Property | Type | Description | |
---|---|---|---|
AoA | double | ||
acceleration | double | ||
bank | double | ||
heading | double | ||
lastPlanetUp | UnityEngine.Vector3d | ||
obtNormal | Vector3 | ||
obtRadial | Vector3 | ||
pitch | double | ||
planetEast | UnityEngine.Vector3d | ||
planetNorth | UnityEngine.Vector3d | ||
planetUp | UnityEngine.Vector3d | ||
progradeHeading | double | ||
radarAlt | double | ||
srfNormal | Vector3 | ||
srfRadial | Vector3 | ||
surfVelForward | UnityEngine.Vector3d | ||
surfVelRight | UnityEngine.Vector3d | ||
surfVesForward | UnityEngine.Vector3d | ||
surfVesRight | UnityEngine.Vector3d | ||
velocity | UnityEngine.Vector3d | ||
vertSpeed | double | ||
yaw | double |
Method | Description | |
---|---|---|
VesselData ( ) : System | ||
destroyArrow ( ) : void | ||
drawArrow ( Vector3 dir, |
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findVesselFwdAxis ( Vessel v ) : void |
Find the vessel orientation at the CoM by interpolating from surrounding part transforms This orientation should be significantly more resistant to vessel flex/wobble than the vessel transform (root part) as a free body rotates about it's CoM Has an issue with the origin shifter causing random bounces
|
|
updateAttitude ( Vessel vessel ) : void |
Called in OnPreAutoPilotUpdate. Do not call multiple times per physics frame or the "lastPlanetUp" vector will not be correct and VSpeed will not be calculated correctly Can't just leave it to a Coroutine becuase it has to be called before anything else
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public drawArrow ( Vector3 dir, |
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dir | Vector3 | |
t | ||
return | void |
public updateAttitude ( Vessel vessel ) : void | ||
vessel | Vessel | |
return | void |
public Vector3d,UnityEngine lastPlanetUp | ||
return | UnityEngine.Vector3d |
public Vector3d,UnityEngine surfVelForward | ||
return | UnityEngine.Vector3d |
public Vector3d,UnityEngine surfVelRight | ||
return | UnityEngine.Vector3d |
public Vector3d,UnityEngine surfVesForward | ||
return | UnityEngine.Vector3d |
public Vector3d,UnityEngine surfVesRight | ||
return | UnityEngine.Vector3d |