public override void SetDifficultyPreset(GameParameters.Preset preset) { switch (preset) { case GameParameters.Preset.Easy: lifetime = false; stormFrequency = Settings.StormFrequency * 0.9f; stormRadiation = Settings.StormRadiation * 0.9f; shieldingEfficiency = Lib.Clamp(Settings.ShieldingEfficiency * 1.1f, 0.0f, 0.99f); break; case GameParameters.Preset.Normal: lifetime = false; stormFrequency = Settings.StormFrequency; stormRadiation = Settings.StormRadiation; shieldingEfficiency = Lib.Clamp(Settings.ShieldingEfficiency, 0.0f, 0.99f); break; case GameParameters.Preset.Moderate: lifetime = false; stormFrequency = Settings.StormFrequency * 1.3f; stormRadiation = Settings.StormRadiation * 1.2f; shieldingEfficiency = Lib.Clamp(Settings.ShieldingEfficiency * 0.9f, 0.0f, 0.99f); break; case GameParameters.Preset.Hard: lifetime = true; stormFrequency = Settings.StormFrequency * 1.5f; stormRadiation = Settings.StormRadiation * 1.5f; shieldingEfficiency = Lib.Clamp(Settings.ShieldingEfficiency * 0.8f, 0.0f, 0.99f); break; default: break; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { switch (preset) { case GameParameters.Preset.Easy: DeathEnabled = false; ExhaustionStartHealth = 0.1f; ExhaustionEndHealth = 0.15f; break; case GameParameters.Preset.Normal: DeathEnabled = false; ExhaustionStartHealth = 0.2f; ExhaustionEndHealth = 0.25f; break; case GameParameters.Preset.Moderate: case GameParameters.Preset.Hard: DeathEnabled = true; ExhaustionStartHealth = 0.2f; ExhaustionEndHealth = 0.25f; break; } }
public void SetDefaults(GameParameters.Preset preset) { if (HighLogic.LoadedScene == GameScenes.MAINMENU) { if (TacStartOnce.Instance.globalSettings == null) { TacStartOnce.Instance.Awake(); } //set values, converted from per second to per Day for UI. MaxDeltaTime = TacStartOnce.Instance.globalSettings.MaxDeltaTime; ElectricityMaxDeltaTime = TacStartOnce.Instance.globalSettings.ElectricityMaxDeltaTime; displayMaxTimeWithoutFood = (int)(TacStartOnce.Instance.globalSettings.MaxTimeWithoutFood / 60f / 60f); MaxTimeWithoutFood = TacStartOnce.Instance.globalSettings.MaxTimeWithoutFood; displayMaxTimeWithoutOxygen = (int)(TacStartOnce.Instance.globalSettings.MaxTimeWithoutOxygen / 60f); MaxTimeWithoutOxygen = TacStartOnce.Instance.globalSettings.MaxTimeWithoutOxygen; displayMaxTimeWithoutWater = (int)(TacStartOnce.Instance.globalSettings.MaxTimeWithoutWater / 60f / 60f); MaxTimeWithoutWater = TacStartOnce.Instance.globalSettings.MaxTimeWithoutWater; displayMaxTimeWithoutElectricity = (int)(TacStartOnce.Instance.globalSettings.MaxTimeWithoutElectricity / 60f); MaxTimeWithoutElectricity = TacStartOnce.Instance.globalSettings.MaxTimeWithoutElectricity; EvaDefaultResourceAmount = (int)TacStartOnce.Instance.globalSettings.EvaDefaultResourceAmount; WarningMessagePercent = 10; CriticalMessagePercent = 3; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { switch (preset) { case GameParameters.Preset.Easy: AllowWheelMotorFailures = true; AllowWheelTireFailures = true; AllowAnimateFailures = false; AllowGeneratorFailures = false; AllowParachuteFailures = false; Allow1ParachuteFailures = false; AllowSmallTankFailures = false; AllowSolarPanelFailures = false; AllowSRBFailures = false; break; case GameParameters.Preset.Normal: AllowWheelMotorFailures = true; AllowWheelTireFailures = true; AllowAnimateFailures = false; AllowGeneratorFailures = false; AllowParachuteFailures = true; Allow1ParachuteFailures = false; AllowSmallTankFailures = true; AllowSolarPanelFailures = true; AllowSRBFailures = false; break; case GameParameters.Preset.Moderate: AllowWheelMotorFailures = true; AllowWheelTireFailures = true; AllowAnimateFailures = true; AllowGeneratorFailures = true; AllowParachuteFailures = true; Allow1ParachuteFailures = false; AllowSmallTankFailures = true; AllowSolarPanelFailures = true; AllowSRBFailures = false; break; case GameParameters.Preset.Hard: AllowWheelMotorFailures = true; AllowWheelTireFailures = true; AllowAnimateFailures = true; AllowGeneratorFailures = true; AllowParachuteFailures = true; Allow1ParachuteFailures = true; AllowSmallTankFailures = true; AllowSolarPanelFailures = true; AllowSRBFailures = true; break; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { switch (preset) { case GameParameters.Preset.Easy: AllowAlternatorFailures = true; AllowBatteryFailures = true; AllowControlSurfaceFailures = true; AllowDeployableAntennaFailures = true; AllowEngineFailures = true; AllowGimbalFailures = true; AllowLightFailures = true; AllowRCSFailures = true; AllowReactionWheelFailures = true; AllowTankFailures = true; break; case GameParameters.Preset.Normal: AllowAlternatorFailures = true; AllowBatteryFailures = true; AllowControlSurfaceFailures = true; AllowDeployableAntennaFailures = true; AllowEngineFailures = true; AllowGimbalFailures = true; AllowLightFailures = true; AllowRCSFailures = true; AllowReactionWheelFailures = true; AllowTankFailures = true; break; case GameParameters.Preset.Moderate: AllowAlternatorFailures = true; AllowBatteryFailures = true; AllowControlSurfaceFailures = true; AllowDeployableAntennaFailures = true; AllowEngineFailures = true; AllowGimbalFailures = true; AllowLightFailures = true; AllowRCSFailures = true; AllowReactionWheelFailures = true; AllowTankFailures = true; break; case GameParameters.Preset.Hard: AllowAlternatorFailures = true; AllowBatteryFailures = true; AllowControlSurfaceFailures = true; AllowDeployableAntennaFailures = true; AllowEngineFailures = true; AllowGimbalFailures = true; AllowLightFailures = true; AllowRCSFailures = true; AllowReactionWheelFailures = true; AllowTankFailures = true; break; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { switch (preset) { case GameParameters.Preset.Easy: EnabledForSave = true; // is enabled for this save file ManualFailures = false; // initiate failures manually MaxDistance = 5f; // maximum distance for EVA activities Messages = true; // enable messages and screen posts Glow = true; // enable the part's glow upon failure RequireExperience = false; // enable requiring experience levels Pri_Low_SoundLoops = 0; // number of times to beep Pri_Medium_SoundLoops = 2; // number of times to beep Pri_High_SoundLoops = -1; // number of times to beep AlarmVolume = 100; // volume of the alarm (1-100) DebugStats = false; // show debug stats of the part in the right-click menu MTBF_Multiplier = 2f; Lifetime_Multiplier = 2f; break; case GameParameters.Preset.Normal: EnabledForSave = true; // is enabled for this save file ManualFailures = false; // initiate failures manually MaxDistance = 2f; // maximum distance for EVA activities Messages = true; // enable messages and screen posts Glow = true; // enable the part's glow upon failure RequireExperience = true; // enable requiring experience levels Pri_Low_SoundLoops = 0; // number of times to beep Pri_Medium_SoundLoops = 2; // number of times to beep Pri_High_SoundLoops = -1; // number of times to beep AlarmVolume = 100; // volume of the alarm (1-100) DebugStats = false; // show debug stats of the part in the right-click menu MTBF_Multiplier = 1f; Lifetime_Multiplier = 1f; break; case GameParameters.Preset.Moderate: EnabledForSave = true; // is enabled for this save file ManualFailures = false; // initiate failures manually MaxDistance = 1f; // maximum