Пример #1
0
 //returns a new Orbit object that represents the result of applying a given dV to o at UT
 public static Orbit PerturbedOrbit(this Orbit o, double UT, Vector3d dV)
 {
     //should these in fact be swapped?
     return(MuUtils.OrbitFromStateVectors(o.SwappedAbsolutePositionAtUT(UT), o.SwappedOrbitalVelocityAtUT(UT) + dV, o.referenceBody, UT));
 }
Пример #2
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        //Computes the time and delta-V of an ejection burn to a Hohmann transfer from one planet to another.
        //It's assumed that the initial orbit around the first planet is circular, and that this orbit
        //is in the same plane as the orbit of the first planet around the sun. It's also assumed that
        //the target planet has a fairly low relative inclination with respect to the first planet. If the
        //inclination change is nonzero you should also do a mid-course correction burn, as computed by
        //DeltaVForCourseCorrection.
        public static Vector3d DeltaVAndTimeForInterplanetaryTransferEjection(Orbit o, double UT, Orbit target, bool syncPhaseAngle, out double burnUT)
        {
            Orbit planetOrbit = o.referenceBody.orbit;

            //Compute the time and dV for a Hohmann transfer where we pretend that we are the planet we are orbiting.
            //This gives us the "ideal" deltaV and UT of the ejection burn, if we didn't have to worry about waiting for the right
            //ejection angle and if we didn't have to worry about the planet's gravity dragging us back and increasing the required dV.
            double   idealBurnUT;
            Vector3d idealDeltaV;

            if (syncPhaseAngle)
            {
                //time the ejection burn to intercept the target
                idealDeltaV = DeltaVAndTimeForHohmannTransfer(planetOrbit, target, UT, out idealBurnUT);
            }
            else
            {
                //don't time the ejection burn to intercept the target; we just care about the final peri/apoapsis
                idealBurnUT = UT;
                if (target.semiMajorAxis < planetOrbit.semiMajorAxis)
                {
                    idealDeltaV = DeltaVToChangePeriapsis(planetOrbit, idealBurnUT, target.semiMajorAxis);
                }
                else
                {
                    idealDeltaV = DeltaVToChangeApoapsis(planetOrbit, idealBurnUT, target.semiMajorAxis);
                }
            }

            //Compute the actual transfer orbit this ideal burn would lead to.
            Orbit transferOrbit = planetOrbit.PerturbedOrbit(idealBurnUT, idealDeltaV);

            //Now figure out how to approximately eject from our current orbit into the Hohmann orbit we just computed.

            //Assume we want to exit the SOI with the same velocity as the ideal transfer orbit at idealUT -- i.e., immediately
            //after the "ideal" burn we used to compute the transfer orbit. This isn't quite right.
            //We intend to eject from our planet at idealUT and only several hours later will we exit the SOI. Meanwhile
            //the transfer orbit will have acquired a slightly different velocity, which we should correct for. Maybe
            //just add in (1/2)(sun gravity)*(time to exit soi)^2 ? But how to compute time to exit soi? Or maybe once we
            //have the ejection orbit we should just move the ejection burn back by the time to exit the soi?
            Vector3d soiExitVelocity = idealDeltaV;

            //project the desired exit direction into the current orbit plane to get the feasible exit direction
            Vector3d inPlaneSoiExitDirection = Vector3d.Exclude(o.SwappedOrbitNormal(), soiExitVelocity).normalized;

            //compute the angle by which the trajectory turns between periapsis (where we do the ejection burn)
            //and SOI exit (approximated as radius = infinity)
            double soiExitEnergy  = 0.5 * soiExitVelocity.sqrMagnitude - o.referenceBody.gravParameter / o.referenceBody.sphereOfInfluence;
            double ejectionRadius = o.semiMajorAxis; //a guess, good for nearly circular orbits

            double ejectionKineticEnergy = soiExitEnergy + o.referenceBody.gravParameter / ejectionRadius;
            double ejectionSpeed         = Math.Sqrt(2 * ejectionKineticEnergy);

