveCoastToApoapsis(FlightCtrlState s)
        {
            core.thrust.targetThrottle = 0;

            double circularSpeed       = OrbitalManeuverCalculator.CircularOrbitSpeed(mainBody, orbit.ApR);
            double apoapsisSpeed       = orbit.SwappedOrbitalVelocityAtUT(orbit.NextApoapsisTime(vesselState.time)).magnitude;
            double circularizeBurnTime = (circularSpeed - apoapsisSpeed) / vesselState.limitedMaxThrustAccel;

            //Once we get above the atmosphere, plan and execute the circularization maneuver.
            //For orbits near the edge of the atmosphere, we can't wait until we break the atmosphere
            //to start the burn, so we also compare the timeToAp with the expected circularization burn time.
            //if ((vesselState.altitudeASL > mainBody.RealMaxAtmosphereAltitude())
            //    || (vesselState.limitedMaxThrustAccel > 0 && orbit.timeToAp < circularizeBurnTime / 1.8))

            // Sarbian : removed the special case for now. Some ship where turning while still in atmosphere

            if (vesselState.altitudeASL > mainBody.RealMaxAtmosphereAltitude())
            {
                if (autodeploySolarPanels)
                {
                    core.solarpanel.ExtendAll();
                }

                mode = AscentMode.CIRCULARIZE;
                core.warp.MinimumWarp();
                return;
            }

            //if our apoapsis has fallen too far, resume the gravity turn
            if (orbit.ApA < desiredOrbitAltitude - 1000.0)
            {
                mode = AscentMode.GRAVITY_TURN;
                core.warp.MinimumWarp();
                return;
            }

            //point prograde and thrust gently if our apoapsis falls below the target
            //core.attitude.attitudeTo(Vector3d.forward, AttitudeReference.ORBIT, this);

            // Actually I have a better idea: Don't initiate orientation changes when there's a chance that our main engine
            // might reignite. There won't be enough control authority to counteract that much momentum change.
            // - Starwaster
            core.thrust.targetThrottle = 0;

            double   desiredHeading         = MathExtensions.Deg2Rad * OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel.mainBody, desiredInclination, launchLatitude, OrbitalManeuverCalculator.CircularOrbitSpeed(vessel.mainBody, desiredOrbitAltitude + mainBody.Radius));
            Vector3d desiredHeadingVector   = Math.Sin(desiredHeading) * vesselState.east + Math.Cos(desiredHeading) * vesselState.north;
            double   desiredFlightPathAngle = ascentPath.FlightPathAngle(vesselState.altitudeASL, vesselState.speedSurface);

            Vector3d desiredThrustVector = Math.Cos(desiredFlightPathAngle * MathExtensions.Deg2Rad) * desiredHeadingVector
                                           + Math.Sin(desiredFlightPathAngle * MathExtensions.Deg2Rad) * vesselState.up;


            core.attitude.attitudeTo(desiredThrustVector.normalized, AttitudeReference.INERTIAL, this);
            if (autoThrottle && orbit.ApA < desiredOrbitAltitude)
            {
                core.attitude.attitudeTo(Vector3d.forward, AttitudeReference.INERTIAL, this);
                core.thrust.targetThrottle = ThrottleToRaiseApoapsis(orbit.ApR, desiredOrbitAltitude + mainBody.Radius);
            }

            if (core.node.autowarp)
            {
                //warp at x2 physical warp:
                core.warp.WarpPhysicsAtRate(2);
            }

            status = "Coasting to edge of atmosphere";
        }
        void DriveGravityTurn(FlightCtrlState s)
        {
            //stop the gravity turn when our apoapsis reaches the desired altitude
            if (autoThrottle && orbit.ApA > desiredOrbitAltitude)
            {
                mode = AscentMode.COAST_TO_APOAPSIS;
                return;
            }

            //if we've fallen below the turn start altitude, go back to vertical ascent
            if (ascentPath.IsVerticalAscent(vesselState.altitudeASL, vesselState.speedSurface))
            {
                mode = AscentMode.VERTICAL_ASCENT;
                return;
            }

            if (autoThrottle)
            {
                core.thrust.targetThrottle = ThrottleToRaiseApoapsis(orbit.ApR, desiredOrbitAltitude + mainBody.Radius);
                if (core.thrust.targetThrottle < 1.0F)
                {
                    //when we are bringing down the throttle to make the apoapsis accurate, we're liable to point in weird
                    //directions because thrust goes down and so "difficulty" goes up. so just burn prograde
                    core.attitude.attitudeTo(Vector3d.forward, AttitudeReference.ORBIT, this);
                    status = "Fine tuning apoapsis";
                    return;
                }
            }

