164 lines
4.1 KiB
Plaintext
164 lines
4.1 KiB
Plaintext
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function ExecNode {
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if not HASNODE {
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print "No node to execute.".
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return.
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}
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SAS off.
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// begin the burn at leadT seconds before the node.
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local leadT is BurnTime(NEXTNODE:DELTAV:MAG / 2).
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local t is BurnTime(NEXTNODE:DELTAV:MAG).
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if WillStage(NEXTNODE:DELTAV:MAG) {
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print "WARNING: kOS will stage during this node execution. Safe cancellation requires reboot.".
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when flameOut() then {
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print "Flameout detected. Staging.".
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stage.
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}
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}
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print "Adjusting heading".
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lock STEERING to LookDirUp(NEXTNODE:DELTAV, SHIP:FACING:TOPVECTOR).
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wait until VAng(SHIP:FACING:FOREVECTOR, STEERINGMANAGER:TARGET:FOREVECTOR) <= 0.1.
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print "Warping to node.".
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KUNIVERSE:TIMEWARP:WarpTo(NEXTNODE:TIME - leadT - 5).
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wait until NEXTNODE:ETA <= leadT.
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print "Executing burn.".
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local dvMin is NEXTNODE:DELTAV:MAG.
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lock THROTTLE to 1.0.
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wait t.
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lock THROTTLE to 0.0.
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unlock THROTTLE.
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unlock STEERING.
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SAS on.
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print "Node execution complete.".
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}
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function WillStage {
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parameter dV.
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if not HASNODE { return false. }
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return dV > NEXTNODE:DELTAV:MAG.
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}
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// Calculate the time required to burn a given dV.
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// Assumes a perfectly spherical Kerbal in a vacuum.
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function BurnTime {
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parameter totaldV, s is STAGE:NUMBER.
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local totalT is 0.0.
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local lastStage is false.
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// We allow a small tolerance to deal with potential floating point errors.
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until totaldV <= 0.001 {
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local F is stageThrust().
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local Isp is stageISP().
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local m is stageMass(s).
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// TODO: handle node execution in atmosphere?
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local dV is min(totaldV, SHIP:StageDeltaV(s):VACUUM).
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local t is calcBurnTime(dV, m, Isp, F).
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print "DEBUG: " + dV + " m/s^2 in stage " + s + ", in " + t + " seconds.".
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set totaldV to totaldV - dV.
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set s to s - 1.
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set totalT to totalT + t.
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}
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print "DEBUG: Total Burn Time: " + totalT + " s.".
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return totalT.
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}
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// Convenience function to wrap the actual calculation for burn time.
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function calcBurnTime {
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parameter dV, m, Isp, F.
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if F = 0 {
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print "WARNING: Tried to calculate burn time with a thrust of 0. Returning 0. Your calculations are probably wrong.".
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return 0.
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}
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local g0 is CONSTANT:G0.
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return g0 * m * Isp * (1 - CONSTANT():E^(-dV/(g0*Isp))) / F.
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}
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// Calculate the ISP for a given stage.
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// Defaults to current stage. Assumes your ship is designed so that
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// engines are discarded immediately when they flame out.
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function stageISP {
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parameter s is STAGE:NUMBER.
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local en is list().
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list ENGINES in en.
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local ispSum is 0.
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local eCount is 0.
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for e in en {
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if e:STAGE >= s and e:DECOUPLEDIN < s {
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set ispSum to ispSum + e:ISP.
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set eCount to eCount + 1.
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}
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}
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if eCount = 0 { return 0. }
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return ispSum / eCount.
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}
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// Calculates the total thrust for the given stage, in kN.
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// Defaults to current stage. Assumes your ship is designed so that
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// engines are discarded immediately when they flame out.
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function stageThrust {
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parameter s is STAGE:NUMBER.
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local en is list().
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list ENGINES in en.
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local sum is 0.
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for e in en {
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if e:STAGE >= s and e:DECOUPLEDIN < s {
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set sum to sum + e:POSSIBLETHRUST.
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}
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}
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return sum.
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}
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// Determine mass at start of target stage.
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// This can handle Delta V-style launchers but
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// only if the central rocket remains in the stack
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// for exactly two stages, one of which is the current stage.
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// More complex staging with partially depleted tanks may produce
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// undefined behavior.
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function stageMass {
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parameter s is STAGE:NUMBER.
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local m is SHIP:MASS.
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if s = SHIP:STAGENUM { return m. }
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local ps is List().
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list PARTS in ps.
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for part in ps {
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if part:DECOUPLEDIN <= s {
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set m to m - part:MASS.
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} else if part:HasSuffix("AVAILABLETHRUST") and part:AVAILABLETHRUST > 0 {
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// This is an engine and it is currently active. Subtract the fuel
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// it will burn before the next stage.
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set m to m - (part:MAXMASSFLOW * SHIP:StageDeltaV(SHIP:STAGENUM):DURATION).
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}
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}
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return m.
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}
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function flameOut {
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local ens is List().
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list engines in ens.
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for en in ens {
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if en:FLAMEOUT {
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return true.
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}
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}
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return false.
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}
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