public virtual void ActivatePilot() { pilotOn = true; if (activeVessel) { activeVessel.OnFlyByWire -= autoPilot; } activeVessel = vessel; activeVessel.OnFlyByWire += autoPilot; if (!speedController) { speedController = gameObject.AddComponent <BDAirspeedControl>(); speedController.vessel = vessel; } speedController.Activate(); GameEvents.onVesselDestroy.Remove(RemoveAutopilot); GameEvents.onVesselDestroy.Add(RemoveAutopilot); assignedPositionWorld = vessel.ReferenceTransform.position; // I need to make sure gear is deployed on startup so it'll get properly retracted. vessel.ActionGroups.SetGroup(KSPActionGroup.Gear, true); RefreshPartWindow(); }
public virtual void ActivatePilot() { pilotOn = true; if (activeVessel) { activeVessel.OnFlyByWire -= autoPilot; } activeVessel = vessel; activeVessel.OnFlyByWire += autoPilot; if (!speedController) { speedController = gameObject.AddComponent <BDAirspeedControl>(); speedController.vessel = vessel; } speedController.Activate(); GameEvents.onVesselDestroy.Remove(RemoveAutopilot); GameEvents.onVesselDestroy.Add(RemoveAutopilot); assignedPositionWorld = vessel.ReferenceTransform.position; RefreshPartWindow(); }