public override void InvokeAction() { double alt = altitude + LocationUtil.TerrainHeight(latitude, longitude, FlightGlobals.currentMainBody); Vector3d pos = FlightGlobals.currentMainBody.GetWorldSurfacePosition(latitude, longitude, alt); Actor actor = cutSceneDefinition.actor(actorName); actor.Transform.position = pos; }
public override void MakeActive() { LoggingUtil.LogVerbose(this, "CutScene: camera '{0}' active", name); double alt = altitude + LocationUtil.TerrainHeight(latitude, longitude, FlightGlobals.currentMainBody); Vector3d pos = FlightGlobals.currentMainBody.GetWorldSurfacePosition(latitude, longitude, alt); FlightCamera.fetch.SetCamCoordsFromPosition(pos); }
protected override void OnAccepted() { // Actually spawn the kerbals in the game world! foreach (KerbalData kerbal in kerbals) { LoggingUtil.LogVerbose(this, "Spawning a Kerbal named " + kerbal.name); if (kerbal.altitude == null) { kerbal.altitude = LocationUtil.TerrainHeight(kerbal.latitude, kerbal.longitude, kerbal.body); } // Set additional info for landed kerbals if (kerbal.landed) { Vector3d pos = kerbal.body.GetWorldSurfacePosition(kerbal.latitude, kerbal.longitude, kerbal.altitude.Value); kerbal.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, kerbal.body); kerbal.orbit.UpdateFromStateVectors(pos, kerbal.body.getRFrmVel(pos), kerbal.body, Planetarium.GetUniversalTime()); LoggingUtil.LogVerbose(typeof(SpawnKerbal), "kerbal generated, orbit = " + kerbal.orbit); } uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); // Create crew member array ProtoCrewMember[] crewArray = new ProtoCrewMember[1]; crewArray[0] = kerbal.crewMember; // Create part nodes ConfigNode[] partNodes = new ConfigNode[1]; partNodes[0] = ProtoVessel.CreatePartNode("kerbalEVA", flightId, crewArray); // Create additional nodes ConfigNode[] additionalNodes = new ConfigNode[1]; DiscoveryLevels discoveryLevel = kerbal.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned; additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, UntrackedObjectClass.A, contract.TimeDeadline, contract.TimeDeadline); // Create the config node representation of the ProtoVessel ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(kerbal.name, VesselType.EVA, kerbal.orbit, 0, partNodes, additionalNodes); // Additional seetings for a landed Kerbal if (kerbal.landed) { // Create the config node representation of the ProtoVessel protoVesselNode.SetValue("sit", Vessel.Situations.LANDED.ToString()); protoVesselNode.SetValue("landed", true.ToString()); protoVesselNode.SetValue("lat", kerbal.latitude.ToString()); protoVesselNode.SetValue("lon", kerbal.longitude.ToString()); protoVesselNode.SetValue("alt", kerbal.altitude.ToString()); } // Add vessel to the game HighLogic.CurrentGame.AddVessel(protoVesselNode); } }
public override void OnDraw() { string val; double dVal; GUILayout.BeginHorizontal(); GUILayout.Label("Latitude", GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_LABEL_WIDTH)); val = GUILayout.TextField(latitude.ToString(), GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_ENTRY_WIDTH)); if (double.TryParse(val, out dVal)) { latitude = dVal; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Longitude", GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_LABEL_WIDTH)); val = GUILayout.TextField(longitude.ToString(), GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_ENTRY_WIDTH)); if (double.TryParse(val, out dVal)) { longitude = dVal; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Altitude", "Enter the altitude above the terrain."), GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_LABEL_WIDTH)); val = GUILayout.TextField(altitude.ToString(), GUILayout.Width(CutSceneConfigurator.CutSceneConfigurator.DETAIL_ENTRY_WIDTH)); if (double.TryParse(val, out dVal)) { altitude = dVal; } GUILayout.EndHorizontal(); GUILayout.FlexibleSpace(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Set