Fixed bug with impact calculations (Orbit.trueAnomaly is now in radians not degrees)

file:a/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs
->
file:b/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs

--- a/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs +++ b/KerbalEngineer/Flight/Readouts/Surface/ImpactProcessor.cs @@ -113,7 +113,7 @@ this.impactAltitude = 0; var e = FlightGlobals.ActiveVessel.orbit.eccentricity; //get current position direction vector - var currentpos = this.RadiusDirection(FlightGlobals.ActiveVessel.orbit.trueAnomaly); + var currentpos = this.RadiusDirection(FlightGlobals.ActiveVessel.orbit.trueAnomaly * 180.0 / Math.PI); //calculate longitude in inertial reference frame from that var currentirflong = 180 * Math.Atan2(currentpos.x, currentpos.y) / Math.PI;