示例#1
0
        public Vessel_info(Vessel v, UInt64 vessel_id, UInt64 inc)
        {
            // NOTE: anything used here can't in turn use cache, unless you know what you are doing

            // NOTE: you can't cache vessel position
            // at any point in time all vessel/body positions are relative to a different frame of reference
            // so comparing the current position of a vessel, with the cached one of another make no sense

            // associate with an unique incremental id
            this.inc = inc;

            // determine if this is a valid vessel
            is_vessel = Lib.IsVessel(v);
            if (!is_vessel)
            {
                return;
            }

            // determine if this is a rescue mission vessel
            is_rescue = Misc.IsRescueMission(v);
            if (is_rescue)
            {
                return;
            }

            // dead EVA are not valid vessels
            if (EVA.IsDead(v))
            {
                return;
            }

            // shortcut for common tests
            is_valid = true;

            // generate id once
            id = vessel_id;

            // calculate crew info for the vessel
            crew_count    = Lib.CrewCount(v);
            crew_capacity = Lib.CrewCapacity(v);

            // get vessel position
            Vector3d position = Lib.VesselPosition(v);

            // this should never happen again
            if (Vector3d.Distance(position, v.mainBody.position) < 1.0)
            {
                throw new Exception("Shit hit the fan for vessel " + v.vesselName);
            }

            // determine if there is enough EC for a powered state
            powered = ResourceCache.Info(v, "ElectricCharge").amount > double.Epsilon;

            // determine if in sunlight, calculate sun direction and distance
            sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0;

            // environment stuff
            atmo_factor        = Sim.AtmosphereFactor(v.mainBody, position, sun_dir);
            gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude);
            underwater         = Sim.Underwater(v);
            breathable         = Sim.Breathable(v, underwater);
            landed             = Lib.Landed(v);
            zerog = !landed && (!v.mainBody.atmosphere || v.mainBody.atmosphereDepth < v.altitude);

            if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f)
            {
                highspeedWarp(v);
            }

            // temperature at vessel position
            temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux);
            temp_diff   = Sim.TempDiff(temperature, v.mainBody, landed);

            // radiation
            radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar);

            // extended atmosphere
            thermosphere = Sim.InsideThermosphere(v);
            exosphere    = Sim.InsideExosphere(v);

            // malfunction stuff
            malfunction = Reliability.HasMalfunction(v);
            critical    = Reliability.HasCriticalFailure(v);

            // communications info
            connection   = new ConnectionInfo(v, powered, blackout);
            transmitting = Science.Transmitting(v, connection.linked && connection.rate > double.Epsilon);

            // habitat data
            volume          = Habitat.Tot_volume(v);
            surface         = Habitat.Tot_surface(v);
            pressure        = Habitat.Pressure(v);
            evas            = (uint)(Math.Max(0, ResourceCache.Info(v, "Nitrogen").amount - 330) / PreferencesLifeSupport.Instance.evaAtmoLoss);
            poisoning       = Habitat.Poisoning(v);
            humidity        = Habitat.Humidity(v);
            shielding       = Habitat.Shielding(v);
            living_space    = Habitat.Living_space(v);
            volume_per_crew = Habitat.Volume_per_crew(v);
            comforts        = new Comforts(v, landed, crew_count > 1, connection.linked && connection.rate > double.Epsilon);

            // data about greenhouses
            greenhouses = Greenhouse.Greenhouses(v);

            // other stuff
            gravioli = Sim.Graviolis(v);
        }
示例#2
0
        public static void Body_info(this Panel p)
        {
            // only show in mapview
            if (!MapView.MapIsEnabled)
            {
                return;
            }

            // only show if there is a selected body and that body is not the sun
            CelestialBody body = Lib.MapViewSelectedBody();

            if (body == null || (Lib.IsSun(body) && !Features.Radiation))
            {
                return;
            }

            // calculate radiation at body surface
            double surfaceRadiation = Radiation.ComputeSurface(body, Sim.GammaTransparency(body, 0.0));

