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synced 2025-12-11 20:15:44 +01:00
Tweaks but it works tho
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@ -17,7 +17,6 @@ namespace NewHorizons.Builder.Orbital
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{
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public static InitialMotion Make(GameObject body, AstroObject primaryBody, AstroObject secondaryBody, OWRigidbody OWRB, OrbitModule orbit)
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{
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body.SetActive(false);
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InitialMotion initialMotion = body.AddComponent<InitialMotion>();
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// This bit makes the initial motion not try to calculate the orbit velocity itself for reasons
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@ -76,8 +75,6 @@ namespace NewHorizons.Builder.Orbital
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initialMotion._initLinearSpeed = 0f;
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}
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body.SetActive(true);
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return initialMotion;
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}
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@ -140,6 +137,7 @@ namespace NewHorizons.Builder.Orbital
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);
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// We know their velocities sum up to the total relative velocity and are related to the masses / distances
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// Idk where the times 2 comes from but it makes it work? Idk theres 2 planets? Makes no sense
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var relativeVelocity = 2f * reducedOrbit.InitialVelocity;
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var secondaryVelocity = relativeVelocity / (1f + (r1 / r2));
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var primaryVelocity = relativeVelocity - secondaryVelocity;
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@ -60,9 +60,9 @@ namespace NewHorizons.Builder.Orbital
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orbitLine._astroObject = astroobject;
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orbitLine._fade = fade;
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orbitLine._lineWidth = 0.3f;
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orbitLine._lineWidth = 1f;
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orbitLine.InitializeLineRenderer();
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Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(orbitLine.InitializeLineRenderer);
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}
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}
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}
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@ -17,9 +17,10 @@ namespace NewHorizons.Components.Orbital
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public GameObject FakeMassBody { get; set; }
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void Awake()
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void Start()
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{
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FakeMassBody.SetActive(true);
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// Make sure its active but maybe it hasn't been set yet
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if(FakeMassBody) FakeMassBody.SetActive(true);
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}
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void Update()
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