public override void OnStart(PartModule.StartState state) { burn = part.Modules["CL_LandingBurn"] as CL_LandingBurn; if (burn == null) { Debug.Log("<color=#FF8C00ff>Comfortable Landing:</color>Not detected CL_LandingBurn"); } buoy = part.Modules["CL_Buoy"] as CL_Buoy; if (buoy == null) { Debug.Log("<color=#FF8C00ff>Comfortable Landing:</color>Not detected CL_Buoy"); } airbag = part.Modules["CL_airbag"] as CL_AirBag; if (airbag == null) { Debug.Log("<color=#FF8C00ff>Comfortable Landing:</color>Not detected CL_AirBagg"); } if (burn == null && buoy == null && airbag == null) { Events["Deactivate"].guiActive = false; Events["Activate"].guiActive = false; IsActivate = false; Debug.Log("<color=#FF8C00ff>Comfortable Landing:</color>Not detected any CL Module."); } if (buoy != null && airbag != null) //They are repetitive. { airbag = null; //So it will not activate in FixedUpdate. Debug.Log("<color=#FF8C00ff>Comfortable Landing:</color>Detected CL_Buoy and CL_ Airbag, only activate CL_Buoy."); } }