            // for all bodies except sun(s)
            if (!Lib.IsSun(body))
            {
                CelestialBody mainSun;
                Vector3d      sun_dir;
                double        sun_dist;
                double        solar_flux = Sim.SolarFluxAtBody(body, false, out mainSun, out sun_dir, out sun_dist);
                solar_flux *= Sim.AtmosphereFactor(body, 0.7071);

                // calculate simulation values
                double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
                double body_flux   = Sim.BodyFlux(body, 0.0);
                double total_flux  = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
                double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

                // calculate night-side temperature
                double total_flux_min  = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
                double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

                // surface panel
                string temperature_str = body.atmosphere
                                  ? Lib.HumanReadableTemp(temperature)
                                  : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
                p.AddSection(Local.BodyInfo_SURFACE);                                      //"SURFACE"
                p.AddContent(Local.BodyInfo_temperature, temperature_str);                 //"temperature"
                p.AddContent(Local.BodyInfo_solarflux, Lib.HumanReadableFlux(solar_flux)); //"solar flux"
                if (Features.Radiation)
                {
                    p.AddContent(Local.BodyInfo_radiation, Lib.HumanReadableRadiation(surfaceRadiation));                                    //"radiation"
                }
                // atmosphere panel
                if (body.atmosphere)
                {
                    p.AddSection(Local.BodyInfo_ATMOSPHERE);                                                                                      //"ATMOSPHERE"
                    p.AddContent(Local.BodyInfo_breathable, Sim.Breathable(body) ? Local.BodyInfo_breathable_yes : Local.BodyInfo_breathable_no); //"breathable""yes""no"
                    p.AddContent(Local.BodyInfo_lightabsorption, Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));                //"light absorption"
                    if (Features.Radiation)
                    {
                        p.AddContent(Local.BodyInfo_gammaabsorption, Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));                                        //"gamma absorption"
                    }
                }
            }

            // radiation panel
            if (Features.Radiation)
            {
                p.AddSection(Local.BodyInfo_RADIATION);                //"RADIATION"

                string inner, outer, pause;
                double activity, cycle;
                RadiationLevels(body, out inner, out outer, out pause, out activity, out cycle);

                if (Storm.sun_observation_quality > 0.5 && activity > -1)
                {
                    string title = Local.BodyInfo_solaractivity;                    //"solar activity"

                    if (Storm.sun_observation_quality > 0.7)
                    {
                        title = Lib.BuildString(title, ": ", Lib.Color(Local.BodyInfo_stormcycle.Format(Lib.HumanReadableDuration(cycle)), Lib.Kolor.LightGrey));                        // <<1>> cycle
                    }

                    p.AddContent(title, Lib.HumanReadablePerc(activity));
                }

                if (Storm.sun_observation_quality > 0.8)
                {
                    p.AddContent(Local.BodyInfo_radiationonsurface, Lib.HumanReadableRadiation(surfaceRadiation));                    //"radiation on surface:"
                }

                p.AddContent(Lib.BuildString(Local.BodyInfo_innerbelt, " ", Lib.Color(inner, Lib.Kolor.LightGrey)),                                                                                           //"inner belt: "
                             Radiation.show_inner ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_inner)); //"show""hide"
                p.AddContent(Lib.BuildString(Local.BodyInfo_outerbelt, " ", Lib.Color(outer, Lib.Kolor.LightGrey)),                                                                                           //"outer belt: "
                             Radiation.show_outer ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_outer)); //"show""hide"
                p.AddContent(Lib.BuildString(Local.BodyInfo_magnetopause, " ", Lib.Color(pause, Lib.Kolor.LightGrey)),                                                                                        //"magnetopause: "
                             Radiation.show_pause ? Lib.Color(Local.BodyInfo_show, Lib.Kolor.Green) : Lib.Color(Local.BodyInfo_hide, Lib.Kolor.Red), string.Empty, () => p.Toggle(ref Radiation.show_pause)); //"show""hide"
            }

