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Found 4 results

  1. NOTE: DO NOT CONFUSE WITH THE DISCONTINUED L00nTools MOD! L00nToolbox! Mods using L00nToolbox: What does it do? L00nToolbox simply adds various custom PartModules used in my Mods as well as a few utility parts. Current added modules: Current parts: Can I use this as a dependency in my Mod? Go ahead! The Vessel Anchor seems familiar... The Vessel Anchor was inspired by the GroundTether in USI mods. That is why the functionality is quite similar. Where can I download it? Check the Github! DOWNLOAD
  2. For my mod I would like to access information in the CFG file, that is not loaded by KSP. Specifically I can have two (or more) atmosphereCurve nodes, which I found no way to get KSP to load automatically into my class like [KSPField] does. What I do with the nodes is to switch the curve when enginemode is switched. However, I can/do load them using "part.partConfig.GetNode(..)". This is not possible in the "GetInfo()" method of the PartModule, and does therefore limit me in which information I can give in game... I implemented a workaround, defining two fields for vac/atm values. However, this is ugly and not that flexible. Is there a way to get access to the cfg file info in the "GetInfo()" method? Reference code: https://github.com/WarezCrawler/Guybrush101/blob/master/GTI_MultiModeEngine/MultiModeEngine.cs
  3. One last ditch effort. I can add and remove actions groups in runtime in my PartModule plugin, but they can't persist from editor to flight (probably also on vessel load/spawn), so i gave up on that front. To elaborate : i've tried with Action Groups Extended by @Diazo to have a look into mechanics of action groups in flight scene, and while i can add actions on the fly and use them, KSP "forgets" them from SPH/VAB to vessel launch. Next, i've discovered by "type - compile - run - duck and cover" testing i can add multiple [KSPAction("somename"]) above a single function and have fully working multiple actions that persist from editor to flight scenes ! What bugs me is that i can't find out WHICH KSPAction attribute fired the function, there is no apparent link to trace back to corresponding action. Sigh... Example: [KSPAction("action one")] [KSPAction("action two")] [KSPAction("action three")] public void DoSomething(KSPAction param) { // ...stuff.. note that received "param" has only [float] Cooldown, [KSPActionGroup] group and [KSPActiontype] type, no backtracking from this } If there is a way to determine a calling action, this could save some space and simplify code. As one can guess from the above, i really would like to save up on repeating the same blocks of code (i need a lot of them for my plugin). This is me more sharing this discovery rather than me following up on this, i'll take the usual one-attribute-one-function route until this is resolved either as a failure or a success.
  4. I've run into something I just can't get my head around. I created a custom event and wanted to have my parts module listen for it, but I got some errors because it was "listening" for the event 3 times. On investigation, I found that the OnLoad(), OnStart() and OnStartFinished() methods was called exactly 3 times on startup of scene for my module. Now I can find anywhere where I do anything more that use those methods once. Therefore my question is. Have anybody seen this behaviour before? Are anybody aware why this could happen. Normally it does not mess up my plugin is it is executed more than once, but in this case it is important that it is only done once! An observation I had was, that even if I introduce a bool, which I switch on first execution, the next one does not recognize that, and reports it to the log as false still - it's like it is a new instance, but why..... I've gone through my save file to see if my module was there more than once on my vessel, but I could only identify the one. I'm testing on the simplest craft I can think of. Command module, fuel tank, engine. My module is in the engine part. So again, have anybody observed anything like this? I'm definitely still working on the assumption that the error is mine, but I'm trying to gather information. EDIT: LOL....... Just notice, I had another craft at my space center on the runway, and it had two engines...... Nevermind!
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