Пример #1
0
        public override void OnStart(PartModule.StartState state)
        {
            // calculate WasteHeat Capacity
            var wasteheatPowerResource = part.Resources.FirstOrDefault(r => r.resourceName == ResourceManager.FNRESOURCE_WASTEHEAT);

            if (wasteheatPowerResource != null)
            {
                var wasteheat_ratio = Math.Min(wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount, 0.95);
                wasteheatPowerResource.maxAmount = part.mass * 2.0e+4 * wasteHeatMultiplier;
                wasteheatPowerResource.amount    = wasteheatPowerResource.maxAmount * wasteheat_ratio;
            }

            if (state == StartState.Editor)
            {
                return;
            }

            _attached_engine          = this.part.FindModuleImplementing <ModuleEnginesFX>();
            _attached_warpable_engine = _attached_engine as ModuleEnginesWarp;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }
            else
            {
                Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");
            }

            // first try to look in part
            _attached_reactor = this.part.FindModuleImplementing <IChargedParticleSource>();

            // try to find nearest
            if (_attached_reactor == null)
            {
                _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);
            }

            if (_attached_reactor == null)
            {
                Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }

            double joules_per_amu = _attached_reactor.CurrentMeVPerChargedProduct * 1e6 * GameConstants.ELECTRON_CHARGE / GameConstants.dilution_factor;

            calculatedIsp = Math.Sqrt(joules_per_amu * 2.0 / GameConstants.ATOMIC_MASS_UNIT) / PluginHelper.GravityConstant;

            minimum_isp          = calculatedIsp * _attached_reactor.MinimumChargdIspMult;
            maximum_isp          = calculatedIsp * _attached_reactor.MaximumChargedIspMult;
            max_power_multiplier = Math.Log10(maximum_isp / minimum_isp);

            throtleExponent = Math.Abs(Math.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            exchanger_thrust_divisor = radius > _attached_reactor.Radius
                ? _attached_reactor.Radius * _attached_reactor.Radius / radius / radius
                : radius * radius / _attached_reactor.Radius / _attached_reactor.Radius;
        }
        public override void OnStart(PartModule.StartState state)
        {
            if (maintainsPropellantBuffer)
            {
                propellantBufferResourceDefinition = PartResourceLibrary.Instance.GetDefinition(propellantBufferResourceName);
            }

            resourceBuffers = new ResourceBuffers();
            resourceBuffers.AddConfiguration(new ResourceBuffers.TimeBasedConfig(ResourceManager.FNRESOURCE_WASTEHEAT, wasteHeatMultiplier, 1.0e+6, true));
            resourceBuffers.UpdateVariable(ResourceManager.FNRESOURCE_WASTEHEAT, this.part.mass);
            resourceBuffers.Init(this.part);

            _attached_warpable_engine = this.part.FindModuleImplementing <ModuleEnginesWarp>();
            _attached_engine          = _attached_warpable_engine;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }

            ConnectToReactor();

            UpdateEngineStats(true);

            max_power_multiplier = Math.Log10(maximum_isp / minimum_isp);

            throtleExponent = Math.Abs(Math.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            simulatedThrottleFloatRange = Fields["simulatedThrottle"].uiControlEditor as UI_FloatRange;
            simulatedThrottleFloatRange.onFieldChanged += UpdateFromGUI;

            if (_attached_reactor == null)
            {
                Debug.LogWarning("[KSPI]: InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }
            exchanger_thrust_divisor = radius >= _attached_reactor.Radius ? 1 : radius * radius / _attached_reactor.Radius / _attached_reactor.Radius;

            InitializesPropellantBuffer();

            if (_attached_engine != null && _attached_engine is ModuleEnginesFX)
            {
                if (!String.IsNullOrEmpty(runningEffectName))
                {
                    part.Effect(runningEffectName, 0, -1);
                }
                if (!String.IsNullOrEmpty(powerEffectName))
                {
                    part.Effect(powerEffectName, 0, -1);
                }
            }