            // explain the user how to toggle the BodyInfo window
            p.AddContent(string.Empty);
            p.AddContent("<i>" + Local.BodyInfo_BodyInfoToggleHelp.Format("<b>B</b>") + "</i>");            //"Press <<1>> to open this window again"

            // set metadata
            p.Title(Lib.BuildString(Lib.Ellipsis(body.bodyName, Styles.ScaleStringLength(24)), " ", Lib.Color(Local.BodyInfo_title, Lib.Kolor.LightGrey)));            //"BODY INFO"
        }
示例#3
0
        private void EvaluateEnvironment(double elapsedSeconds)
        {
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.EvaluateStatus");
            // we use analytic mode if more than 2 minutes of game time has passed since last evaluation (~ x6000 timewarp speed)
            isAnalytic = elapsedSeconds > 120.0;

            // get vessel position
            Vector3d position = Lib.VesselPosition(Vessel);

            // this should never happen again
            if (Vector3d.Distance(position, Vessel.mainBody.position) < 1.0)
            {
                throw new Exception("Shit hit the fan for vessel " + Vessel.vesselName);
            }

            // situation
            underwater = Sim.Underwater(Vessel);
            breathable = Sim.Breathable(Vessel, EnvUnderwater);
            landed     = Lib.Landed(Vessel);

            inAtmosphere = Vessel.mainBody.atmosphere && Vessel.altitude < Vessel.mainBody.atmosphereDepth;
            zeroG        = !EnvLanded && !inAtmosphere;

            visibleBodies = Sim.GetLargeBodies(position);

            // get solar info (with multiple stars / Kopernicus support)
            // get the 'visibleBodies' and 'sunsInfo' lists, the 'mainSun', 'solarFluxTotal' variables.
            // require the situation variables to be evaluated first
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Sunlight");
            SunInfo.UpdateSunsInfo(this, position);
            UnityEngine.Profiling.Profiler.EndSample();
            sunBodyAngle = Sim.SunBodyAngle(Vessel, position, mainSun.SunData.body);

            // temperature at vessel position
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Temperature");
            temperature = Sim.Temperature(Vessel, position, solarFluxTotal, out albedoFlux, out bodyFlux, out totalFlux);
            tempDiff    = Sim.TempDiff(EnvTemperature, Vessel.mainBody, EnvLanded);
            UnityEngine.Profiling.Profiler.EndSample();

            // radiation
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.VesselData.Radiation");
            gammaTransparency = Sim.GammaTransparency(Vessel.mainBody, Vessel.altitude);

            bool new_innerBelt, new_outerBelt, new_magnetosphere;

            radiation = Radiation.Compute(Vessel, position, EnvGammaTransparency, mainSun.SunlightFactor, out blackout, out new_magnetosphere, out new_innerBelt, out new_outerBelt, out interstellar, out shieldedRadiation);

            if (new_innerBelt != innerBelt || new_outerBelt != outerBelt || new_magnetosphere != magnetosphere)
            {
                innerBelt     = new_innerBelt;
                outerBelt     = new_outerBelt;
                magnetosphere = new_magnetosphere;
                if (Evaluated)
                {
                    API.OnRadiationFieldChanged.Notify(Vessel, innerBelt, outerBelt, magnetosphere);
                }
            }
            UnityEngine.Profiling.Profiler.EndSample();

            thermosphere = Sim.InsideThermosphere(Vessel);
            exosphere    = Sim.InsideExosphere(Vessel);
            inStorm      = Storm.InProgress(Vessel);
            vesselSituations.Update();

            // other stuff
            gravioli = Sim.Graviolis(Vessel);
            UnityEngine.Profiling.Profiler.EndSample();
        }
示例#4
0
  public vessel_info(Vessel v, uint vessel_id, UInt64 inc)
  {
    // NOTE: anything used here can't in turn use cache, unless you know what you are doing

