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Added Dynamic Deflection for Control Surfaces Option #110

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Apr 25, 2021
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67 changes: 66 additions & 1 deletion FerramAerospaceResearch/LEGACYferram4/FARControllableSurface.cs
Original file line number Diff line number Diff line change
Expand Up @@ -176,6 +176,45 @@ public class FARControllableSurface : FARWingAerodynamicModel, ITorqueProvider
stepIncrement = 0.5f)]
public float maxdeflectFlap = 15;

[KSPField(guiName = "FARCtrlShowDynamicDeflection", guiActiveEditor = true, guiActive = true),
UI_Toggle(affectSymCounterparts = UI_Scene.All,
scene = UI_Scene.All,
disabledText = "FARCtrlSurfStdText",
enabledText = "FARCtrlSurfStdText")]
private bool showDynamicDeflection = false;

[KSPField(guiName = "FARCtrlDynamicDeflection", isPersistant = true, guiActiveEditor = false, guiActive = false),
UI_Toggle(affectSymCounterparts = UI_Scene.All,
enabledText = "FARCtrlSurfFlapActive",
scene = UI_Scene.All,
disabledText = "FARCtrlSurfFlapInActive")]
public bool isDynamicDeflection = false;
public bool isPrevDynamicDeflection = true;

[KSPField(guiName = "FARCtrlDynamicStartSpeed", isPersistant = true, guiActiveEditor = true, guiActive = true),
UI_FloatRange(affectSymCounterparts = UI_Scene.All,
maxValue = 1000.0f,
minValue = 0f,
scene = UI_Scene.All,
stepIncrement = 10f)]
public float dynamicControlStartSpeed = 200.0f;

[KSPField(guiName = "FARCtrlDynamicExponent", isPersistant = true, guiActiveEditor = true, guiActive = true),
UI_FloatRange(affectSymCounterparts = UI_Scene.All,
maxValue = 4.0f,
minValue = 0.0f,
scene = UI_Scene.All,
stepIncrement = 0.1f)]
public float exponent = 2f;

[KSPField(guiName = "FARCtrlDynamicMinControl", isPersistant = true, guiActiveEditor = true, guiActive = true),
UI_FloatRange(affectSymCounterparts = UI_Scene.All,
maxValue = 1f,
minValue = 0f,
scene = UI_Scene.All,
stepIncrement = 0.05f)]
public float minControl = 0.1f;

protected double PitchLocation;
protected double YawLocation;
protected double RollLocation;
Expand Down Expand Up @@ -326,6 +365,20 @@ private void CheckFieldVisibility()
prevStdCtrl = showStdCtrl;
}

if (showDynamicDeflection != isPrevDynamicDeflection)
{
Fields["dynamicControlStartSpeed"].guiActiveEditor = showDynamicDeflection;
Fields["exponent"].guiActiveEditor = showDynamicDeflection;
Fields["minControl"].guiActiveEditor = showDynamicDeflection;
Fields["isDynamicDeflection"].guiActiveEditor = showDynamicDeflection;

Fields["dynamicControlStartSpeed"].guiActive = showDynamicDeflection;
Fields["exponent"].guiActive = showDynamicDeflection;
Fields["minControl"].guiActive = showDynamicDeflection;
Fields["isDynamicDeflection"].guiActive = showDynamicDeflection;
isPrevDynamicDeflection = showDynamicDeflection;
}

if (showFlpCtrl != prevFlpCtrl)
{
Fields["isFlap"].guiActiveEditor = showFlpCtrl;
Expand Down Expand Up @@ -571,9 +624,21 @@ private void AoAOffsetFromControl()
}

AoAdesiredControl *= AoAsign;
AoAdesiredControl *= CalculateDynamicControlFactor();
AoAdesiredControl = AoAdesiredControl.Clamp(-Math.Abs(maxdeflect), Math.Abs(maxdeflect));
}

private double CalculateDynamicControlFactor()
{
double factor = 1;
if (vessel.atmDensity > 0.01 && isDynamicDeflection)
{
factor = Math.Pow(dynamicControlStartSpeed, exponent) / Math.Pow(vessel.srfSpeed, exponent) / (vessel.atmDensity / vessel.lastBody.atmDensityASL);
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}

return factor.Clamp(minControl,1);
}

public override double CalculateAoA(Vector3d velocity)
{
// Use the vector computed by DeflectionAnimation
Expand Down Expand Up @@ -603,7 +668,7 @@ bool forceSetToDesired
)
{
double error = desired - current;
if (!forceSetToDesired && Math.Abs(error) >= 0.1
if (!forceSetToDesired && Math.Abs(error) >= 0.01
) // DaMichel: i changed the threshold since i noticed a "bump" at max deflection
{
double tmp1 = error / blendTimeConstant;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -343,6 +343,12 @@
FARCtrlActionDecFlap = Decrease Flap Deflection
FARCtrlEventIncFlap = Deflect more
FARCtrlEventDecFlap = Deflect less

FARCtrlShowDynamicDeflection = Dynamic Deflection
FARCtrlDynamicDeflection = Toggle Dynamic Deflection
FARCtrlDynamicStartSpeed = Start Speed
FARCtrlDynamicExponent = Reduction Exponent
FARCtrlDynamicMinControl = Minimal Control

FARWingMassStrength = Mass-Strength Multiplier %
FARWingStalled = Stalled %
Expand Down