The physics simulation has problems if vessels move too fast relative to the underlying reference frame used by the simulation, or get too far from the origin of the coordinate system. Krakensbane shifts the reference frame origin and velocity so that the active vessel is always near the origin of, and moving slowly with respect to, the underlying coordinate system used by the physics simulation.
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| Krakensbane () |
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void | setOffset (Vector3d offset) |
| Moves all vessels not on rails by the given position offset. This will usually only affect the active vessel, unless there are other vessels nearby. The offset can be very large and the vessels will not break, unlike for Vessel.SetPosition. More...
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The physics simulation has problems if vessels move too fast relative to the underlying reference frame used by the simulation, or get too far from the origin of the coordinate system. Krakensbane shifts the reference frame origin and velocity so that the active vessel is always near the origin of, and moving slowly with respect to, the underlying coordinate system used by the physics simulation.
Krakensbane.Krakensbane |
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static Vector3d Krakensbane.GetFrameVelocity |
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Returns the velocity of the Krakensbane velocity frame.
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static Vector3 Krakensbane.GetFrameVelocityV3f |
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Returns the velocity of the Krakensbane velocity frame as a single-precision vector.
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static Vector3d Krakensbane.GetLastCorrection |
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Returns the last velocity correction performed.
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static void Krakensbane.ResetVelocityFrame |
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sets the frame velocity back to 0m/s. Use this if setting the worldspace velocity of vessels directly.
void Krakensbane.setOffset |
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Vector3d |
offset | ) |
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Moves all vessels not on rails by the given position offset. This will usually only affect the active vessel, unless there are other vessels nearby. The offset can be very large and the vessels will not break, unlike for Vessel.SetPosition.
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The documentation for this class was generated from the following file: