Exemple #1
0
        override public void activateAction()
        {
            base.activateAction();
            warping = true;
            Orbit       orbit       = this.scriptModule.orbit;
            VesselState vesselState = this.scriptModule.vesselState;
            Vessel      vessel      = FlightGlobals.ActiveVessel;

            switch (warpTarget)
            {
            case WarpTarget.Periapsis:
                targetUT = orbit.NextPeriapsisTime(vesselState.time);
                break;

            case WarpTarget.Apoapsis:
                if (orbit.eccentricity < 1)
                {
                    targetUT = orbit.NextApoapsisTime(vesselState.time);
                }
                break;

            case WarpTarget.SoI:
                if (orbit.patchEndTransition != Orbit.PatchTransitionType.FINAL)
                {
                    targetUT = orbit.EndUT;
                }
                break;

            case WarpTarget.Node:
                if (vessel.patchedConicsUnlocked() && vessel.patchedConicSolver.maneuverNodes.Any())
                {
                    targetUT = vessel.patchedConicSolver.maneuverNodes[0].UT;
                }
                break;

            case WarpTarget.Time:
                targetUT = vesselState.time + timeOffset;
                break;

            case WarpTarget.PhaseAngleT:
                if (core.target.NormalTargetExists)
                {
                    Orbit reference;
                    if (core.target.TargetOrbit.referenceBody == orbit.referenceBody)
                    {
                        reference = orbit;                                 // we orbit arround the same body
                    }
                    else
                    {
                        reference = orbit.referenceBody.orbit;
                    }
                    // From Kerbal Alarm Clock
                    double angleChangePerSec = (360 / core.target.TargetOrbit.period) - (360 / reference.period);
                    double currentAngle      = reference.PhaseAngle(core.target.TargetOrbit, vesselState.time);
                    double angleDigff        = currentAngle - phaseAngle;
                    if (angleDigff > 0 && angleChangePerSec > 0)
                    {
                        angleDigff -= 360;
                    }
                    if (angleDigff < 0 && angleChangePerSec < 0)
                    {
                        angleDigff += 360;
                    }
                    double TimeToTarget = Math.Floor(Math.Abs(angleDigff / angleChangePerSec));
                    targetUT = vesselState.time + TimeToTarget;
                }
                break;

            case WarpTarget.AtmosphericEntry:
                try
                {
                    targetUT = OrbitExtensions.NextTimeOfRadius(vessel.orbit, vesselState.time, vesselState.mainBody.Radius + vesselState.mainBody.RealMaxAtmosphereAltitude());
                }
                catch
                {
                    warping = false;
                }
                break;

            case WarpTarget.SuicideBurn:
                try
                {
                    targetUT = OrbitExtensions.SuicideBurnCountdown(orbit, vesselState, vessel) + vesselState.time;
                }
                catch
                {
                    warping = false;
                }
                break;

            default:
                targetUT = vesselState.time;
                break;
            }
        }
        public ManeuverParameters ComputeEjectionManeuver(Vector3d exit_velocity, Orbit initial_orbit, double UT_0)
        {
            double GM  = initial_orbit.referenceBody.gravParameter;
            double C3  = exit_velocity.sqrMagnitude;
            double Mh  = initial_orbit.referenceBody.sphereOfInfluence;
            double Rpe = initial_orbit.semiMajorAxis;

            double isma = 2 / Mh - C3 / GM; //inverted Semi-major Axis, will work for parabolic orbit
            double ecc  = 1.0 - Rpe * isma;

            //double vstart = Math.Sqrt(GM * (2 / Rpe - isma)); //{ total start boost}
            //double slat = Rpe * Rpe * vstart * vstart / GM;

            //the problem here should be R for circular orbit instead of Rpe
            double slat = 2 * Rpe - isma * Rpe * Rpe; //but we don't know start point (yet) in elliptic orbit

            double theta = Math.Acos((slat / Mh - 1) / ecc);


            /*
             * //old way infinity hyperbolic:
             * //problems: it's not necessary hyperbolic (in case of low speed exit_velocity),
             * //and exit_velocity appears not infinite far from celestial body, but only sphereOfInfluence far
             * //i.e. Mh in previous statements(theta, isma) is not infinity!
             *
             * double sma = -GM / C3;
             *
             * double ecc = 1 - Rpe / sma;
             * double theta = Math.Acos(-1 / ecc);
             *
             */
            Vector3d intersect_1;
            Vector3d intersect_2;

            // intersect_1 is the optimal position on the orbit assuming the orbit is circular and the sphere of influence is infinite
            IntersectConePlane(exit_velocity, theta, initial_orbit.h, out intersect_1, out intersect_2);

            Vector3d eccvec = initial_orbit.GetEccVector();

            double true_anomaly = AngleAboutAxis(eccvec, intersect_1, initial_orbit.h);
            // GetMeanAnomalyAtTrueAnomaly expects degrees and returns radians
            double mean_anomaly = initial_orbit.GetMeanAnomalyAtTrueAnomaly(true_anomaly * UtilMath.Rad2Deg);

            double delta_mean_anomaly = MuUtils.ClampRadiansPi(mean_anomaly - initial_orbit.MeanAnomalyAtUT(UT_0));

            double UT = UT_0 + delta_mean_anomaly / initial_orbit.MeanMotion();

