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update fdm to not fail when tile isn't loaded - also update turn rate to 5dps. fixes #11.
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@ -21,7 +21,7 @@
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var frequency = 20.0;
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# Change in heading per second at full rudder deflection
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var heading_ps = 0.1;
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var heading_ps = 5.0;
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time_last = 0;
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sim_speed = 1;
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@ -50,28 +50,30 @@ var PositionUpdater = func () {
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if (dt == 0) return;
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time_last = time_now;
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var heading = getprop("/orientation/heading-deg");
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var speed = getprop("/velocities/groundspeed-kt");
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var rudder = getprop("/surface-positions/rudder-pos-norm");
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var aground_pos = geo.Coord.new().set_latlon(position.lat(),position.lon());
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aground_pos.apply_course_distance(heading,25);
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var aground = geodinfo(aground_pos.lat(), aground_pos.lon())[1].solid;
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if ( aground == 0 ) {
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aground_pos.apply_course_distance(heading,-50);
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aground = geodinfo(aground_pos.lat(), aground_pos.lon())[1].solid;
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}
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if ( aground == 1 ) {
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setprop("/carrier/aground",1);
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setprop("/carrier/sunk",1);
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}
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if ( aground == 1 ) {
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speed = 0;
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var aground = geodinfo(aground_pos.lat(), aground_pos.lon());
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if (aground != nil) {
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if (aground[1] != nil){
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aground = aground[1].solid;
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if ( aground == 0 ) {
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aground_pos.apply_course_distance(heading,-50);
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aground = geodinfo(aground_pos.lat(), aground_pos.lon())[1].solid;
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}
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if ( aground == 1 ) {
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setprop("/carrier/aground",1);
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setprop("/carrier/sunk",1);
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speed = 0;
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}
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}
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}
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#print(speed);
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var distance = speed * globals.KT2MPS * dt;
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var distance = speed * globals.KT2MPS * dt;
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position.apply_course_distance(heading, distance);
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# check if we've ran aground
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