// 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.