    // NOTE: you can't cache vessel position
    // at any point in time all vessel/body positions are relative to a different frame of reference
    // so comparing the current position of a vessel, with the cached one of another make no sense

    // associate with an unique incremental id
    this.inc = inc;

    // determine if this is a valid vessel
    is_vessel = Lib.IsVessel(v);
    if (!is_vessel) return;

    // determine if this is a rescue mission vessel
    is_rescue = Misc.IsRescueMission(v);
    if (is_rescue) return;

    // dead EVA are not valid vessels
    if (EVA.IsDead(v)) return;

    // shortcut for common tests
    is_valid = true;

    // generate id once
    id = vessel_id;

    // calculate crew info for the vessel
    crew_count = Lib.CrewCount(v);
    crew_capacity = Lib.CrewCapacity(v);

    // get vessel position
    Vector3d position = Lib.VesselPosition(v);

    // this should never happen again
    if (Vector3d.Distance(position, v.mainBody.position) < 1.0)
    {
      throw new Exception("Shit hit the fan for vessel " + v.vesselName);
    }

    // determine if in sunlight, calculate sun direction and distance
    sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0;

    // at the two highest timewarp speed, the number of sun visibility samples drop to the point that
    // the quantization error first became noticeable, and then exceed 100%
    // to solve this, we switch to an analytical estimation of the portion of orbit that was in sunlight
    // - we check against timewarp rate, instead of index, to avoid issues during timewarp blending
    if (v.mainBody.flightGlobalsIndex != 0 && TimeWarp.CurrentRate > 1000.0f)
    {
      sunlight = 1.0 - Sim.ShadowPeriod(v) / Sim.OrbitalPeriod(v);
    }

    // environment stuff
    atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir);
    gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude);
    underwater = Sim.Underwater(v);
    breathable = Sim.Breathable(v, underwater);
    landed = Lib.Landed(v);

    // temperature at vessel position
    temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux);
    temp_diff = Sim.TempDiff(temperature, v.mainBody, landed);

    // radiation
    radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out magnetosphere, out inner_belt, out outer_belt, out interstellar);

    // extended atmosphere
    thermosphere = Sim.InsideThermosphere(v);
    exosphere = Sim.InsideExosphere(v);

    // malfunction stuff
    malfunction = Reliability.HasMalfunction(v);
    critical = Reliability.HasCriticalFailure(v);

    // signal info
    antenna = new AntennaInfo(v);
    avoid_inf_recursion.Add(v.id);
    connection = Signal.connection(v, position, antenna, blackout, avoid_inf_recursion);
    transmitting = Science.transmitting(v, connection.linked);
    relaying = Signal.relaying(v, avoid_inf_recursion);
    avoid_inf_recursion.Remove(v.id);

    // habitat data
    volume = Habitat.tot_volume(v);
    surface = Habitat.tot_surface(v);
    pressure = Habitat.pressure(v);
    poisoning = Habitat.poisoning(v);
    shielding = Habitat.shielding(v);
    living_space = Habitat.living_space(v);
    comforts = new Comforts(v, landed, crew_count > 1, connection.linked);

    // data about greenhouses
    greenhouses = Greenhouse.Greenhouses(v);

    // other stuff
    gravioli = Sim.Graviolis(v);
  }
示例#5
0
  // draw the window
  void render(int _)
  {
    // shortcut
    CelestialBody sun = FlightGlobals.Bodies[0];

    // get selected body
    CelestialBody body = Lib.SelectedBody();

    // calculate simulation values
    double atmo_factor = Sim.AtmosphereFactor(body, 0.7071);
    double gamma_factor = Sim.GammaTransparency(body, 0.0);
    double sun_dist = Sim.Apoapsis(Lib.PlanetarySystem(body)) - sun.Radius - body.Radius;
    Vector3d sun_dir = (sun.position - body.position).normalized;
    double solar_flux = Sim.SolarFlux(sun_dist) * atmo_factor;
    double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
    double body_flux = Sim.BodyFlux(body, 0.0);
    double total_flux = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
    double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