            //transition gradually from the rotating to the non-rotating reference frame. this calculation ensures that
            //when our maximum possible apoapsis, given our orbital energy, is desiredOrbitalRadius, then we are
            //fully in the non-rotating reference frame and thus doing the correct calculations to get the right inclination
            double GM = mainBody.gravParameter;
            double potentialDifferenceWithApoapsis = GM / vesselState.radius - GM / (mainBody.Radius + desiredOrbitAltitude);
            double verticalSpeedForDesiredApoapsis = Math.Sqrt(2 * potentialDifferenceWithApoapsis);
            double referenceFrameBlend             = Mathf.Clamp((float)(vesselState.speedOrbital / verticalSpeedForDesiredApoapsis), 0.0F, 1.0F);

            Vector3d actualVelocityUnit = ((1 - referenceFrameBlend) * vesselState.surfaceVelocity.normalized
                                           + referenceFrameBlend * vesselState.orbitalVelocity.normalized).normalized;

            double   desiredHeading         = MathExtensions.Deg2Rad * OrbitalManeuverCalculator.HeadingForLaunchInclination(vessel.mainBody, desiredInclination, launchLatitude, OrbitalManeuverCalculator.CircularOrbitSpeed(vessel.mainBody, desiredOrbitAltitude + mainBody.Radius));
            Vector3d desiredHeadingVector   = Math.Sin(desiredHeading) * vesselState.east + Math.Cos(desiredHeading) * vesselState.north;
            double   desiredFlightPathAngle = ascentPath.FlightPathAngle(vesselState.altitudeASL, vesselState.speedSurface);

            Vector3d desiredVelocityUnit = Math.Cos(desiredFlightPathAngle * Math.PI / 180) * desiredHeadingVector
                                           + Math.Sin(desiredFlightPathAngle * Math.PI / 180) * vesselState.up;

            Vector3d desiredThrustVector = desiredVelocityUnit;

            if (correctiveSteering)
            {
                Vector3d velocityError = (desiredVelocityUnit - actualVelocityUnit);

                const double Kp = 5.0; //control gain

                //"difficulty" scales the controller gain to account for the difficulty of changing a large velocity vector given our current thrust
                double difficulty = vesselState.surfaceVelocity.magnitude / (50 + 10 * vesselState.ThrustAccel(core.thrust.targetThrottle));
                if (difficulty > 5)
                {
                    difficulty = 5;
                }

                if (vesselState.limitedMaxThrustAccel == 0)
                {
                    difficulty = 1.0;                                         //so we don't freak out over having no thrust between stages
                }
                Vector3d steerOffset = Kp * difficulty * velocityError;

                //limit the amount of steering to 10 degrees. Furthermore, never steer to a FPA of > 90 (that is, never lean backward)
                double maxOffset = 10 * Math.PI / 180;
                if (desiredFlightPathAngle > 80)
                {
                    maxOffset = (90 - desiredFlightPathAngle) * Math.PI / 180;
                }
                if (steerOffset.magnitude > maxOffset)
                {
                    steerOffset = maxOffset * steerOffset.normalized;
                }

                desiredThrustVector += steerOffset;
            }

            desiredThrustVector = desiredThrustVector.normalized;

            if (limitAoA)
            {
                float fade = vesselState.dynamicPressure < aoALimitFadeoutPressure ? (float)(aoALimitFadeoutPressure / vesselState.dynamicPressure) : 1;
                currentMaxAoA = Math.Min(fade * maxAoA, 180d);
                limitingAoA   = vessel.altitude <mainBody.atmosphereDepth && Vector3.Angle(vesselState.surfaceVelocity, desiredThrustVector)> currentMaxAoA;

                if (limitingAoA)
                {
                    desiredThrustVector = Vector3.RotateTowards(vesselState.surfaceVelocity, desiredThrustVector, (float)(currentMaxAoA * Mathf.Deg2Rad), 1).normalized;
                }
            }

            if (forceRoll && Vector3.Angle(vesselState.up, vesselState.forward) > 7 && core.attitude.attitudeError < 5)
            {
                var pitch = 90 - Vector3.Angle(vesselState.up, desiredThrustVector);
                var hdg   = core.rover.HeadingToPos(vessel.CoM, vessel.CoM + desiredThrustVector);
                core.attitude.attitudeTo(hdg, pitch, turnRoll, this);
            }
            else
            {
                core.attitude.attitudeTo(desiredThrustVector, AttitudeReference.INERTIAL, this);
            }

            status = "Gravity turn";
        }