Пример #1
0
        /// <summary>
        ///   Calculates the velocities of this vessel at some future universal timestamp,
        ///   taking into account all currently predicted SOI transition patches, and also
        ///   assuming that all the planned maneuver nodes will actually be executed precisely
        ///   as planned.  Note that this cannot "see" into the future any farther than the
        ///   KSP orbit patches setting allows for.
        /// </summary>
        /// <param name="timeStamp">The time to predict for.  Although the intention is to
        ///   predict for a future time, it could be used to predict for a past time.</param>
        /// <returns>The orbit/surface velocity pair as a user-readable Vector in raw rotation coordinates.</returns>
        override public OrbitableVelocity GetVelocitiesAtUT(TimeSpan timeStamp)
        {
            string blockingTech;

            if (!Career.CanMakeNodes(out blockingTech))
            {
                throw new KOSLowTechException("use VELOCITYAT on a vessel", blockingTech);
            }

            double desiredUT = timeStamp.ToUnixStyleTime();

            Orbit patch = GetOrbitAtUT(desiredUT);

            Vector3d orbVel = patch.getOrbitalVelocityAtUT(desiredUT);

            // This is an ugly workaround to fix what is probably a bug in KSP's API:
            // If looking at a future orbit patch around a child body of the current body, then
            // the various get{Thingy}AtUT() methods return numbers calculated incorrectly as
            // if the child body was going to remain stationary where it is now, rather than
            // taking into account where it will be later when the intercept happens.
            // This corrects for that case:
            if (Utils.BodyOrbitsBody(patch.referenceBody, Vessel.orbit.referenceBody))
            {
                Vector3d futureBodyVel = patch.referenceBody.orbit.getOrbitalVelocityAtUT(desiredUT);
                orbVel = orbVel + futureBodyVel;
            }

            // For some weird reason orbital velocities are returned by the KSP API
            // with Y and Z swapped, so swap them back:
            orbVel = new Vector3d(orbVel.x, orbVel.z, orbVel.y);


            CelestialBody parent = patch.referenceBody;
            Vector        surfVel;

            if (parent != null)
            {
                Vector3d pos = GetPositionAtUT(timeStamp);
                surfVel = new Vector(orbVel - parent.getRFrmVel(pos + Shared.Vessel.findWorldCenterOfMass()));
            }
            else
            {
                surfVel = new Vector(orbVel.x, orbVel.y, orbVel.z);
            }

            return(new OrbitableVelocity(new Vector(orbVel), surfVel));
        }
Пример #2
0
        private ListValue BuildPatchList()
        {
            var list  = new ListValue();
            var orb   = Orbit;
            int index = 0;
            int highestAllowedIndex = Career.PatchLimit();

            while (index <= highestAllowedIndex)
            {
                if (orb == null || (!orb.activePatch))
                {
                    break;
                }

                list.Add(new OrbitInfo(orb, Shared));
                orb = orb.nextPatch;
                ++index;
            }
            return(list);
        }
Пример #3
0
        public void Remove()
        {
            if (nodeRef == null)
            {
                return;
            }

            string careerReason;

            if (!Career.CanMakeNodes(out careerReason))
            {
                throw new KOSLowTechException("use maneuver nodes", careerReason);
            }

            nodeLookup.Remove(nodeRef);

            vesselRef.patchedConicSolver.RemoveManeuverNode(nodeRef);

            nodeRef   = null;
            vesselRef = null;
        }
Пример #4
0
        public void AddToVessel(Vessel v)
        {
            if (nodeRef != null)
            {
                throw new Exception("Node has already been added");
            }

            string careerReason;

            if (!Career.CanMakeNodes(out careerReason))
            {
                throw new KOSLowTechException("use maneuver nodes", careerReason);
            }

            vesselRef = v;
            nodeRef   = v.patchedConicSolver.AddManeuverNode(time);

            UpdateNodeDeltaV();

            v.patchedConicSolver.UpdateFlightPlan();

            nodeLookup.Add(nodeRef, this);
        }
Пример #5
0
 public override void Execute(SharedObjects shared)
 {
     AssertArgBottomAndConsume(shared); // no args
     ReturnValue = new Career();
 }