public void updateOrbitProperties()
{
if (mainBody != null)
{
Vector3 orbit_pos = translationFromBody;
Vector3 orbit_vel = worldVelocity;
//Swap the y and z values of the orbital position/velocities because that's the way it goes?
float temp = orbit_pos.y;
orbit_pos.y = orbit_pos.z;
orbit_pos.z = temp;
temp = orbit_vel.y;
orbit_vel.y = orbit_vel.z;
orbit_vel.z = temp;
//Update orbit
orbitRenderer.driver.orbit.UpdateFromStateVectors(orbit_pos, orbit_vel, mainBody, Planetarium.GetUniversalTime());
referenceUT = Planetarium.GetUniversalTime();
referenceFixedTime = UnityEngine.Time.fixedTime;
}
}