    // calculate night-side temperature
    double total_flux_min = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
    double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

    // calculate radiation at body surface
    double radiation = Radiation.ComputeSurface(body, gamma_factor);

    // draw pseudo-title
    GUILayout.BeginHorizontal();
    GUILayout.Label(body.bodyName.ToUpper(), top_style);
    GUILayout.EndHorizontal();

    // surface panel
    string temperature_str = body.atmosphere
      ? Lib.HumanReadableTemp(temperature)
      : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
    render_title("SURFACE");
    render_content("temperature", temperature_str);
    render_content("radiation", Lib.HumanReadableRadiationRate(radiation));
    render_content("solar flux", Lib.HumanReadableFlux(solar_flux));
    render_space();

    // atmosphere panel
    if (body.atmosphere)
    {
      render_title("ATMOSPHERE");
      render_content("breathable", body.atmosphereContainsOxygen ? "yes" : "no");
      render_content("light absorption", Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));
      render_content("gamma absorption", Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));
      render_space();
    }

    // rendering panel
    render_title("RENDERING");
    render_content("inner belt", ref Radiation.show_inner);
    render_content("outer belt", ref Radiation.show_outer);
    render_content("magnetopause", ref Radiation.show_pause);
    render_space();


    // draw footer
    GUILayout.BeginHorizontal();
    GUILayout.Label("(ALT+N to open and close)", bot_style);
    if (Lib.IsClicked()) Close();
    GUILayout.EndHorizontal();

    // enable dragging
    GUI.DragWindow(drag_rect);
  }
示例#6
0
文件: Cache.cs 项目: zajc3w/Kerbalism
  public vessel_info(Vessel v, uint vessel_id, UInt64 inc)
  {
    // NOTE: anything used here can't in turn use cache, unless you know what you are doing

    // associate with an unique incremental id
    this.inc = inc;

    // determine if this is a valid vessel
    is_vessel = Lib.IsVessel(v);
    if (!is_vessel) return;

    // determine if this is a resque mission vessel
    is_resque = Lib.IsResqueMission(v);
    if (is_resque) return;

    // dead EVA are not valid vessels
    if (v.isEVA && EVA.KerbalData(v).eva_dead) return;

    // shortcut for common tests
    is_valid = true;

    // generate id once
    id = vessel_id;

    // calculate crew info for the vessel
    crew_count = Lib.CrewCount(v);
    crew_capacity = Lib.CrewCapacity(v);

    // get vessel position once
    position = Lib.VesselPosition(v);

    // determine if in sunlight, calculate sun direction and distance
    sunlight = Sim.RaytraceBody(v, position, FlightGlobals.Bodies[0], out sun_dir, out sun_dist) ? 1.0 : 0.0;

    // if the orbit length vs simulation step is lower than an acceptable threshold, use discrete sun visibility
    if (v.mainBody.flightGlobalsIndex != 0)
    {
      double orbit_period = Sim.OrbitalPeriod(v);
      if (orbit_period / Kerbalism.elapsed_s < 16.0) sunlight = 1.0 - Sim.ShadowPeriod(v) / orbit_period;
    }

    // calculate environment stuff
    atmo_factor = Sim.AtmosphereFactor(v.mainBody, position, sun_dir);
    gamma_transparency = Sim.GammaTransparency(v.mainBody, v.altitude);
    breathable = Sim.Breathable(v);
    landed = Lib.Landed(v);

    // calculate temperature at vessel position
    temperature = Sim.Temperature(v, position, sunlight, atmo_factor, out solar_flux, out albedo_flux, out body_flux, out total_flux);

    // calculate radiation
    radiation = Radiation.Compute(v, position, gamma_transparency, sunlight, out blackout, out inside_pause, out inside_belt);

    // calculate malfunction stuff
    max_malfunction = Reliability.MaxMalfunction(v);
    avg_quality = Reliability.AverageQuality(v);

