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(); }