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  • convert Vector6 to a struct
  • convert availableTorque to a Vector6
  • convert Vector6 ToVector3d in a few places to maintain backcompat
    (places that may continue to be buggy I suspect, but out of scope for now)
  • in the BetterController select which torque 'sense' to use based on
    the sign of the component of the error vector (asymmetric torque
    handling)
  • Abs() the values coming off of GetPotentialTorque() and fix the sense
    of the vector manually to work around KSP bugginess with pos/neg
    values being all over the place.

- convert Vector6 to a struct
- convert availableTorque to a Vector6
- convert Vector6 ToVector3d in a few places to maintain backcompat
  (places that may continue to be buggy I suspect, but out of scope for now)
- in the BetterController select which torque 'sense' to use based on
  the sign of the component of the error vector (asymmetric torque
  handling)
- Abs() the values coming off of GetPotentialTorque() and fix the sense
  of the vector manually to work around KSP bugginess with pos/neg
  values being all over the place.

Signed-off-by: Lamont Granquist <[email protected]>
Signed-off-by: Lamont Granquist <[email protected]>
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