            //construct a sample ejection orbit
            Vector3d ejectionOrbitInitialVelocity = ejectionSpeed * (Vector3d)o.referenceBody.transform.right;
            Vector3d ejectionOrbitInitialPosition = o.referenceBody.position + ejectionRadius * (Vector3d)o.referenceBody.transform.up;
            Orbit    sampleEjectionOrbit          = MuUtils.OrbitFromStateVectors(ejectionOrbitInitialPosition, ejectionOrbitInitialVelocity, o.referenceBody, 0);
            double   ejectionOrbitDuration        = sampleEjectionOrbit.NextTimeOfRadius(0, o.referenceBody.sphereOfInfluence);
            Vector3d ejectionOrbitFinalVelocity   = sampleEjectionOrbit.SwappedOrbitalVelocityAtUT(ejectionOrbitDuration);

            double turningAngle = Math.Abs(Vector3d.Angle(ejectionOrbitInitialVelocity, ejectionOrbitFinalVelocity));

            //rotate the exit direction by 90 + the turning angle to get a vector pointing to the spot in our orbit
            //where we should do the ejection burn. Then convert this to a true anomaly and compute the time closest
            //to planetUT at which we will pass through that true anomaly.
            Vector3d ejectionPointDirection = Quaternion.AngleAxis(-(float)(90 + turningAngle), o.SwappedOrbitNormal()) * inPlaneSoiExitDirection;
            double   ejectionTrueAnomaly    = o.TrueAnomalyFromVector(ejectionPointDirection);

            burnUT = o.TimeOfTrueAnomaly(ejectionTrueAnomaly, idealBurnUT - o.period);

            if ((idealBurnUT - burnUT > o.period / 2) || (burnUT < UT))
            {
                burnUT += o.period;
            }

            //rotate the exit direction by the turning angle to get a vector pointing to the spot in our orbit
            //where we should do the ejection burn
            Vector3d ejectionBurnDirection = Quaternion.AngleAxis(-(float)(turningAngle), o.SwappedOrbitNormal()) * inPlaneSoiExitDirection;
            Vector3d ejectionVelocity      = ejectionSpeed * ejectionBurnDirection;

            Vector3d preEjectionVelocity = o.SwappedOrbitalVelocityAtUT(burnUT);

            return(ejectionVelocity - preEjectionVelocity);
        }
Пример #3
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        //Computes the time and delta-V of an ejection burn to a Hohmann transfer from one planet to another.
        //It's assumed that the initial orbit around the first planet is circular, and that this orbit
        //is in the same plane as the orbit of the first planet around the sun. It's also assumed that
        //the target planet has a fairly low relative inclination with respect to the first planet. If the
        //inclination change is nonzero you should also do a mid-course correction burn, as computed by
        //DeltaVForCourseCorrection.
        public static Vector3d DeltaVAndTimeForInterplanetaryLambertTransferEjection(Orbit o, double UT, Orbit target, out double burnUT)
        {
            Orbit planetOrbit = o.referenceBody.orbit;

            //Compute the time and dV for a Hohmann transfer where we pretend that we are the planet we are orbiting.
            //This gives us the "ideal" deltaV and UT of the ejection burn, if we didn't have to worry about waiting for the right
            //ejection angle and if we didn't have to worry about the planet's gravity dragging us back and increasing the required dV.
            double   idealBurnUT;
            Vector3d idealDeltaV;

            //time the ejection burn to intercept the target
            //idealDeltaV = DeltaVAndTimeForHohmannTransfer(planetOrbit, target, UT, out idealBurnUT);
            double vesselOrbitVelocity = OrbitalManeuverCalculator.CircularOrbitSpeed(o.referenceBody, o.semiMajorAxis);

            idealDeltaV = DeltaVAndTimeForHohmannLambertTransfer(planetOrbit, target, UT, out idealBurnUT, vesselOrbitVelocity);

            Debug.Log("idealBurnUT = " + idealBurnUT + ", idealDeltaV = " + idealDeltaV);

            //Compute the actual transfer orbit this ideal burn would lead to.
            Orbit transferOrbit = planetOrbit.PerturbedOrbit(idealBurnUT, idealDeltaV);

            //Now figure out how to approximately eject from our current orbit into the Hohmann orbit we just computed.