            Fields["partMass"].guiActiveEditor = showPartMass;
            Fields["partMass"].guiActive       = showPartMass;
        }
Пример #3
0
        public override void OnStart(PartModule.StartState state)
        {
            var wasteheatPowerResource = part.Resources.list.FirstOrDefault(r => r.resourceName == FNResourceManager.FNRESOURCE_WASTEHEAT);

            // calculate WasteHeat Capacity
            if (wasteheatPowerResource != null)
            {
                var ratio = wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount;
                wasteheatPowerResource.maxAmount = part.mass * 1.0e+5 * wasteHeatMultiplier;
                wasteheatPowerResource.amount    = wasteheatPowerResource.maxAmount * ratio;
            }

            if (state == StartState.Editor)
            {
                return;
            }

            _attached_engine          = this.part.FindModuleImplementing <ModuleEnginesFX>(); //this.part.Modules["ModuleEnginesFX"] as ModuleEnginesFX;
            _attached_warpable_engine = _attached_engine as ModuleEnginesWarp;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }
            else
            {
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");
            }

            // first try to look in part
            _attached_reactor = this.part.FindModuleImplementing <IChargedParticleSource>();

            // try to find nearest
            if (_attached_reactor == null)
            {
                _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);
            }

            if (_attached_reactor == null)
            {
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }

            double joules_per_amu = _attached_reactor.CurrentMeVPerChargedProduct * 1e6 * GameConstants.ELECTRON_CHARGE / GameConstants.dilution_factor;

            calculatedIsp = Math.Sqrt(joules_per_amu * 2.0 / GameConstants.ATOMIC_MASS_UNIT) / PluginHelper.GravityConstant;

            throtleExponent = Mathf.Abs(Mathf.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            exchanger_thrust_divisor = radius > _attached_reactor.GetRadius()
                ? _attached_reactor.GetRadius() * _attached_reactor.GetRadius() / radius / radius
                : radius * radius / _attached_reactor.GetRadius() / _attached_reactor.GetRadius(); // Does this really need to be done each update? Or at all since it uses particles instead of thermal power?
        }
        public override void OnStart(StartState state)
        {
            try
            {
                Debug.Log("[KSPI]: Start State: " + state.ToString());
                Debug.Log("[KSPI]: Already Launched: " + Launched);

                curEngineT    = this.part.FindModuleImplementing <ModuleEngines>();
                curEngineWarp = this.part.FindModuleImplementing <ModuleEnginesWarp>();

                InitializeGUI();

                _fuelConfigurationWithEffect = FuelConfigurations.Where(m => !string.IsNullOrEmpty(m.effectname)).ToList();
                _fuelConfigurationWithEffect.ForEach(prop => part.Effect(prop.effectname, 0, -1));

                if (state == StartState.Editor)
                {
                    Debug.Log("[KSPI]: Editor");
                    hideEmpty        = false;
                    selectedTank     = selectedFuel;
                    selectedTankName = FuelConfigurations[selectedFuel].ConfigName;
                    //UpdateResources();
                }
                else
                {
                    hideEmpty = true;
                    if (state == StartState.PreLaunch) // startstate normally == prelaunch,landed
                    {
                        Debug.Log("[KSPI]: PreLaunch");
                        hideEmpty = true;
                        //UpdateResources();
                        //UpdateusefulConfigurations();
                        InitializeFuelSelector();
                    }
                    else
                    {
                        Debug.Log("[KSPI]: No PreLaunch");
                    }
                }

                Debug.Log("[KSPI]: OnStart calls UpdateFuel");
                UpdateFuel();

                Events["ShowFuels"].active = hideEmpty;
                Events["HideFuels"].active = !hideEmpty;
            }
            catch (Exception e)
            {
                Debug.LogError("EngineECU2 OnStart eception: " + e.Message);
            }

            base.OnStart(state);
        }
Пример #5
0
        public override void OnStart(PartModule.StartState state)
        {
            resourceBuffers = new ResourceBuffers();
            resourceBuffers.AddConfiguration(new ResourceBuffers.TimeBasedConfig(ResourceManager.FNRESOURCE_WASTEHEAT, wasteHeatMultiplier, 2.0e+4, true));
            resourceBuffers.UpdateVariable(ResourceManager.FNRESOURCE_WASTEHEAT, this.part.mass);
            resourceBuffers.Init(this.part);

            if (state == StartState.Editor)
            {
                return;
            }

