GetUllageStability() публичный Метод

public GetUllageStability ( ) : double
Результат double
Пример #1
0
        public override void UpdateSolver(EngineThermodynamics ambientTherm, double altitude, Vector3d vel, double mach, bool sIgnited, bool oxygen, bool underwater)
        {
            throttledUp = false;

            // handle ignition
            if (HighLogic.LoadedSceneIsFlight)
            {
                if (vessel.ctrlState.mainThrottle > 0f || throttleLocked)
                {
                    throttledUp = true;
                }
                else
                {
                    ignited = false;
                }
                IgnitionUpdate();

                // Ullage
                bool pressureOK = ullageSet.PressureOK();
                propellantStatus = "Nominal";
                if (ullage && RFSettings.Instance.simulateUllage)
                {
                    propellantStatus = ullageSet.GetUllageState(out ullageColor);
                    part.stackIcon.SetIconColor(ullageColor);
                    if (EngineIgnited && ignited && throttledUp && rfSolver.GetRunning())
                    {
                        double state     = ullageSet.GetUllageStability();
                        double testValue = Math.Pow(state, RFSettings.Instance.stabilityPower);
                        if (UnityEngine.Random.value > testValue)
                        {
                            ScreenMessages.PostScreenMessage(ullageFail);
                            FlightLogger.fetch.LogEvent("[" + FormatTime(vessel.missionTime) + "] " + ullageFail.message);
                            reignitable = false;
                            ullageOK    = false;
                            ignited     = false;
                            Flameout("Vapor in feed line");
                        }
                    }
                }
                if (!pressureOK)
                {
                    propellantStatus = "Feed pressure too low"; // override ullage status indicator
                    Flameout("Lack of pressure", false, ignited);
                    ignited     = false;
                    reignitable = false;
                }
                needSetPropStatus = false;

                rfSolver.SetPropellantStatus(pressureOK, (ullageOK || !RFSettings.Instance.simulateUllage));

                // do thrust curve
                if (ignited && useThrustCurve)
                {
                    thrustCurveRatio = (float)((propellants[curveProp].totalResourceAvailable / propellants[curveProp].totalResourceCapacity));
                    if (thrustCurveUseTime)
                    {
                        thrustCurveDisplay = thrustCurve.Evaluate(curveTime);
                        if (EngineIgnited)
                        {
                            curveTime += TimeWarp.fixedDeltaTime;
                        }
                    }
                    else
                    {
                        thrustCurveDisplay = thrustCurve.Evaluate(thrustCurveRatio);
                    }
                    rfSolver.UpdateThrustRatio(thrustCurveDisplay);
                }
            }

            // Set part temp
            rfSolver.SetPartTemp(part.temperature);

            // do heat
            // heatProduction = (float)(scaleRecip * extHeatkW / PhysicsGlobals.InternalHeatProductionFactor * part.thermalMassReciprocal);
            heatProduction = 0;

            // run base method code
            base.UpdateSolver(ambientTherm, altitude, vel, mach, ignited, oxygen, CheckTransformsUnderwater());
        }
        public override void UpdateSolver(EngineThermodynamics ambientTherm, double altitude, Vector3d vel, double mach, bool sIgnited, bool oxygen, bool underwater)
        {
            UnityEngine.Profiling.Profiler.BeginSample("ModuleEnginesRF.UpdateSolver");
            throttledUp = false;

            // handle ignition
            if (HighLogic.LoadedSceneIsFlight)
            {
                if (vessel.ctrlState.mainThrottle > 0f || throttleLocked)
                {
                    throttledUp = true;
                }
                else
                {
                    ignited = false; // FIXME handle engine spinning down, non-instant shutoff.
                }
                IgnitionUpdate();

                // Ullage
                if (ullage && RFSettings.Instance.simulateUllage)
                {
                    if (EngineIgnited && ignited && throttledUp && rfSolver.GetRunning())
                    {
                        double state     = ullageSet.GetUllageStability();
                        double testValue = Math.Pow(state, RFSettings.Instance.stabilityPower);
                        if (UnityEngine.Random.value > testValue)
                        {
                            ScreenMessages.PostScreenMessage(ullageFail);
                            FlightLogger.fetch.LogEvent($"[{FormatTime(vessel.missionTime)}] {ullageFail.message}");
                            reignitable = false;
                            ullageOK    = false;
                            ignited     = false;
                            Flameout("Vapor in feed line");
                        }
                    }
                }
                if (!ullageSet.PressureOK())
                {
                    Flameout("Lack of pressure", false, ignited);
                    ignited     = false;
                    reignitable = false;
                }

                rfSolver.SetPropellantStatus(ullageSet.PressureOK(), ullageOK || !RFSettings.Instance.simulateUllage);

                // do thrust curve
                if (ignited && useThrustCurve)
                {
                    thrustCurveRatio   = (float)(curveProp.totalResourceAvailable / curveProp.totalResourceCapacity);
                    thrustCurveDisplay = thrustCurve.Evaluate(thrustCurveUseTime ? curveTime : thrustCurveRatio);
                    if (thrustCurveUseTime && EngineIgnited)
                    {
                        curveTime += TimeWarp.fixedDeltaTime;
                    }
                    rfSolver.UpdateThrustRatio(thrustCurveDisplay);
                }
            }

            // Set part temp
            rfSolver.SetPartTemp(part.temperature);

            // do heat
            // heatProduction = (float)(scaleRecip * extHeatkW / PhysicsGlobals.InternalHeatProductionFactor * part.thermalMassReciprocal);
            heatProduction = 0;

            // run base method code
            base.UpdateSolver(ambientTherm, altitude, vel, mach, ignited, oxygen, CheckTransformsUnderwater());
            UnityEngine.Profiling.Profiler.EndSample();
        }