            //Assume we want to exit the SOI with the same velocity as the ideal transfer orbit at idealUT -- i.e., immediately
            //after the "ideal" burn we used to compute the transfer orbit. This isn't quite right.
            //We intend to eject from our planet at idealUT and only several hours later will we exit the SOI. Meanwhile
            //the transfer orbit will have acquired a slightly different velocity, which we should correct for. Maybe
            //just add in (1/2)(sun gravity)*(time to exit soi)^2 ? But how to compute time to exit soi? Or maybe once we
            //have the ejection orbit we should just move the ejection burn back by the time to exit the soi?
            Vector3d soiExitVelocity = idealDeltaV;

            Debug.Log("soiExitVelocity = " + (Vector3)soiExitVelocity);

            //compute the angle by which the trajectory turns between periapsis (where we do the ejection burn)
            //and SOI exit (approximated as radius = infinity)
            double soiExitEnergy  = 0.5 * soiExitVelocity.sqrMagnitude - o.referenceBody.gravParameter / o.referenceBody.sphereOfInfluence;
            double ejectionRadius = o.semiMajorAxis; //a guess, good for nearly circular orbits

            Debug.Log("soiExitEnergy = " + soiExitEnergy);
            Debug.Log("ejectionRadius = " + ejectionRadius);

            double ejectionKineticEnergy = soiExitEnergy + o.referenceBody.gravParameter / ejectionRadius;
            double ejectionSpeed         = Math.Sqrt(2 * ejectionKineticEnergy);

            Debug.Log("ejectionSpeed = " + ejectionSpeed);

            //construct a sample ejection orbit
            Vector3d ejectionOrbitInitialVelocity = ejectionSpeed * (Vector3d)o.referenceBody.transform.right;
            Vector3d ejectionOrbitInitialPosition = o.referenceBody.position + ejectionRadius * (Vector3d)o.referenceBody.transform.up;
            Orbit    sampleEjectionOrbit          = MuUtils.OrbitFromStateVectors(ejectionOrbitInitialPosition, ejectionOrbitInitialVelocity, o.referenceBody, 0);
            double   ejectionOrbitDuration        = sampleEjectionOrbit.NextTimeOfRadius(0, o.referenceBody.sphereOfInfluence);
            Vector3d ejectionOrbitFinalVelocity   = sampleEjectionOrbit.SwappedOrbitalVelocityAtUT(ejectionOrbitDuration);

            double turningAngle = Vector3d.Angle(ejectionOrbitInitialVelocity, ejectionOrbitFinalVelocity);

            Debug.Log("turningAngle = " + turningAngle);

            //sine of the angle between the vessel orbit and the desired SOI exit velocity
            double outOfPlaneAngle = (Math.PI / 180) * (90 - Vector3d.Angle(soiExitVelocity, o.SwappedOrbitNormal()));

            Debug.Log("outOfPlaneAngle (rad) = " + outOfPlaneAngle);

            double coneAngle = Math.PI / 2 - (Math.PI / 180) * turningAngle;

            Debug.Log("coneAngle (rad) = " + coneAngle);

            Vector3d exitNormal = Vector3d.Cross(-soiExitVelocity, o.SwappedOrbitNormal()).normalized;
            Vector3d normal2    = Vector3d.Cross(exitNormal, -soiExitVelocity).normalized;

            //unit vector pointing to the spot on our orbit where we will burn.
            //fails if outOfPlaneAngle > coneAngle.
            Vector3d ejectionPointDirection = Math.Cos(coneAngle) * (-soiExitVelocity.normalized)
                                              + Math.Cos(coneAngle) * Math.Tan(outOfPlaneAngle) * normal2
                                              - Math.Sqrt(Math.Pow(Math.Sin(coneAngle), 2) - Math.Pow(Math.Cos(coneAngle) * Math.Tan(outOfPlaneAngle), 2)) * exitNormal;

