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(edits are listed latest-to-first)
3rd edit:
I'm going to use algebra to calculate the actual force given using the altitude and % of thrust. Found this; http://imgur.com/odE3ADU
2nd edit:
kN as seen in UI changes based on the altitude, so it seems that the actual force produced is influenced both by altitude AND the amount of thruster force trying. (the 0-100 number)
1st EDIT:
Okay this is seriously weird.
Here are some benchmarks.
Thrust % (input) to ThrustOverride value.
The results were linear and made sense, but I don't know what units ThrustOverride are.
Thrust % (input) to kN force as seen in the UI.
this is really weird! The results, unlike other benchmarks, are NOT linear. ALSO, when I tested this different times, I got different values!!!
Observations so far (for anyone interested)
- thrust.SetValueFloat is in % - 0 to 100
- thrust.GetValueFloat uses same units as SetValueFloat
- thrust.ThrusterOverride gives different unit, still investigating
You can calculate the effectiveness factor by dividing `thruster.MaxEffectiveThrust / thrust.MaxThrust`. This gives you a number between zero and one. Then, divide your desired thrust override by this factor, which will compensate for atmospheric effects.