Add launchpad code for controlling pre-launch sequence with ModularLaunchpads. (this is 100% aesthetic but it's really pretty)
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58
prog/launchpad.ks
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58
prog/launchpad.ks
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// Control code for pre-launch sequence using ModularLaunchPads.
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// This enable's the launchpad's fuel feed,
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// stages, spools up the engines, and then "releases control"
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// to the main ship computer.
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//
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// The launchpad object should have the "launchpad" tag.
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// Fuel tanks with the "nofuel" tag will have *all* resources temporarily disabled during this
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// sequence. The main ship computer must re-enable them after staging. NoFuelResources in lib/systems is ideal
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// for this.
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RunOncePath("/lib/systems").
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ClearGuis().
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function enableLaunchpadFlow {
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local lp is SHIP:PartsTagged("launchpad")[0].
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// ModularLaunchpads have more than one module with the "ModuleGenerator" name, so we have to
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// iterate over them all.
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local i is 0.
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until i >= lp:ALLMODULES:LENGTH {
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local m is lp:GetModuleByIndex(i).
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if m:NAME = "ModuleGenerator" {
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if m:HasEvent("activate generator") { m:DoEvent("activate generator"). }
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if m:HasEvent("start fueling") { m:DoEvent("start fueling"). }
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}
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set i to i+1.
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}
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}
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function preLaunch {
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print "Beginning pre-launch sequence.".
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NoFuelResources(false).
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// turn on generator and fuel flow
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enableLaunchpadFlow().
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lock THROTTLE to 0.
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stage.
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local startTime is TIME:SECONDS.
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lock THROTTLE to (TIME:SECONDS-startTime)/15.
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wait 15.
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set SHIP:CONTROL:PILOTMAINTHROTTLE to 1.0.
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unlock THROTTLE.
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print "Pre-launch sequence complete.".
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iface:Hide().
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shutdown.
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}
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global iface is gui(250, 300).
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set iface:X to 200.
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set iface:Y to 500.
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local top is iface:AddVLayout().
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local btn is top:AddButton("Pre-Launch").
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set btn:onClick to preLaunch@.
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iface:Show().
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wait until false.
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