A fly-to's duration is no longer one fixed number. It used to be 900ms
for every flight (FLY_DURATION_MS), whether it was a hop between two
stations a few thousand km apart or a 27,000x zoom out from the ISS to
Mars — and with a front-loaded ease on top, half the look-at travel
happened in the first 33ms. Reported directly as "the travel time when
I change what I click on still seems very fast... I want it to be
smooth." Each flight now takes time proportional to how far it really
travels in the van Wijk & Nuij metric (see flightPathLength), clamped
to [minMs, maxMs]. OrbitalSystemScene still needs the SAME number the
flight will use: computing a fresh focus for a body that's currently
moving has to target where the body will BE once the flight actually
arrives, not where it is at the moment of selection — see
computeFocusForBody's own comment on the real, reported bug this fixes
(violent jumping when flying to a body whose orbital period is far
shorter than the flight itself, e.g. the ISS at higher simulated time)
— so the duration is computed first, from the current endpoints, and
carried on the focus (FocusTarget.flightDurationMs) into the flight.
A fly-to's duration is no longer one fixed number. It used to be 900ms for every flight (FLY_DURATION_MS), whether it was a hop between two stations a few thousand km apart or a 27,000x zoom out from the ISS to Mars — and with a front-loaded ease on top, half the look-at travel happened in the first 33ms. Reported directly as "the travel time when I change what I click on still seems very fast... I want it to be smooth." Each flight now takes time proportional to how far it really travels in the van Wijk & Nuij metric (see flightPathLength), clamped to [minMs, maxMs]. OrbitalSystemScene still needs the SAME number the flight will use: computing a fresh focus for a body that's currently moving has to target where the body will BE once the flight actually arrives, not where it is at the moment of selection — see computeFocusForBody's own comment on the real, reported bug this fixes (violent jumping when flying to a body whose orbital period is far shorter than the flight itself, e.g. the ISS at higher simulated time) — so the duration is computed first, from the current endpoints, and carried on the focus (FocusTarget.flightDurationMs) into the flight.