Skip to content

Commit de84c4d

Browse files
committed
Final 1.0 commit
1 parent 3502ec4 commit de84c4d

File tree

4 files changed

+8
-5
lines changed

4 files changed

+8
-5
lines changed
512 Bytes
Binary file not shown.

MandatoryRCS-Source/MandatoryRCSEvents.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -51,7 +51,7 @@ private void OnDestroy()
5151
{
5252
GameEvents.onSetSpeedMode.Remove(onSetSpeedMode);
5353
GameEvents.onVesselChange.Remove(onVesselChange);
54-
GameEvents.onVesselStandardModification.Add(onVesselStandardModification);
54+
GameEvents.onVesselStandardModification.Remove(onVesselStandardModification);
5555
}
5656
}
5757
}

MandatoryRCS-Source/ModuleTorqueController.cs

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -64,6 +64,12 @@ public void Start()
6464
}
6565
// Debug.Log("[MTC] RW Events : guiName=" + e.guiName + ", name=" + e.name + ", guiActive=" + e.guiActive + ", guiActiveEditor=" + e.guiActiveEditor);
6666
}
67+
foreach (BaseAction a in rwmodule.Actions)
68+
{
69+
a.active = false;
70+
// Debug.Log("[MTC] RW Actions : guiName=" + a.guiName + ", name=" + a.name + ", active=" + a.active);
71+
}
72+
6773
}
6874

6975
public void FixedUpdate()

MandatoryRCS-Source/VesselModuleRotation.cs

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -8,9 +8,8 @@
88
// - OK - Fix maneuver sas hold not being reset if maneuver node is modified during warp
99
// - OK - Restore SAS selection on loading
1010
// - OK - Restore SAS selection on switching vessels in timewarp
11-
// - Adjust SAS Hold conditions
11+
// - OK - Adjust SAS Hold conditions
1212
// - TO TEST - Disable everything on prelaunch / landed / splashed
13-
// - Add RW torque conditions to SAS hold ?
1413
// - Fix camera rotating when timewarping, need to find a reproductible case
1514
// - use part.addforce instead of part.rigidbody.addforce, see KSP1.2 patchnotes --> not sure this is a good idea and things seemsto work fine as they are
1615

@@ -191,8 +190,6 @@ private void ApplyAngularVelocity()
191190

192191
// Doing this trough rigidbody is depreciated but I can't find a reliable way to use the 1.2 part.addforce/addtorque so they provide reliable results
193192
// see 1.2 patchnotes and unity docs for ForceMode.VelocityChange/ForceMode.Force
194-
// p.AddTorque((rotation * angularVelocity) / (p.resourceMass + p.mass));
195-
// p.AddForce(Vector3.Cross(rotation * angularVelocity, (p.transform.position - COM)) / (p.resourceMass + p.mass));
196193
}
197194
}
198195

0 commit comments

Comments
 (0)