distance for EVA activities Messages = true; // enable messages and screen posts Glow = true; // enable the part's glow upon failure RequireExperience = true; // enable requiring experience levels Pri_Low_SoundLoops = 0; // number of times to beep Pri_Medium_SoundLoops = 2; // number of times to beep Pri_High_SoundLoops = -1; // number of times to beep AlarmVolume = 100; // volume of the alarm (1-100) DebugStats = false; // show debug stats of the part in the right-click menu MTBF_Multiplier = 0.75f; Lifetime_Multiplier = 1f; break; case GameParameters.Preset.Hard: EnabledForSave = true; // is enabled for this save file ManualFailures = false; // initiate failures manually MaxDistance = 0.5f; // maximum distance for EVA activities Messages = false; // enable messages and screen posts Glow = true; // enable the part's glow upon failure RequireExperience = true; // enable requiring experience levels Pri_Low_SoundLoops = 0; // number of times to beep Pri_Medium_SoundLoops = 2; // number of times to beep Pri_High_SoundLoops = -1; // number of times to beep AlarmVolume = 100; // volume of the alarm (1-100) DebugStats = false; // show debug stats of the part in the right-click menu MTBF_Multiplier = 0.5f; Lifetime_Multiplier = 0.75f; break; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { }
public override void SetDifficultyPreset(GameParameters.Preset preset) { Log.Info("Setting difficulty preset"); switch (preset) { case GameParameters.Preset.Easy: autoAbort = false; autoAbortDelay = 5F; preFailureWarningTime = 5F; alarmSoundFile = "WhoopWhoop"; allowEngineFailures = true; allowEngineUnderthrust = true; engineUnderthrustProbability = 0.3F; allowRadialDecouplerFailures = true; allowControlSurfaceFailures = true; allowStrutFuelFailures = true; break; case GameParameters.Preset.Normal: autoAbort = false; autoAbortDelay = 5F; preFailureWarningTime = 5F; alarmSoundFile = "WhoopWhoop"; allowEngineFailures = true; allowEngineUnderthrust = true; engineUnderthrustProbability = 0.3F; allowRadialDecouplerFailures = true; allowControlSurfaceFailures = true; allowStrutFuelFailures = true; break; case GameParameters.Preset.Moderate: autoAbort = false; autoAbortDelay = 5F; preFailureWarningTime = 5F; alarmSoundFile = "WhoopWhoop"; allowEngineFailures = true; allowEngineUnderthrust = true; engineUnderthrustProbability = 0.3F; allowRadialDecouplerFailures = true; allowControlSurfaceFailures = true; allowStrutFuelFailures = true; break; case GameParameters.Preset.Hard: autoAbort = false; autoAbortDelay = 5F; preFailureWarningTime = 5F; alarmSoundFile = "WhoopWhoop"; allowEngineFailures = true; allowEngineUnderthrust = true; engineUnderthrustProbability = 0.3F; allowRadialDecouplerFailures = true; allowControlSurfaceFailures = true; allowStrutFuelFailures = true; break; } }
public override void SetDifficultyPreset(GameParameters.Preset preset) { EnabledForSave = true; // is enabled for this save file keepButtonsVisible = true; defaultThrottle = 1.0f; }
public override void SetDifficultyPreset(GameParameters.Preset preset) { hideUnpurchased = true; setAdvanced = true; replaceFbM = true; }
public override void SetDifficultyPreset(GameParameters.Preset preset) { Log.dbg("SetDifficultyPreset {0}", preset); base.SetDifficultyPreset(preset); }
public override void SetDifficultyPreset(GameParameters.Preset preset) { driveStopsUponVesselSwitch = true; autoJump = false; multipleDriveExponent = 1.4f; }
public static string GetPresetColorHex(GameParameters.Preset p);
public static Color GetPresetColor(GameParameters.Preset p);
public static GameParameters GetDefaultParameters(Game.Modes mode, GameParameters.Preset p);