Position to Current")) { latitude = FlightGlobals.currentMainBody.GetLatitude(FlightCamera.fetch.transform.position); longitude = FlightGlobals.currentMainBody.GetLongitude(FlightCamera.fetch.transform.position); double terrainHeight = LocationUtil.TerrainHeight(latitude, longitude, FlightGlobals.currentMainBody); Vector3d ground = FlightGlobals.currentMainBody.GetWorldSurfacePosition(latitude, longitude, terrainHeight); altitude = (ground - FlightCamera.fetch.transform.position).magnitude; } if (GUILayout.Button("Jump to Camera Position")) { MakeActive(); } GUILayout.EndHorizontal(); }
private bool NextWaypoint() { if (!waypointEnumerator.MoveNext()) { return(false); } // Get details for the current waypoint currentWaypoint = waypointEnumerator.Current; altitude = LocationUtil.TerrainHeight(currentWaypoint.latitude, currentWaypoint.longitude, FlightGlobals.currentMainBody); Vector3d pos = FlightGlobals.currentMainBody.GetWorldSurfacePosition(currentWaypoint.latitude, currentWaypoint.longitude, altitude); nrm = FlightGlobals.currentMainBody.GetSurfaceNVector(currentWaypoint.latitude, currentWaypoint.longitude); dest.position = pos; // Turn towards the destination actor.Transform.LookAt(dest, nrm); return(true); }
protected override void OnAccepted() { // Actually spawn the kerbals in the game world! foreach (KerbalData kd in kerbals) { LoggingUtil.LogVerbose(this, "Spawning a Kerbal named " + kd.kerbal.name); // Generate the ProtoCrewMember kd.kerbal.GenerateKerbal(); if (kd.altitude == null) { kd.altitude = LocationUtil.TerrainHeight(kd.latitude, kd.longitude, kd.body); } // Set additional info for landed kerbals if (kd.landed) { Vector3d pos = kd.body.GetWorldSurfacePosition(kd.latitude, kd.longitude, kd.altitude.Value); kd.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, kd.body); kd.orbit.UpdateFromStateVectors(pos, kd.body.getRFrmVel(pos), kd.body, Planetarium.GetUniversalTime()); LoggingUtil.LogVerbose(typeof(SpawnKerbal), "kerbal generated, orbit = " + kd.orbit); } else { // Update the reference body in the orbit kd.orbit.referenceBody = kd.body; } uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); // Create crew member array ProtoCrewMember[] crewArray = new ProtoCrewMember[1]; crewArray[0] = kd.kerbal.pcm; // Create part nodes ConfigNode[] partNodes = new ConfigNode[1]; partNodes[0] = ProtoVessel.CreatePartNode(kd.kerbal.gender == ProtoCrewMember.Gender.Male ? "kerbalEVA" : "kerbalEVAfemale", flightId, crewArray); // Create additional nodes ConfigNode[] additionalNodes = new ConfigNode[1]; DiscoveryLevels discoveryLevel = kd.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned; additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, UntrackedObjectClass.A, contract.TimeDeadline, contract.TimeDeadline); // Create the config node representation of the ProtoVessel ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(kd.kerbal.name, VesselType.EVA, kd.orbit, 0, partNodes, additionalNodes); // Additional seetings for a landed Kerbal if (kd.landed) { bool splashed = kd.altitude.Value < 0.001 && kd.body.ocean; // Add a bit of height for landed kerbals if (!splashed) { kd.altitude += 0.2; } // Figure out the appropriate rotation Vector3d norm = kd.body.GetRelSurfaceNVector(kd.latitude, kd.longitude); Quaternion normal = Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z)); Quaternion rotation = Quaternion.FromToRotation(Vector3.up, Vector3.forward); rotation = rotation * Quaternion.AngleAxis(kd.heading + 180, Vector3.up); // Create the config node representation of the ProtoVessel protoVesselNode.SetValue("sit", (splashed ? Vessel.Situations.SPLASHED : Vessel.Situations.LANDED).ToString()); protoVesselNode.SetValue("landed", (!splashed).ToString()); protoVesselNode.SetValue("splashed", splashed.ToString()); protoVesselNode.SetValue("lat", kd.latitude.ToString()); protoVesselNode.SetValue("lon", kd.longitude.ToString()); protoVesselNode.SetValue("alt", kd.altitude.ToString()); protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(normal * rotation)); // Set the normal vector relative to the surface Vector3 nrm = (rotation * Vector3.forward); protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z); } // Add vessel to the game HighLogic.CurrentGame.AddVessel(protoVesselNode); } }
