public virtual void Update() { if (!(ullageSet is Ullage.UllageSet && ShowPropStatus)) { return; } if (HighLogic.LoadedSceneIsEditor && !(part.PartActionWindow is UIPartActionWindow)) { return; } if (HighLogic.LoadedSceneIsEditor && pressureFed) { ullageSet.EditorPressurized(); } if (pressureFed && !ullageSet.PressureOK()) { propellantStatus = "<color=red>Needs high pressure tanks</color>"; } else if (HighLogic.LoadedSceneIsFlight && ullage && RFSettings.Instance.simulateUllage) { propellantStatus = ullageSet.GetUllageState(out Color ullageColor); part.stackIcon.SetIconColor(ullageColor); } else { propellantStatus = pressureFed ? "Feed pressure OK" : "Nominal"; } }
public virtual void Update() { if (!(ullageSet is Ullage.UllageSet && ShowPropStatus)) { return; } if (HighLogic.LoadedSceneIsEditor && !(part.PartActionWindow is UIPartActionWindow)) { return; } if (HighLogic.LoadedSceneIsEditor && pressureFed) { ullageSet.EditorPressurized(); } if (pressureFed && !ullageSet.PressureOK()) { propellantStatus = "<color=red>Needs high pressure tanks</color>"; } else if (HighLogic.LoadedSceneIsFlight && ullage && RFSettings.Instance.simulateUllage) { propellantStatus = ullageSet.GetUllageState(out Color ullageColor); part.stackIcon.SetIconColor(ullageColor); } else { propellantStatus = pressureFed ? "Feed pressure OK" : "Nominal"; } //if (HighLogic.LoadedSceneIsEditor) //{ // // set ignitionThreshold based on propellant set, for MJ // foreach (Propellant p in propellants) // { // p.totalResourceCapacity * // } //} //else if (HighLogic.LoadedSceneIsFlight) //{ // // set ignitionThreshold based on propellant set, for MJ // ignitionThreshold //} }
public override void FixedUpdate() { if (HighLogic.LoadedSceneIsEditor) { if (ullageSet != null && pressureFed) { if (ullageSet.EditorPressurized()) // we need to recheck each frame. Expensive, but short of messages.... { propellantStatus = "Feed pressure OK"; } else { propellantStatus = "Feed pressure too low"; } } else { propellantStatus = "OK"; } } needSetPropStatus = true; base.FixedUpdate(); if (needSetPropStatus && showPropStatus) { if (pressureFed && !ullageSet.PressureOK()) { propellantStatus = "Feed pressure too low"; } else if (ullage && RFSettings.Instance.simulateUllage) { propellantStatus = ullageSet.GetUllageState(out ullageColor); part.stackIcon.SetIconColor(ullageColor); } else { propellantStatus = "Nominal"; } } }
public override void FixedUpdate() { if (HighLogic.LoadedSceneIsEditor) { if (ullageSet != null && pressureFed) { if (ullageSet.EditorPressurized()) // we need to recheck each frame. Expensive, but short of messages.... { propellantStatus = "Feed pressure OK"; } else { propellantStatus = "Feed pressure too low"; } } else { propellantStatus = "OK"; } } base.FixedUpdate(); }