public UllageSet(ModuleEnginesRF eng) { MonoBehaviour.print("*U* Ullage constructor called on " + eng.part.name); engine = eng; ullageSim = new UllageSimulator(engine.part.name); if (engine.vessel != null) { module = engine.vessel.GetComponent <UllageModule>(); } else { module = null; } tanks = new List <Part>(); rfTanks = new Dictionary <Part, Tanks.ModuleFuelTanks>(); // set engine fields pressureFed = engine.pressureFed; ullageEnabled = engine.ullage; // create orientaiton SetThrustAxis(engine.thrustAxis); if (HighLogic.LoadedSceneIsFlight || HighLogic.LoadedSceneIsEditor) { SetTanks(); // fill tank lists, find pressurization, etc. } }
public UllageSet(ModuleEnginesRF eng) { MonoBehaviour.print("*U* Ullage constructor called on " + eng.part.name); engine = eng; ullageSim = new UllageSimulator(engine.part.name); module = engine.vessel?.GetComponent <UllageModule>(); // set engine fields ullageEnabled = engine.ullage; // create orientaiton SetThrustAxis(engine.thrustAxis); if (HighLogic.LoadedSceneIsFlight || HighLogic.LoadedSceneIsEditor) { SetTanks(); // fill tank lists, find pressurization, etc. } }
public UllageSet(ModuleEnginesRF eng) { engine = eng; ullageSim = new UllageSimulator(); if (engine.vessel != null) module = engine.vessel.GetComponent<UllageModule>(); else module = null; tanks = new List<Part>(); rfTanks = new Dictionary<Part, Tanks.ModuleFuelTanks>(); // set engine fields pressureFed = engine.pressureFed; ullageEnabled = engine.ullage; // create orientaiton SetThrustAxis(engine.thrustAxis); if (HighLogic.LoadedSceneIsFlight || HighLogic.LoadedSceneIsEditor) SetTanks(); // fill tank lists, find pressurization, etc. }
public void SetModule(UllageModule newModule) { module = newModule; }