protected bool CreateVessels() { if (vesselsCreated) { return(false); } String gameDataDir = KSPUtil.ApplicationRootPath; gameDataDir = gameDataDir.Replace("\\", "/"); if (!gameDataDir.EndsWith("/")) { gameDataDir += "/"; } gameDataDir += "GameData"; // Spawn the vessel in the game world foreach (VesselData vesselData in vessels) { LoggingUtil.LogVerbose(this, "Spawning a vessel named '" + vesselData.name + "'"); // Set additional info for landed vessels bool landed = false; if (!vesselData.orbiting) { landed = true; if (vesselData.altitude == null) { vesselData.altitude = LocationUtil.TerrainHeight(vesselData.latitude, vesselData.longitude, vesselData.body); } Vector3d pos = vesselData.body.GetWorldSurfacePosition(vesselData.latitude, vesselData.longitude, vesselData.altitude.Value); vesselData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, vesselData.body); vesselData.orbit.UpdateFromStateVectors(pos, vesselData.body.getRFrmVel(pos), vesselData.body, Planetarium.GetUniversalTime()); } else { vesselData.orbit.referenceBody = vesselData.body; } ConfigNode[] partNodes; UntrackedObjectClass sizeClass; ShipConstruct shipConstruct = null; if (!string.IsNullOrEmpty(vesselData.craftURL)) { // Save the current ShipConstruction ship, otherwise the player will see the spawned ship next time they enter the VAB! ConfigNode currentShip = ShipConstruction.ShipConfig; shipConstruct = ShipConstruction.LoadShip(gameDataDir + "/" + vesselData.craftURL); if (shipConstruct == null) { LoggingUtil.LogError(this, "ShipConstruct was null when tried to load '" + vesselData.craftURL + "' (usually this means the file could not be found)."); continue; } // Restore ShipConstruction ship ShipConstruction.ShipConfig = currentShip; // Set the name if (string.IsNullOrEmpty(vesselData.name)) { vesselData.name = shipConstruct.shipName; } // Set some parameters that need to be at the part level uint missionID = (uint)Guid.NewGuid().GetHashCode(); uint launchID = HighLogic.CurrentGame.launchID++; foreach (Part p in shipConstruct.parts) { p.flightID = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); p.missionID = missionID; p.launchID = launchID; p.flagURL = vesselData.flagURL ?? HighLogic.CurrentGame.flagURL; // Had some issues with this being set to -1 for some ships - can't figure out // why. End result is the vessel exploding, so let's just set it to a positive // value. p.temperature = 1.0; } foreach (CrewData cd in vesselData.crew) { bool success = false; // Find a seat for the crew Part part = shipConstruct.parts.Find(p => p.protoModuleCrew.Count < p.CrewCapacity); // Add the crew member if (part != null) { // Create the ProtoCrewMember ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned); if (cd.gender != null) { crewMember.gender = cd.gender.Value; } if (cd.name != null) { crewMember.name = cd.name; } // Add them to the part success = part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count); } if (!success) { LoggingUtil.LogWarning(this, "Unable to add crew to vessel named '" + vesselData.name + "'. Perhaps there's no room?"); break; } } // Create a dummy ProtoVessel, we will use this to dump the parts to a config node. // We can't use the config nodes from the .craft file, because they are in a // slightly different format than those required for a ProtoVessel (seriously // Squad?!?). ConfigNode empty = new ConfigNode(); ProtoVessel dummyProto = new ProtoVessel(empty, null); Vessel dummyVessel = new Vessel(); dummyVessel.parts = shipConstruct.parts; dummyProto.vesselRef = dummyVessel; // Create the ProtoPartSnapshot objects and then initialize them foreach (Part p in shipConstruct.parts) { dummyProto.protoPartSnapshots.Add(new ProtoPartSnapshot(p, dummyProto)); } foreach (ProtoPartSnapshot p in dummyProto.protoPartSnapshots) { p.storePartRefs(); } // Create the ship's parts partNodes = dummyProto.protoPartSnapshots.Select <ProtoPartSnapshot, ConfigNode>(GetNodeForPart).ToArray(); // Estimate an object class, numbers are based on the in game description of the // size classes. float size = shipConstruct.shipSize.magnitude / 2.0f; if (size < 4.0f) { sizeClass = UntrackedObjectClass.A; } else if (size < 7.0f) { sizeClass = UntrackedObjectClass.B; } else if (size < 12.0f) { sizeClass = UntrackedObjectClass.C; } else if (size < 18.0f) { sizeClass = UntrackedObjectClass.D; } else { sizeClass = UntrackedObjectClass.E; } } else { // Create crew member array ProtoCrewMember[] crewArray = new ProtoCrewMember[vesselData.crew.Count]; int i = 0; foreach (CrewData cd in vesselData.crew) { // Create the ProtoCrewMember ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned); if (cd.name != null) { crewMember.name = cd.name; } crewArray[i++] = crewMember; } // Create part nodes uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); partNodes = new ConfigNode[1]; partNodes[0] = ProtoVessel.CreatePartNode(vesselData.craftPart.name, flightId, crewArray); // Default the size class sizeClass = UntrackedObjectClass.A; // Set the name if (string.IsNullOrEmpty(vesselData.name)) { vesselData.name = vesselData.craftPart.name; } } // Create additional nodes ConfigNode[] additionalNodes = new ConfigNode[1]; DiscoveryLevels discoveryLevel = vesselData.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned; additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, sizeClass, contract.TimeDeadline, contract.TimeDeadline); // Create the config node representation of the ProtoVessel ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(vesselData.name, vesselData.vesselType, vesselData.orbit, 0, partNodes, additionalNodes); // Additional seetings for a landed vessel if (!vesselData.orbiting) { Vector3d norm = vesselData.body.GetRelSurfaceNVector(vesselData.latitude, vesselData.longitude); double terrainHeight = 0.0; if (vesselData.body.pqsController != null) { terrainHeight = vesselData.body.pqsController.GetSurfaceHeight(norm) - vesselData.body.pqsController.radius; } bool splashed = landed && terrainHeight < 0.001; // Create the config node representation of the ProtoVessel // Note - flying is experimental, and so far doesn't work protoVesselNode.SetValue("sit", (splashed ? Vessel.Situations.SPLASHED : landed ? Vessel.Situations.LANDED : Vessel.Situations.FLYING).ToString()); protoVesselNode.SetValue("landed", (landed && !splashed).ToString()); protoVesselNode.SetValue("splashed", splashed.ToString()); protoVesselNode.SetValue("lat", vesselData.latitude.ToString()); protoVesselNode.SetValue("lon", vesselData.longitude.ToString()); protoVesselNode.SetValue("alt", vesselData.altitude.ToString()); protoVesselNode.SetValue("landedAt", vesselData.body.name); // Figure out the additional height to subtract float lowest = float.MaxValue; if (shipConstruct != null) { foreach (Part p in shipConstruct.parts) { foreach (Collider collider in p.GetComponentsInChildren <Collider>()) { if (collider.gameObject.layer != 21 && collider.enabled) { lowest = Mathf.Min(lowest, collider.bounds.min.y); } } } } else { foreach (Collider collider in vesselData.craftPart.partPrefab.GetComponentsInChildren <Collider>()) { if (collider.gameObject.layer != 21 && collider.enabled) { lowest = Mathf.Min(lowest, collider.bounds.min.y); } } } if (lowest == float.MaxValue) { lowest = 0; } // Figure out the surface height and rotation Quaternion normal = Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z)); Quaternion rotation = Quaternion.identity; float