Jump to content

[Solved] Causing Decoupler Failure


Recommended Posts

I'm now trying to make it so that decouplers have a chance to fail to decouple, leaving them unexpectedly attached to your craft.  However, I'm not sure how to do this.

if (HasFailed)
{
    if (HasFailedHard)
    {
        List<ModuleDecouple> ToRemove = new List<ModuleDecouple>();
        foreach (PartModule M in part.Modules)
        {
            ModuleDecouple D = M as ModuleDecouple;
            if (D == null) continue;
            ToRemove.Add(D);
        }
        foreach (ModuleDecouple D in ToRemove)
            part.Modules.Remove(D);
    }
    else if(part.isActiveAndEnabled)
        part.explode();
}

 

The "soft" failure mode works fine, but the "hard" failure just has the decoupler work as per normal.  Setting the ejectionForce to 0 presumably wouldn't work either, as that just controls how hard the newly-seperated pieces are shoved away from each other.  How would I stop the decoupling from actually happening?

Edited by Ontresanas
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...