kOS/prog/launchpad.ks

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// Control code for pre-launch sequence using ModularLaunchPads.
// This enable's the launchpad's fuel feed,
// stages, spools up the engines, and then "releases control"
// to the main ship computer.
//
// The launchpad object should have the "launchpad" tag.
// Fuel tanks with the "nofuel" tag will have *all* resources temporarily disabled during this
// sequence. The main ship computer must re-enable them after staging. NoFuelResources in lib/systems is ideal
// for this.
RunOncePath("/lib/systems").
ClearGuis().
function enableLaunchpadFlow {
local lp is SHIP:PartsTagged("launchpad")[0].
// ModularLaunchpads have more than one module with the "ModuleGenerator" name, so we have to
// iterate over them all.
local i is 0.
until i >= lp:ALLMODULES:LENGTH {
local m is lp:GetModuleByIndex(i).
if m:NAME = "ModuleGenerator" {
if m:HasEvent("activate generator") { m:DoEvent("activate generator"). }
if m:HasEvent("start fueling") { m:DoEvent("start fueling"). }
}
set i to i+1.
}
}
function preLaunch {
print "Beginning pre-launch sequence.".
NoFuelResources(false).
// turn on generator and fuel flow
enableLaunchpadFlow().
lock THROTTLE to 0.
stage.
local startTime is TIME:SECONDS.
lock THROTTLE to (TIME:SECONDS-startTime)/15.
wait 15.
set SHIP:CONTROL:PILOTMAINTHROTTLE to 1.0.
unlock THROTTLE.
print "Pre-launch sequence complete.".
iface:Hide().
shutdown.
}
global iface is gui(250, 300).
set iface:X to 200.
set iface:Y to 500.
local top is iface:AddVLayout().
local btn is top:AddButton("Pre-Launch").
set btn:onClick to preLaunch@.
iface:Show().
wait until false.