ItchyBrother Posted 9 hours ago Share Posted 9 hours ago First off, I just want to say how much I love this mod! It’s my go-to for launches, and the level of detail and functionality you’ve put into it is outstanding. I’ve been exploring kOS and would love to integrate some of the launch pad features into my scripts. Most of the interactions work well, but I haven’t been able to trigger the fueling options via kOS. I was wondering if there’s any way to make this accessible or if there are plans to support this functionality in the future? I’d really appreciate any insights you can share. Thanks again for all your hard work on this incredible mod! I have used this code without any success of finding a way to start the fueling process. FUNCTION testGenerators { SET basePart TO SHIP:PARTSNAMED("AM.MLP.FlatLaunchBaseSmall")[0]. PRINT "Testing " + basePart:NAME + " (" + basePart:TYPENAME + ")". LOCAL genCount IS 0. FOR moduleName IN basePart:ALLMODULES { IF moduleName = "ModuleGenerator" { SET genCount TO genCount + 1. SET genModule TO basePart:GETMODULE(moduleName). PRINT "Generator " + genCount + ": ". PRINT " Events: " + genModule:ALLEVENTNAMES:JOIN(", "). PRINT " Actions: " + genModule:ALLACTIONNAMES:JOIN(", "). IF genModule:ALLACTIONNAMES:CONTAINS("activate generator") { genModule:DOACTION("activate generator", TRUE). PRINT " Activated generator " + genCount. WAIT 1. // Brief pause to let it settle PRINT " New Events: " + genModule:ALLEVENTNAMES:JOIN(", "). PRINT " New Actions: " + genModule:ALLACTIONNAMES:JOIN(", "). } ELSE { PRINT " No activate action—already active or unavailable.". } } } } Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted 8 hours ago Author Share Posted 8 hours ago 33 minutes ago, ItchyBrother said: First off, I just want to say how much I love this mod! It’s my go-to for launches, and the level of detail and functionality you’ve put into it is outstanding. I’ve been exploring kOS and would love to integrate some of the launch pad features into my scripts. Most of the interactions work well, but I haven’t been able to trigger the fueling options via kOS. I was wondering if there’s any way to make this accessible or if there are plans to support this functionality in the future? I’d really appreciate any insights you can share. Thanks again for all your hard work on this incredible mod! I have used this code without any success of finding a way to start the fueling process. Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated. Quote Link to comment Share on other sites More sharing options...
ItchyBrother Posted 4 hours ago Share Posted 4 hours ago 4 hours ago, AlphaMensae said: Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated. It isn't so much about kOS I believe, than trying to find, for lack of a better word, how you are using the pad fueling option. For example, if I right click on the Flat Launch Base 2 there are two Generators. One marked Generator:EC and the other Generator that give an option to Start/Stop Fueling. How are you implementing the fueling option or are you? - Maybe something else is?! Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted 4 hours ago Author Share Posted 4 hours ago 16 minutes ago, ItchyBrother said: It isn't so much about kOS I believe, than trying to find, for lack of a better word, how you are using the pad fueling option. For example, if I right click on the Flat Launch Base 2 there are two Generators. One marked Generator:EC and the other Generator that give an option to Start/Stop Fueling. How are you implementing the fueling option or are you? - Maybe something else is?! Oh, it's two ModuleGenerator part modules. One outputs the resource ElectricCharge, the other various fuel resources: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleGenerator isAlwaysActive = false requiresAllinputs = false resourceThreshold = 0.001 activateGUIName = Start Fueling shutdownGUIName = Stop Fueling OUTPUT_RESOURCE { name = LiquidFuel rate = 36 } OUTPUT_RESOURCE { name = Oxidizer rate = 44 } OUTPUT_RESOURCE { name = MonoPropellant rate = 5 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdHydrogen rate = 165 // 11 * 15 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdMethane rate = 165 // 11 * 15 } } Quote Link to comment Share on other sites More sharing options...
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