    // calculate signal info
    antenna = new antenna_data(v);
    avoid_inf_recursion.Add(v.id);
    link = Signal.Link(v, position, antenna, blackout, avoid_inf_recursion);
    avoid_inf_recursion.Remove(v.id);

    // partial data about modules, used by vessel info/monitor
    scrubbers = Scrubber.PartialData(v);
    recyclers = Recycler.PartialData(v);
    greenhouses = Greenhouse.PartialData(v);

    // woot relativity
    time_dilation = Sim.TimeDilation(v);
  }
示例#7
0
  public static void body_info(this Panel p)
  {
    // only show in mapview
    if (!MapView.MapIsEnabled) return;

    // only show if there is a selected body and that body is not the sun
    CelestialBody body = Lib.SelectedBody();
    if (body == null || (body.flightGlobalsIndex == 0 && !Features.Radiation)) return;

    // shortcut
    CelestialBody sun = FlightGlobals.Bodies[0];

    // for all bodies except the sun
    if (body != sun)
    {
      // calculate simulation values
      double atmo_factor = Sim.AtmosphereFactor(body, 0.7071);
      double gamma_factor = Sim.GammaTransparency(body, 0.0);
      double sun_dist = Sim.Apoapsis(Lib.PlanetarySystem(body)) - sun.Radius - body.Radius;
      Vector3d sun_dir = (sun.position - body.position).normalized;
      double solar_flux = Sim.SolarFlux(sun_dist) * atmo_factor;
      double albedo_flux = Sim.AlbedoFlux(body, body.position + sun_dir * body.Radius);
      double body_flux = Sim.BodyFlux(body, 0.0);
      double total_flux = solar_flux + albedo_flux + body_flux + Sim.BackgroundFlux();
      double temperature = body.atmosphere ? body.GetTemperature(0.0) : Sim.BlackBodyTemperature(total_flux);

      // calculate night-side temperature
      double total_flux_min = Sim.AlbedoFlux(body, body.position - sun_dir * body.Radius) + body_flux + Sim.BackgroundFlux();
      double temperature_min = Sim.BlackBodyTemperature(total_flux_min);

      // calculate radiation at body surface
      double radiation = Radiation.ComputeSurface(body, gamma_factor);

      // surface panel
      string temperature_str = body.atmosphere
        ? Lib.HumanReadableTemp(temperature)
        : Lib.BuildString(Lib.HumanReadableTemp(temperature_min), " / ", Lib.HumanReadableTemp(temperature));
      p.section("SURFACE");
      p.content("temperature", temperature_str);
      p.content("solar flux", Lib.HumanReadableFlux(solar_flux));
      if (Features.Radiation) p.content("radiation", Lib.HumanReadableRadiation(radiation));

      // atmosphere panel
      if (body.atmosphere)
      {
        p.section("ATMOSPHERE");
        p.content("breathable", Sim.Breathable(body) ? "yes" : "no");
        p.content("light absorption", Lib.HumanReadablePerc(1.0 - Sim.AtmosphereFactor(body, 0.7071)));
        if (Features.Radiation) p.content("gamma absorption", Lib.HumanReadablePerc(1.0 - Sim.GammaTransparency(body, 0.0)));
      }
    }

    // rendering panel
    if (Features.Radiation)
    {
      p.section("RENDERING");
      p.content("inner belt",   Radiation.show_inner ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_inner));
      p.content("outer belt",   Radiation.show_outer ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_outer));
      p.content("magnetopause", Radiation.show_pause ? "<color=green>show</color>" : "<color=red>hide</color>", string.Empty, () => p.toggle(ref Radiation.show_pause));
    }

    // explain the user how to toggle the BodyInfo window
    p.content(string.Empty);
    p.content("<i>Press <b>B</b> to open this window again</i>");

    // set metadata
    p.title(Lib.BuildString(Lib.Ellipsis(body.bodyName, 24), " <color=#cccccc>BODY INFO</color>"));
  }