예제 #1
0
        void Update()
        {
            //////
            thisVessel = FlightGlobals.ActiveVessel;
            //////

            Vector3 DesiredDebugPosition = Vector3.Reflect(thisVessel.srf_velocity.normalized, -SurfaceNormal);

            if (DEBUG_LINES)
            {
                DrawLine(thisVessel.transform.position, thisVessel.transform.up.normalized * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(255.0f, 0.0f, 0.0f), DEBUG_LINE_DESTROY_TIMESTEP);
                DrawLine(thisVessel.transform.position, thisVessel.velocityD.normalized * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(0.0f, 0.0f, 255.0f), DEBUG_LINE_DESTROY_TIMESTEP);
                DrawLine(thisVessel.transform.position, DesiredDebugPosition.normalized * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(0.0f, 255.0f, 0.0f), DEBUG_LINE_DESTROY_TIMESTEP);
                DrawLine(thisVessel.transform.position, SurfaceNormal * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(50.0f, 50.0f, 50.0f), DEBUG_LINE_DESTROY_TIMESTEP);
                DrawLine(thisVessel.transform.position, new Vector3(0, 1.0f, 0) * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(50.0f, 50.0f, 50.0f), DEBUG_LINE_DESTROY_TIMESTEP);
                DrawLine(thisVessel.transform.position, (thisVessel.transform.up.normalized - DesiredDebugPosition.normalized).normalized * DEBUG_LINE_LENGTH + thisVessel.transform.position, new Color(255.0f, 255.0f, 0.0f), DEBUG_LINE_DESTROY_TIMESTEP);
            }

            HorizontalSpeed = new Vector2((float)vesselVelocity.x, (float)vesselVelocity.y);

            engines = thisVessel.FindPartModuleImplementing <ModuleEngines>();

            #region Calculate thrust Atmospheric/Vaccum
            if (thisVessel.atmDensity == 0)
            {
                acceleration = (engines.MaxThrustOutputVac(true)) / (double)(thisVessel.totalMass);
            }
            else
            {
                acceleration = (engines.MaxThrustOutputAtm(false, true, 1, thisVessel.atmosphericTemperature, thisVessel.atmDensity)) / thisVessel.totalMass;
            }
            #endregion

            vesselVelocity = thisVessel.velocityD;
            shipPosition   = thisVessel.transform.position;
            altitude       = (float)thisVessel.altitude;
            SurfaceNormal  = thisVessel.mainBody.GetSurfaceNVector(thisVessel.latitude, thisVessel.longitude);
            ShipUp         = thisVessel.transform.up;

            #region Keyboard shortcuts

            if (Input.GetKeyDown(KeyCode.P) && activated == true)
            {
                activated = false;
                thisVessel.OnFlyByWire -= EngineControlThread;
                thisVessel.OnFlyByWire -= landingVectorControl;
                print("-------------------- Suicide Burn Script Deactivated");
            }
            else if (Input.GetKeyDown(KeyCode.P))
            {
                activated = true;
                thisVessel.OnFlyByWire += EngineControlThread;
                thisVessel.OnFlyByWire += landingVectorControl;
                print("-------------------- Suicide Burn Script Activated");
            }

            if (Input.GetKeyDown(KeyCode.L))
            {
                Quaternion angle = Quaternion.Euler(0.0f, 45.0f, 0.0f);
                thisVessel.SetRotation(angle);
            }

            if (Input.GetKeyDown(KeyCode.J) && debug == true)
            {
                debug = false;
            }
            else if (Input.GetKeyDown(KeyCode.J) && debug != true)
            {
                debug = true;
            }

            #endregion

            ////////calculating the place where we need to start burning

            maxDeceleration = (float)(acceleration - thisVessel.graviticAcceleration.magnitude);
            stopDist        = (float)Math.Round(((thisVessel.speed * thisVessel.speed) / (2 * maxDeceleration)), 4);
            burnStart       = (float)Math.Round((stopDist + (altitude - thisVessel.heightFromTerrain)), 4) + (thisVessel.transform.localScale.y) * 3 + burnTolerance;

            if (altitude <= burnStart && stopDist >= burnTolerance / 2)// && thisVessel.velocityD.y < 0)//(altitude + burnTolerance >= burnStart && altitude - burnTolerance <= burnStart || altitude < burnStart && thisVessel.velocityD.y < 0)
            {
                thrust = 1.0f;
                //print("-------------------- Thrusting");
            }
            else
            {
                thrust = 0.0f;
                //print("-------------------- Thrust = 0000");
            }
            tick++;
            if (tick >= printTickInterval)
            {
                tick = 0;
                if (debug)                             ////////////////////          DEBUG   CONSOLE   OUTPUT          ////////////////////
                {
                    print("-------------------- burnStart:" + burnStart.ToString());
                    print("-------------------- stopDist:" + stopDist.ToString());
                    print("-------------------- Altitude:" + altitude.ToString());
                    print("-------------------- Thrust:" + thrust.ToString());
                    print("-------------------- ShipAcceleration:" + thisVessel.acceleration.magnitude.ToString());
                    print("-------------------- ShipAccelerationNormalized:" + thisVessel.acceleration.normalized.ToString());
                    print("- - - - - - - - - -  YAW" + FlightGlobals.ship_rotation.eulerAngles.z.ToString());
                    print("- - - - - - - - - -  PITCH" + FlightGlobals.ship_rotation.eulerAngles.y.ToString());
                    print("- - - - - - - - - -  ROLL" + FlightGlobals.ship_rotation.eulerAngles.x.ToString());
                    print("- - - - - - - - - -  Normal" + SurfaceNormal.ToString());
                    print("- - - - - - - - - -  Up" + ShipUp.ToString());
                    print("- - - - - - - - - -  Angle" + Vector3.Dot(SurfaceNormal, ShipUp));
                    print("- - - - - - - - - -  Gravity" + thisVessel.graviticAcceleration.magnitude);
                    print("-------------------- ShipVelocity:" + thisVessel.velocityD.normalized);
                    print("-------------------- Max Acceleration:" + acceleration);//First().maxFuelFlow);
                    print("-------------------- Total Mass:" + thisVessel.totalMass);
                }

                /*
                 * for (int i = 0; i < thisVessel.FindPartModulesImplementing<ModuleEngines>().Count; i++)
                 * {
                 *  print("-------------------- Active Engines" + engines[i]);
                 * }
                 */
            }
        }