            Vector3d V_0 = initial_orbit.getOrbitalVelocityAtUT(UT);
            Vector3d pos = initial_orbit.getRelativePositionAtUT(UT);

            double final_vel = Math.Sqrt(C3 + 2 * GM / pos.magnitude);

            Vector3d x = pos.normalized;
            Vector3d z = Vector3d.Cross(x, exit_velocity).normalized;
            Vector3d y = Vector3d.Cross(z, x);

            theta = Math.PI / 2;
            double dtheta = 0.001;
            Orbit  sample = new Orbit();

            double theta_err = double.MaxValue;

            for (int iteration = 0; iteration < 50; ++iteration)
            {
                Vector3d V_1 = final_vel * (Math.Cos(theta) * x + Math.Sin(theta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                theta_err = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);
                if (double.IsNaN(theta_err))
                {
                    return(null);
                }
                if (Math.Abs(theta_err) <= 0.1 * UtilMath.Deg2Rad)
                {
                    return(new ManeuverParameters((V_1 - V_0).xzy, UT));
                }

                V_1 = final_vel * (Math.Cos(theta + dtheta) * x + Math.Sin(theta + dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_2 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                V_1 = final_vel * (Math.Cos(theta - dtheta) * x + Math.Sin(theta - dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_3 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                double derr = MuUtils.ClampRadiansPi(theta_err_2 - theta_err_3) / (2 * dtheta);

                theta = MuUtils.ClampRadiansTwoPi(theta - theta_err / derr);

                // if theta > pi, replace with 2pi - theta, the function ejection_angle=f(theta) is symmetrc wrt theta=pi
                if (theta > Math.PI)
                {
                    theta = 2 * Math.PI - theta;
                }
            }

            return(null);
        }
Exemple #3
0
        protected override void WindowGUI(int windowID)
        {
            GUILayout.BeginVertical();

            GUILayout.BeginHorizontal();
            GUILayout.Label(Localizer.Format("#MechJeb_WarpHelper_label1"), GUILayout.ExpandWidth(false));//"Warp to: "
            warpTarget = (WarpTarget)GuiUtils.ComboBox.Box((int)warpTarget, warpTargetStrings, this);
            GUILayout.EndHorizontal();

            if (warpTarget == WarpTarget.Time)
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label(Localizer.Format("#MechJeb_WarpHelper_label2"), GUILayout.ExpandWidth(true));//"Warp for: "
                timeOffset.text = GUILayout.TextField(timeOffset.text, GUILayout.Width(100));
                GUILayout.EndHorizontal();
            }
            else if (warpTarget == WarpTarget.PhaseAngleT)
            {
                // I wonder if I should check for target that don't make sense
                if (!core.target.NormalTargetExists)
                {
                    GUILayout.Label(Localizer.Format("#MechJeb_WarpHelper_label3"));//"You need a target"
                }
                else
                {
                    GuiUtils.SimpleTextBox(Localizer.Format("#MechJeb_WarpHelper_label4"), phaseAngle, "º", 60);//"Phase Angle:"
                }
            }

            GUILayout.BeginHorizontal();

            GuiUtils.SimpleTextBox(Localizer.Format("#MechJeb_WarpHelper_label5"), leadTime, "");//"Lead time: "

            if (warping)
            {
                if (GUILayout.Button(Localizer.Format("#MechJeb_WarpHelper_button1")))//"Abort"
                {
                    warping = false;
                    core.warp.MinimumWarp(true);
                }
            }
            else
            {
                if (GUILayout.Button(Localizer.Format("#MechJeb_WarpHelper_button2")))//"Warp"
                {
                    warping = true;

                    switch (warpTarget)
                    {
                    case WarpTarget.Periapsis:
                        targetUT = orbit.NextPeriapsisTime(vesselState.time);
                        break;

                    case WarpTarget.Apoapsis:
                        if (orbit.eccentricity < 1)
                        {
                            targetUT = orbit.NextApoapsisTime(vesselState.time);
                        }
                        break;

                    case WarpTarget.SoI:
                        if (orbit.patchEndTransition != Orbit.PatchTransitionType.FINAL)
                        {
                            targetUT = orbit.EndUT;
                        }
                        break;

                    case WarpTarget.Node:
                        if (vessel.patchedConicsUnlocked() && vessel.patchedConicSolver.maneuverNodes.Any())
                        {
                            targetUT = vessel.patchedConicSolver.maneuverNodes[0].UT;
                        }
                        break;

                    case WarpTarget.Time:
                        targetUT = vesselState.time + timeOffset;
                        break;