            _attached_warpable_engine = this.part.FindModuleImplementing <ModuleEnginesWarp>();
            _attached_engine          = _attached_warpable_engine;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }
            else
            {
                Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");
            }

            // first try to look in part
            _attached_reactor = this.part.FindModuleImplementing <IChargedParticleSource>();

            // try to find nearest
            if (_attached_reactor == null)
            {
                _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);
            }

            if (_attached_reactor == null)
            {
                Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }

            double joules_per_amu = _attached_reactor.CurrentMeVPerChargedProduct * 1e6 * GameConstants.ELECTRON_CHARGE / GameConstants.dilution_factor;

            calculatedIsp = Math.Sqrt(joules_per_amu * 2.0 / GameConstants.ATOMIC_MASS_UNIT) / PluginHelper.GravityConstant;

            minimum_isp          = calculatedIsp * _attached_reactor.MinimumChargdIspMult;
            maximum_isp          = calculatedIsp * _attached_reactor.MaximumChargedIspMult;
            max_power_multiplier = Math.Log10(maximum_isp / minimum_isp);

            throtleExponent = Math.Abs(Math.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            exchanger_thrust_divisor = radius > _attached_reactor.Radius
                ? _attached_reactor.Radius * _attached_reactor.Radius / radius / radius
                : radius * radius / _attached_reactor.Radius / _attached_reactor.Radius;
        }
Пример #6
0
        public override void OnStart(StartState state)
        {
            String[] resources_to_supply = { ResourceManager.FNRESOURCE_MEGAJOULES, ResourceManager.FNRESOURCE_WASTEHEAT };
            this.resources_to_supply = resources_to_supply;

            try
            {
                Debug.Log("[KSPI]: Start Current State: " + (int)state + " " + state.ToString());
                Debug.Log("[KSPI]: OnStart Already Launched: " + Launched);

                curEngineT    = this.part.FindModuleImplementing <ModuleEngines>();
                curEngineWarp = this.part.FindModuleImplementing <ModuleEnginesWarp>();

                if ((state & StartState.PreLaunch) == StartState.PreLaunch)
                {
                    hideEmpty = true;
                }

                InitializeGUI();

                _fuelConfigurationWithEffect = FuelConfigurations.Where(m => !string.IsNullOrEmpty(m.effectname)).ToList();
                _fuelConfigurationWithEffect.ForEach(prop => part.Effect(prop.effectname, 0, -1));

                if (state == StartState.Editor)
                {
                    hideEmpty        = false;
                    selectedTank     = selectedFuel;
                    selectedTankName = FuelConfigurations[selectedFuel].ConfigName;
                }

                UpdateFuel();
                Events["ShowFuels"].active = hideEmpty;
                Events["HideFuels"].active = !hideEmpty;

                Fields["upgradeTechReq1"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq1);
                Fields["upgradeTechReq2"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq2);
                Fields["upgradeTechReq3"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq3);
                Fields["upgradeTechReq4"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq4);

                Fields["maxThrustUpgraded1"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq1);
                Fields["maxThrustUpgraded2"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq2);
                Fields["maxThrustUpgraded3"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq3);
                Fields["maxThrustUpgraded4"].guiActiveEditor = !String.IsNullOrEmpty(upgradeTechReq4);
            }
            catch (Exception e)
            {
                Debug.LogError("EngineECU2 OnStart eception: " + e.Message);
            }

            base.OnStart(state);
        }
        public override void OnStart(StartState state)
        {
            try
            {
                Debug.Log("[KSPI] - Start State: " + state.ToString());
                Debug.Log("[KSPI] - Already Launched: " + Launched);

                curEngineT    = this.part.FindModuleImplementing <ModuleEngines>();
                curEngineWarp = this.part.FindModuleImplementing <ModuleEnginesWarp>();