heading = vesselData.heading; if (shipConstruct == null) { rotation = rotation * Quaternion.FromToRotation(Vector3.up, Vector3.back); } else if (shipConstruct.shipFacility == EditorFacility.SPH) { rotation = rotation * Quaternion.FromToRotation(Vector3.forward, -Vector3.forward); heading += 180.0f; } else { rotation = rotation * Quaternion.FromToRotation(Vector3.up, Vector3.forward); } rotation = rotation * Quaternion.AngleAxis(heading, Vector3.back); rotation = rotation * Quaternion.AngleAxis(vesselData.roll, Vector3.down); rotation = rotation * Quaternion.AngleAxis(vesselData.pitch, Vector3.left); // Set the height and rotation if (landed || splashed) { float hgt = (shipConstruct != null ? shipConstruct.parts[0] : vesselData.craftPart.partPrefab).localRoot.attPos0.y - lowest; hgt += vesselData.height; protoVesselNode.SetValue("hgt", hgt.ToString()); } protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(rotation * normal)); // Set the normal vector relative to the surface Vector3 nrm = (rotation * Vector3.forward); protoVesselNode.SetValue("nrm", nrm.x + "," + nrm.y + "," + nrm.z); protoVesselNode.SetValue("prst", false.ToString()); } // Add vessel to the game ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode); // Store the id for later use vesselData.id = protoVessel.vesselRef.id; // Associate it so that it can be used in contract parameters ContractVesselTracker.Instance.AssociateVessel(vesselData.name, protoVessel.vesselRef); } vesselsCreated = true; return(true); }
protected void CreateVessels() { if (vesselsCreated) { return; } String gameDataDir = KSPUtil.ApplicationRootPath; gameDataDir = gameDataDir.Replace("\\", "/"); if (!gameDataDir.EndsWith("/")) { gameDataDir += "/"; } gameDataDir += "GameData"; // Spawn the vessel in the game world foreach (VesselData vesselData in vessels) { LoggingUtil.LogVerbose(this, "Spawning a vessel named '" + vesselData.name + "'"); // Save the current ShipConstruction ship, otherwise the player will see the spawned ship next time they enter the VAB! ConfigNode currentShip = ShipConstruction.ShipConfig; ShipConstruct shipConstruct = ShipConstruction.LoadShip(gameDataDir + "/" + vesselData.craftURL); if (shipConstruct == null) { LoggingUtil.LogError(this, "ShipConstruct was null when tried to load '" + vesselData.craftURL + "' (usually this means the file could not be found)."); continue; } // Restore ShipConstruction ship ShipConstruction.ShipConfig = currentShip; // Set the name if (string.IsNullOrEmpty(vesselData.name)) { vesselData.name = shipConstruct.shipName; } // Set some parameters that need to be at the part level uint flightId = ShipConstruction.GetUniqueFlightID(HighLogic.CurrentGame.flightState); uint missionID = (uint)Guid.NewGuid().GetHashCode(); uint launchID = HighLogic.CurrentGame.launchID++; foreach (Part p in shipConstruct.parts) { p.flightID = flightId; p.missionID = missionID; p.launchID = launchID; p.flagURL = vesselData.flagURL ?? HighLogic.CurrentGame.flagURL; } // Assign crew to the vessel foreach (CrewData cd in vesselData.crew) { bool success = false; // Find a seat for the crew Part part = shipConstruct.parts.Find(p => p.protoModuleCrew.Count < p.CrewCapacity); // Add the crew member if (part != null) { // Create the ProtoCrewMember ProtoCrewMember crewMember = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Unowned); if (cd.name != null) { crewMember.name = cd.name; } // Add them to the part success = part.AddCrewmemberAt(crewMember, part.protoModuleCrew.Count); } if (!success) { LoggingUtil.LogWarning(this, "Unable to add crew to vessel named '" + vesselData.name + "'. Perhaps there's no room?"); break; } } // Set additional info for landed kerbals if (vesselData.landed) { if (vesselData.altitude == null) { vesselData.altitude = LocationUtil.TerrainHeight(vesselData.latitude, vesselData.longitude, vesselData.body); } Vector3d pos = vesselData.body.GetWorldSurfacePosition(vesselData.latitude, vesselData.longitude, vesselData.altitude.Value); vesselData.orbit = new Orbit(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, vesselData.body); vesselData.orbit.UpdateFromStateVectors(pos, vesselData.body.getRFrmVel(pos), vesselData.body, Planetarium.GetUniversalTime()); LoggingUtil.LogDebug(this, "vesselData generated, orbit = " + vesselData.orbit); } // Create a dummy ProtoVessel, we will use this to dump the parts to a config node. // We can't use the config nodes from the .craft file, because they are in a // slightly different format than those required for a ProtoVessel (seriously // Squad?!?). ConfigNode empty = new ConfigNode(); ProtoVessel dummyProto = new ProtoVessel(empty, null); Vessel dummyVessel = new Vessel(); dummyVessel.parts = shipConstruct.parts; dummyProto.vesselRef = dummyVessel; // Create the ProtoPartSnapshot objects and then initialize them foreach (Part p in shipConstruct.parts) { dummyProto.protoPartSnapshots.Add(new ProtoPartSnapshot(p, dummyProto)); } foreach (ProtoPartSnapshot p in dummyProto.protoPartSnapshots) { p.storePartRefs(); } // Estimate an object class, numbers are based on the in game description of the // size classes. float size = shipConstruct.shipSize.magnitude / 2.0f; UntrackedObjectClass sizeClass; if (size < 4.0f) { sizeClass = UntrackedObjectClass.A; } else if (size < 7.0f) { sizeClass = UntrackedObjectClass.B; } else if (size < 12.0f) { sizeClass = UntrackedObjectClass.C; } else if (size < 18.0f) { sizeClass = UntrackedObjectClass.D; } else { sizeClass = UntrackedObjectClass.E; } // Create the ship's parts ConfigNode[] partNodes = dummyProto.protoPartSnapshots.Select <ProtoPartSnapshot, ConfigNode>(GetNodeForPart).ToArray(); // Create additional nodes ConfigNode[] additionalNodes = new ConfigNode[1]; DiscoveryLevels discoveryLevel = vesselData.owned ? DiscoveryLevels.Owned : DiscoveryLevels.Unowned; additionalNodes[0] = ProtoVessel.CreateDiscoveryNode(discoveryLevel, sizeClass, contract.TimeDeadline, contract.TimeDeadline); // Create the config node representation of the ProtoVessel ConfigNode protoVesselNode = ProtoVessel.CreateVesselNode(vesselData.name, vesselData.vesselType, vesselData.orbit, 0, partNodes, additionalNodes); // Additional seetings for a landed vessel if (vesselData.landed) { // Create the config node representation of the ProtoVessel protoVesselNode.SetValue("sit", Vessel.Situations.LANDED.ToString()); protoVesselNode.SetValue("landed", true.ToString()); protoVesselNode.SetValue("lat", vesselData.latitude.ToString()); protoVesselNode.SetValue("lon", vesselData.longitude.ToString()); protoVesselNode.SetValue("alt", vesselData.altitude.ToString()); protoVesselNode.SetValue("landedAt", vesselData.body.name); // Figure out the additional heigh to subtract float lowest = float.MaxValue; foreach (Part p in shipConstruct.parts) { foreach (Collider collider in p.GetComponentsInChildren <Collider>()) { if (collider.gameObject.layer != 21 && collider.enabled) { lowest = Mathf.Min(lowest, collider.bounds.min.y); } } } // Figure out the surface height and rotation Vector3d norm = vesselData.body.GetRelSurfaceNVector(vesselData.latitude, vesselData.longitude); Quaternion rotation = Quaternion.FromToRotation(Vector3.forward, Vector3.up) * Quaternion.LookRotation(new Vector3((float)norm.x, (float)norm.y, (float)norm.z)); protoVesselNode.SetValue("hgt", (shipConstruct.parts[0].localRoot.attPos0.y - lowest).ToString()); protoVesselNode.SetValue("rot", KSPUtil.WriteQuaternion(rotation)); } // Add vessel to the game ProtoVessel protoVessel = HighLogic.CurrentGame.AddVessel(protoVesselNode); // Store the id for later use vesselData.id = protoVessel.vesselRef.id; // Associate it so that it can be used in contract parameters ContractVesselTracker.Instance.AssociateVessel(vesselData.name, protoVessel.vesselRef); } vesselsCreated = true; }