public bool isValidFor(Vessel vessel, CelestialBody body)
{
if (vessel != vessel_ || body_ != body)
return false;
if (Settings.fetch.AutoUpdateAerodynamicModel)
{
double newRefDrag = ComputeReferenceDrag();
if (referenceDrag == 0)
{
referenceDrag = newRefDrag;
}
double ratio = Math.Max(newRefDrag, referenceDrag) / Math.Max(1, Math.Min(newRefDrag, referenceDrag));
if (ratio > 1.2 && DateTime.Now > nextAllowedAutomaticUpdate || referencePartCount != vessel.Parts.Count)
{
nextAllowedAutomaticUpdate = DateTime.Now.AddSeconds(10); // limit updates frequency (could make the game almost unresponsive on some computers)
#if DEBUG
ScreenMessages.PostScreenMessage("Trajectory aerodynamic model auto-updated");
#endif
isValid = false;
}
}
return isValid;
}