                InitializeGUI();

                if (state.ToString().Contains(StartState.Editor.ToString()))
                {
                    Debug.Log("[KSPI] - Editor");
                    hideEmpty        = false;
                    selectedTank     = selectedFuel;
                    selectedTankName = FuelConfigurations[selectedFuel].ConfigName;
                    UpdateResources();
                    Debug.Log("[KSPI] - OnStart calls UpdateFuel");
                    UpdateFuel(true);
                }
                else
                {
                    hideEmpty = true;
                    if (state.ToString().Contains(StartState.PreLaunch.ToString())) // startstate normally == prelaunch,landed
                    {
                        Debug.Log("[KSPI] - PreLaunch");
                        hideEmpty = true;
                        UpdateResources();
                        //UpdateusefulConfigurations();
                        InitializeFuelSelector();
                        Debug.Log("[KSPI] - OnStart calls UpdateFuel");
                        UpdateFuel();
                    }
                    else
                    {
                        Debug.Log("[KSPI] - No PreLaunch");
                    }
                }
                Events["ShowFuels"].active = hideEmpty;
                Events["HideFuels"].active = !hideEmpty;
            }
            catch (Exception e)
            {
                Debug.LogError("EngineECU2 OnStart eception: " + e.Message);
            }

            base.OnStart(state);
        }
Пример #8
0
        public override void OnStart(PartModule.StartState state)
        {
            var wasteheatPowerResource = part.Resources.list.FirstOrDefault(r => r.resourceName == FNResourceManager.FNRESOURCE_WASTEHEAT);

            // calculate WasteHeat Capacity
            if (wasteheatPowerResource != null)
            {
                var ratio = wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount;
                wasteheatPowerResource.maxAmount = part.mass * 1.0e+5 * wasteHeatMultiplier;
                wasteheatPowerResource.amount    = wasteheatPowerResource.maxAmount * ratio;
            }

            if (state == StartState.Editor)
            {
                return;
            }

            _attached_engine          = this.part.FindModuleImplementing <ModuleEnginesFX>(); //this.part.Modules["ModuleEnginesFX"] as ModuleEnginesFX;
            _attached_warpable_engine = _attached_engine as ModuleEnginesWarp;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }
            else
            {
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");
            }

            _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);

            if (_attached_reactor == null)
            {
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
            }

            exchanger_thrust_divisor = radius > _attached_reactor.getRadius()
                ? _attached_reactor.getRadius() * _attached_reactor.getRadius() / radius / radius
                : radius * radius / _attached_reactor.getRadius() / _attached_reactor.getRadius(); // Does this really need to be done each update? Or at all since it uses particles instead of thermal power?
        }
        public override void OnStart(PartModule.StartState state)
        {
            resourceBuffers = new ResourceBuffers();
            resourceBuffers.AddConfiguration(new ResourceBuffers.TimeBasedConfig(ResourceManager.FNRESOURCE_WASTEHEAT, wasteHeatMultiplier, 1.0e+6, true));
            resourceBuffers.UpdateVariable(ResourceManager.FNRESOURCE_WASTEHEAT, this.part.mass);
            resourceBuffers.Init(this.part);

            _attached_warpable_engine = this.part.FindModuleImplementing <ModuleEnginesWarp>();
            _attached_engine          = _attached_warpable_engine;

            if (_attached_engine != null)
            {
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            }

            ConnectToReactor();

            UpdateEngineStats(true);

            max_power_multiplier = Math.Log10(maximum_isp / minimum_isp);

            throtleExponent = Math.Abs(Math.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            simulatedThrottleFloatRange = Fields["simulatedThrottle"].uiControlEditor as UI_FloatRange;
            simulatedThrottleFloatRange.onFieldChanged += UpdateFromGUI;

