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@ -92,8 +92,8 @@ function Launch {
lock THROTTLE to 0.0.
set SHIP:CONTROL:PILOTMAINTHROTTLE to 0.
wait 0.001. // make sure these control updates get applied
add CreateCircularizationNode().
ExecNode().
insertionBurn(apoapsisTarget).
print "Ascent Complete.".
set SHIP:CONTROL:PILOTMAINTHROTTLE to 0.
@ -101,3 +101,54 @@ function Launch {
unlock STEERING.
SAS on.
}
// Calculate and perform the insertion burn for orbit.
// The reason to prefer this over CreateCircularizationNode() and ExecNode() is that the amount of RCS needed
// to vector into position during launch adjusts our orbit significantly. This gives us a "wait until" that
// serves the specific needs of launch.
// It also makes automated launches possible before maneuver nodes are unlocked.
//
// TODO: Refactor code reuse between this function and ExecNode().
//
// prerequisites:
// * Vessel is still behind the Apoapsis
// * Apoapsis is at the target height
function insertionBurn {
parameter apoapsisTarget.
// vector is prograde but only on the horizonal plane
print "Adjusting heading.".
local lock horizon is Vxcl(SHIP:UP:FOREVECTOR, SHIP:PROGRADE:FOREVECTOR).
lock STEERING to LookDirUp(horizon, SHIP:FACING:TOPVECTOR).
// calculate the deltaV to get us to the target velocity, for calculating burn start time.
local t is TIME + SHIP:ORBIT:ETA:APOAPSIS.
local Vc is sqrt(SHIP:BODY:MU/(PositionAt(SHIP, t) - SHIP:BODY:POSITION):MAG).
local dV is Vc - VelocityAt(SHIP, t):ORBIT:MAG.
if WillStage(dV) {
when FlameOut() then {
print "Flameout detected. Staging.".
stage.
}
}
// calculate the total burn time (Tb) and the burn start time (Ts)
local Tb is BurnTime(dV).
local Ts is TIME + SHIP:OBT:ETA:APOAPSIS - BurnTime(dV / 2).
// warp to the burn point
print "Waiting for burn window.".
wait until (VAng(SHIP:FACING:FOREVECTOR, STEERINGMANAGER:TARGET:FOREVECTOR) <= 0.5) OR (TIME > Ts).
if TIME < Ts - 2 {
KUNIVERSE:TIMEWARP:WarpTo(Ts:SECONDS - 2).
}
wait until SHIP:UNPACKED.
wait until TIME > Ts.
// burn until periapsis is clear
print "Circularizing orbit.".
lock THROTTLE to 1.0.
wait until SHIP:OBT:PERIAPSIS > apoapsisTarget.
lock THROTTLE to 0.0.
}