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Merge branch 'master' into develop
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commit
cc79dc74d4
@ -566,7 +566,7 @@ end
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-- @return #number Heading
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function WEAPON:GetReleaseHeading(AccountForMagneticInclination)
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AccountForMagneticInclination = AccountForMagneticInclination or true
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if AccountForMagneticInclination then return self.releaseHeading - UTILS.GetMagneticDeclination() else return self.releaseHeading end
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if AccountForMagneticInclination then return UTILS.ClampAngle(self.releaseHeading - UTILS.GetMagneticDeclination()) else return UTILS.ClampAngle(self.releaseHeading) end
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end
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--- Get the altitude above sea level at which the weapon was released
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@ -603,7 +603,7 @@ end
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-- @return #number Heading
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function WEAPON:GetImpactHeading(AccountForMagneticInclination)
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AccountForMagneticInclination = AccountForMagneticInclination or true
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if AccountForMagneticInclination then return self.impactHeading - UTILS.GetMagneticDeclination() else return self.impactHeading end
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if AccountForMagneticInclination then return UTILS.ClampAngle(self.impactHeading - UTILS.GetMagneticDeclination()) else return self.impactHeading end
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end
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--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
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@ -766,7 +766,10 @@ function WEAPON:_TrackWeapon(time)
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-- Update coordinate.
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self.coordinate:UpdateFromVec3(self.vec3)
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-- Safe the last velocity of the weapon. This is needed to get the impact heading
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self.last_velocity = self.weapon:getVelocity()
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-- Keep on tracking by returning the next time below.
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self.tracking=true
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@ -836,8 +839,8 @@ function WEAPON:_TrackWeapon(time)
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-- Safe impact coordinate.
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self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
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-- Safe impact heading
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self.impactHeading = UTILS.VecHdg(self:GetVelocityVec3())
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-- Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
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self.impactHeading = UTILS.VecHdg(self.last_velocity)
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-- Mark impact point on F10 map.
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if self.impactMark then
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