                    case WarpTarget.PhaseAngleT:
                        if (core.target.NormalTargetExists)
                        {
                            Orbit reference;
                            if (core.target.TargetOrbit.referenceBody == orbit.referenceBody)
                            {
                                reference = orbit;     // we orbit arround the same body
                            }
                            else
                            {
                                reference = orbit.referenceBody.orbit;
                            }
                            // From Kerbal Alarm Clock
                            double angleChangePerSec = (360 / core.target.TargetOrbit.period) - (360 / reference.period);
                            double currentAngle      = reference.PhaseAngle(core.target.TargetOrbit, vesselState.time);
                            double angleDigff        = currentAngle - phaseAngle;
                            if (angleDigff > 0 && angleChangePerSec > 0)
                            {
                                angleDigff -= 360;
                            }
                            if (angleDigff < 0 && angleChangePerSec < 0)
                            {
                                angleDigff += 360;
                            }
                            double TimeToTarget = Math.Floor(Math.Abs(angleDigff / angleChangePerSec));
                            targetUT = vesselState.time + TimeToTarget;
                        }
                        break;

                    case WarpTarget.AtmosphericEntry:
                        try
                        {
                            targetUT = OrbitExtensions.NextTimeOfRadius(vessel.orbit, vesselState.time, vesselState.mainBody.Radius + vesselState.mainBody.RealMaxAtmosphereAltitude());
                        }
                        catch
                        {
                            warping = false;
                        }
                        break;

                    case WarpTarget.SuicideBurn:
                        try
                        {
                            targetUT = OrbitExtensions.SuicideBurnCountdown(orbit, vesselState, vessel) + vesselState.time;
                        }
                        catch
                        {
                            warping = false;
                        }
                        break;

                    default:
                        targetUT = vesselState.time;
                        break;
                    }
                }
            }

            GUILayout.EndHorizontal();

            core.warp.useQuickWarpInfoItem();

            if (warping)
            {
                GUILayout.Label(Localizer.Format("#MechJeb_WarpHelper_label6") + (leadTime > 0 ? GuiUtils.TimeToDHMS(leadTime) + " before " : "") + warpTargetStrings[(int)warpTarget] + ".");         //"Warping to "
            }
            core.warp.ControlWarpButton();

            GUILayout.EndVertical();

            base.WindowGUI(windowID);
        }
Exemple #4
0
        static ManeuverParameters ComputeEjectionManeuver(Vector3d exit_velocity, Orbit initial_orbit, double UT_0)
        {
            double GM    = initial_orbit.referenceBody.gravParameter;
            double C3    = exit_velocity.sqrMagnitude;
            double sma   = -GM / C3;
            double Rpe   = initial_orbit.semiMajorAxis;
            double ecc   = 1 - Rpe / sma;
            double theta = Math.Acos(-1 / ecc);

            Vector3d intersect_1;
            Vector3d intersect_2;

            // intersect_1 is the optimal position on the orbit assuming the orbit is circular and the sphere of influence is infinite
            IntersectConePlane(exit_velocity, theta, initial_orbit.h, out intersect_1, out intersect_2);

            Vector3d eccvec = initial_orbit.GetEccVector();

            double true_anomaly = AngleAboutAxis(eccvec, intersect_1, initial_orbit.h);
            // GetMeanAnomalyAtTrueAnomaly expects degrees and returns radians
            double mean_anomaly = initial_orbit.GetMeanAnomalyAtTrueAnomaly(true_anomaly * 180 / Math.PI);

            double delta_mean_anomaly = MuUtils.ClampRadiansPi(mean_anomaly - initial_orbit.MeanAnomalyAtUT(UT_0));

            double UT = UT_0 + delta_mean_anomaly / initial_orbit.MeanMotion();

            Vector3d V_0 = initial_orbit.getOrbitalVelocityAtUT(UT);
            Vector3d pos = initial_orbit.getRelativePositionAtUT(UT);

            double final_vel = Math.Sqrt(C3 + 2 * GM / pos.magnitude);

            Vector3d x = pos.normalized;
            Vector3d z = Vector3d.Cross(x, exit_velocity).normalized;
            Vector3d y = Vector3d.Cross(z, x);

            theta = Math.PI / 2;
            double dtheta = 0.001;
            Orbit  sample = new Orbit();

            double theta_err = Double.MaxValue;

            for (int iteration = 0; iteration < 50; ++iteration)
            {
                Vector3d V_1 = final_vel * (Math.Cos(theta) * x + Math.Sin(theta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                theta_err = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);
                if (double.IsNaN(theta_err))
                {
                    return(null);
                }
                if (Math.Abs(theta_err) <= Math.PI / 1800)
                {
                    return(new ManeuverParameters((V_1 - V_0).xzy, UT));
                }

                V_1 = final_vel * (Math.Cos(theta + dtheta) * x + Math.Sin(theta + dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_2 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                V_1 = final_vel * (Math.Cos(theta - dtheta) * x + Math.Sin(theta - dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_3 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                double derr = MuUtils.ClampRadiansPi(theta_err_2 - theta_err_3) / (2 * dtheta);

                theta = MuUtils.ClampRadiansTwoPi(theta - theta_err / derr);

                // if theta > pi, replace with 2pi - theta, the function ejection_angle=f(theta) is symmetrc wrt theta=pi
                if (theta > Math.PI)
                {
                    theta = 2 * Math.PI - theta;
                }
            }

            return(null);
        }