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ModuleJettison Parameters Bugged?


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Specifically, I'm talking about the "allowShroudToggle" parameter.

Currently, I have an engine with two fairings, one should be toggle-able, the other should be non-toggle-able.

MODULE
{
       name = ModuleJettison
       jettisonName = Knight_Engine_A_Fairing
       bottomNodeName = bottom
       isFairing = True
       jettisonedObjectMass = 0.1
       jettisonForce = 5
       jettisonDirection = 0 0 1	
}

MODULE
{
       	name = ModuleJettison
       	jettisonName = Knight_Engine_A_Support
       	bottomNodeName = bottom
       	isFairing = False
       	jettisonedObjectMass = 0.1
       	jettisonForce = 5
       	jettisonDirection = 0 0 1
	allowShroudToggle = False
}

The second fairing "Knight_Engine_A_Support" (Which is the small supporting arms in the below screenshot) has the "allowShroudToggle" value set to false.

Unfortunately, this doesn't work in game, as in the VAB - both shrouds can be toggled. Unfortunate visual side-effect, if both are toggled, the part appears to be floating! 

25f19bdee7.jpg

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25 minutes ago, hoojiwana said:

What happens if you swap the order they are in the config? Or make the isFairing = true?

Good idea!

Sadly no difference with either edit (or both).

67ec83f29a.jpg

Edit: I will try if parameter works with only one fairing. Stay posted.

Edit2: Unfortunately, doesn't work! 

Edited by Beale
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38 minutes ago, hoojiwana said:

What happens if you swap the order they are in the config? Or make the isFairing = true?

 

For clarity, "isFairing" refers to whether KSP should treat it as a non-colliding shroud that stays on the decoupler, or separate panels that fling off (LV-N). Technically these should be "true" since they're not LVN-style ejection panels.

 

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7 minutes ago, hoojiwana said:

Checked myself and it didn't work, so that's a bug.

Where did you find out about this option originally?

Digging around module definitions :) 

Here is all the modifiable parameters. I have also played around with shroudHideOverride, but not luck.

2aab192e83.png

Edited by Beale
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2 minutes ago, NathanKell said:

I....I forgot to tag this with [KSPField]. I now hang my head in shame.

Ahaha! So [KSPField] is before the variable definition? That makes more sense.

I think after the last huge round of bug-fixes a single mis-tag can be forgiven :wink: 

 

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23 minutes ago, Beale said:

So [KSPField] is before the variable definition?

Yes, [KSPField] has to be right before the variable definition, and is a way of telling the game "Go look in the .cfg file and see if there's a specified value." If there's not a value in the .cfg, then it'll use whatever the variable initializes to in the variable definition.

Without [KSPField], the game doesn't bother to go look in the .cfg and just uses the initialization value from the variable definition. So in this case, even though it's specified in the .cfg, KSP doesn't bother to go look.

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