            Fields["partMass"].guiActiveEditor = showPartMass;

            if (_attached_reactor == null)
            {
                Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }
            exchanger_thrust_divisor = radius > _attached_reactor.Radius
                ? _attached_reactor.Radius * _attached_reactor.Radius / radius / radius
                : radius * radius / _attached_reactor.Radius / _attached_reactor.Radius;
        }
        public override void OnStart(PartModule.StartState state)
        {
            var wasteheatPowerResource = part.Resources.list.FirstOrDefault(r => r.resourceName == FNResourceManager.FNRESOURCE_WASTEHEAT);
            // calculate WasteHeat Capacity
            if (wasteheatPowerResource != null)
            {
                var ratio = wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount;
                wasteheatPowerResource.maxAmount = part.mass * 1.0e+5 * wasteHeatMultiplier;
                wasteheatPowerResource.amount = wasteheatPowerResource.maxAmount * ratio;
            }

            if (state == StartState.Editor) return;

            _attached_engine = this.part.FindModuleImplementing<ModuleEnginesFX>();  //this.part.Modules["ModuleEnginesFX"] as ModuleEnginesFX;
            _attached_warpable_engine = _attached_engine as ModuleEnginesWarp;

            if (_attached_engine != null)
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            else
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");

            // first try to look in part
            _attached_reactor = this.part.FindModuleImplementing<IChargedParticleSource>();

            // try to find nearest
            if (_attached_reactor == null)
                _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);

            if (_attached_reactor == null)
            {
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");
                return;
            }

            double joules_per_amu = _attached_reactor.CurrentMeVPerChargedProduct * 1e6 * GameConstants.ELECTRON_CHARGE / GameConstants.dilution_factor;
            calculatedIsp = Math.Sqrt(joules_per_amu * 2.0 / GameConstants.ATOMIC_MASS_UNIT) / PluginHelper.GravityConstant;

            throtleExponent = Mathf.Abs(Mathf.Log10(_attached_reactor.MinimumChargdIspMult / _attached_reactor.MaximumChargedIspMult));

            exchanger_thrust_divisor = radius > _attached_reactor.GetRadius()
                ? _attached_reactor.GetRadius() * _attached_reactor.GetRadius() / radius / radius
                : radius * radius / _attached_reactor.GetRadius() / _attached_reactor.GetRadius(); // Does this really need to be done each update? Or at all since it uses particles instead of thermal power?
        }
        public override void OnStart(PartModule.StartState state)
        {
            var wasteheatPowerResource = part.Resources.list.FirstOrDefault(r => r.resourceName == FNResourceManager.FNRESOURCE_WASTEHEAT);
            // calculate WasteHeat Capacity
            if (wasteheatPowerResource != null)
            {
                var ratio = wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount;
                wasteheatPowerResource.maxAmount = part.mass * 1.0e+5 * wasteHeatMultiplier;
                wasteheatPowerResource.amount = wasteheatPowerResource.maxAmount * ratio;
            }

            if (state == StartState.Editor) return;

            _attached_engine = this.part.FindModuleImplementing<ModuleEnginesFX>();  //this.part.Modules["ModuleEnginesFX"] as ModuleEnginesFX;
            _attached_warpable_engine = _attached_engine as ModuleEnginesWarp;

            if (_attached_engine != null)
                _attached_engine.Fields["finalThrust"].guiFormat = "F5";
            else
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no ModuleEnginesFX found for MagneticNozzle!");

            _attached_reactor = BreadthFirstSearchForChargedParticleSource(10, 1);

            if (_attached_reactor == null)
                UnityEngine.Debug.Log("[KSPI] - InterstellarMagneticNozzleControllerFX.OnStart no IChargedParticleSource found for MagneticNozzle!");

            exchanger_thrust_divisor = radius > _attached_reactor.getRadius()
                ? _attached_reactor.getRadius() * _attached_reactor.getRadius() / radius / radius
                : radius * radius / _attached_reactor.getRadius() / _attached_reactor.getRadius(); // Does this really need to be done each update? Or at all since it uses particles instead of thermal power?
        }