            Debug.Log("soiExitVelocity = " + (Vector3)soiExitVelocity);
            Debug.Log("vessel orbit normal = " + (Vector3)(1000 * o.SwappedOrbitNormal()));
            Debug.Log("exitNormal = " + (Vector3)(1000 * exitNormal));
            Debug.Log("normal2 = " + (Vector3)(1000 * normal2));
            Debug.Log("ejectionPointDirection = " + ejectionPointDirection);


            double ejectionTrueAnomaly = o.TrueAnomalyFromVector(ejectionPointDirection);

            burnUT = o.TimeOfTrueAnomaly(ejectionTrueAnomaly, idealBurnUT - o.period);

            if ((idealBurnUT - burnUT > o.period / 2) || (burnUT < UT))
            {
                burnUT += o.period;
            }

            Vector3d ejectionOrbitNormal = Vector3d.Cross(ejectionPointDirection, soiExitVelocity).normalized;

            Debug.Log("ejectionOrbitNormal = " + ejectionOrbitNormal);
            Vector3d ejectionBurnDirection = Quaternion.AngleAxis(-(float)(turningAngle), ejectionOrbitNormal) * soiExitVelocity.normalized;

            Debug.Log("ejectionBurnDirection = " + ejectionBurnDirection);
            Vector3d ejectionVelocity = ejectionSpeed * ejectionBurnDirection;

            Vector3d preEjectionVelocity = o.SwappedOrbitalVelocityAtUT(burnUT);

            return(ejectionVelocity - preEjectionVelocity);
        }
Пример #4
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 public Orbit EndOrbit()
 {
     return(MuUtils.OrbitFromStateVectors(WorldEndPosition(), WorldEndVelocity(), body, endUT));
 }
Пример #5
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        protected void MaintainAerobrakeNode()
        {
            if (makeAerobrakeNodes)
            {
                //Remove node after finishing aerobraking:
                if (aerobrakeNode != null && vessel.patchedConicSolver.maneuverNodes.Contains(aerobrakeNode))
                {
                    if (aerobrakeNode.UT < vesselState.time && vesselState.altitudeASL > mainBody.RealMaxAtmosphereAltitude())
                    {
                        aerobrakeNode.RemoveSelf();
                        aerobrakeNode = null;
                    }
                }

                //Update or create node if necessary:
                ReentrySimulation.Result r = Result;
                if (r != null && r.outcome == ReentrySimulation.Outcome.AEROBRAKED)
                {
                    //Compute the node dV:
                    Orbit preAerobrakeOrbit = GetReenteringPatch();

                    //Put the node at periapsis, unless we're past periapsis. In that case put the node at the current time.
                    double UT;
                    if (preAerobrakeOrbit == orbit &&
                        vesselState.altitudeASL < mainBody.RealMaxAtmosphereAltitude() && vesselState.speedVertical > 0)
                    {
                        UT = vesselState.time;
                    }
                    else
                    {
                        UT = preAerobrakeOrbit.NextPeriapsisTime(preAerobrakeOrbit.StartUT);
                    }

                    Orbit postAerobrakeOrbit = MuUtils.OrbitFromStateVectors(r.WorldAeroBrakePosition(), r.WorldAeroBrakeVelocity(), r.body, r.aeroBrakeUT);

                    Vector3d dV = OrbitalManeuverCalculator.DeltaVToChangeApoapsis(preAerobrakeOrbit, UT, postAerobrakeOrbit.ApR);

                    if (aerobrakeNode != null && vessel.patchedConicSolver.maneuverNodes.Contains(aerobrakeNode))
                    {
                        //update the existing node
                        Vector3d nodeDV = preAerobrakeOrbit.DeltaVToManeuverNodeCoordinates(UT, dV);
                        aerobrakeNode.UpdateNode(nodeDV, UT);
                    }
                    else
                    {
                        //place a new node
                        aerobrakeNode = vessel.PlaceManeuverNode(preAerobrakeOrbit, dV, UT);
                    }
                }
                else
                {
                    //no aerobraking, remove the node:
                    if (aerobrakeNode != null && vessel.patchedConicSolver.maneuverNodes.Contains(aerobrakeNode))
                    {
                        aerobrakeNode.RemoveSelf();
                    }
                }
            }
            else
            {
                //Remove aerobrake node when it is turned off:
                if (aerobrakeNode != null && vessel.patchedConicSolver.maneuverNodes.Contains(aerobrakeNode))
                {
                    aerobrakeNode.RemoveSelf();
                }
            }
        }