kOS/scratch/misc.ks

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// This alternative approach to hovering is ultimately not worth the complexity to use, but it's really neat! It maintains *whatever your current vertical velocity is* using the fact that F = μ*m/(r^2).
// In practice, by the time the PID controller settles enough to make this worth
// using, the efficiency gains have mostly dried up anyway.
// lock STEERING to SHIP:UP.
// wait until done or abs(SHIP:VERTICALSPEED - vertSpeed) < 0.05.
// print "Maintaining velocity.".
// lock targetForce to (SHIP:BODY:MU * SHIP:MASS) / ((SHIP:ALTITUDE + SHIP:BODY:RADIUS)^2).
// lock THROTTLE to targetForce / SHIP:AVAILABLETHRUST.