Property | Type | Description | |
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AbsolutePositionAt | UnityEngine.Vector3d | ||
Clamp | double | ||
FindClosestApproach | void | ||
Recalculate | bool | ||
Reset | void | ||
SeparationAt | double | ||
TargetVesselOf | Vessel | ||
TrackingInterval | double |
Method | Description | |
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LateUpdate ( ) : void |
Called on each frame.
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Start ( ) : void |
Here when the add-on loads upon flight start.
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Method | Description | |
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AbsolutePositionAt ( Orbit orbit, double time ) : UnityEngine.Vector3d |
Gets the position of the orbit at the specified time, in world coordinates.
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Clamp ( double value, double min, double max ) : double | ||
FindClosestApproach ( Orbit sourceOrbit, Orbit targetOrbit, double currentTime, double &closestApproachTime, double &closestApproachDistance ) : void |
Find the UT time at which body A comes closest to body B. Thanks to sarbian for the code that inspired this function: https://github.com/MuMech/MechJeb2/blob/master/MechJeb2/OrbitExtensions.cs#L123-L158
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Recalculate ( ) : bool |
Tries to find the vessel's closest encounter with its target, if any. Returns true if there's anything to display.
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Reset ( ) : void |
Reset the tracker and clear out all info.
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SeparationAt ( Orbit orbit1, Orbit orbit2, double time ) : double |
Gets the separation in meters of the two orbits at the specified time.
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TargetVesselOf ( Vessel vessel ) : Vessel |
Gets the target vessel of the specified vessel, or none if there isn't one or it's not usable for some reason.
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TrackingInterval ( Orbit orbit ) : double |
Get the length of time to examine for a closest approach. For elliptic orbits, this will be one orbit.
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