Enumerator |
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NEW_FROM_FILE |
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RESUME_SAVED_FILE |
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RESUME_SAVED_CACHE |
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NEW_FROM_CRAFT_NODE |
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void FlightDriver.FocusTargetVessel |
( |
| ) |
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inline |
static Game FlightDriver.RemoveSavedVessel |
( |
Game |
original, |
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int |
vesselIndex |
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) |
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inlinestatic |
Removes a vessel from a save state. Returns a clone of the original state, only with the given vessel removed and its crew made available again. Mind it doesn't save the new state and doesn't remove the vessel from the scene. This modifies the state only.
- Parameters
-
original | The original game state to modify |
vesselIndex | The index for the vessel to remove |
- Returns
- The modified game state
Swallow your pride and return to the editors with all losses saved.
- Parameters
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static void FlightDriver.RevertToLaunch |
( |
| ) |
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inlinestatic |
Be a cheater and rewind time to edit the ship as if nothing had gone wrong.
- Parameters
-
< overwrite persistent flight state with the one stored before launch
static void FlightDriver.SetPause |
( |
bool |
pauseState, |
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bool |
postScreenMessage = true |
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) |
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inlinestatic |
Pauses the event feed for flight mode.
- Parameters
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pauseState | true to pause, false to resume |
static void FlightDriver.StartAndFocusVessel |
( |
string |
stateFileToLoad, |
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int |
vesselToFocusIdx |
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) |
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inlinestatic |
static void FlightDriver.StartAndFocusVessel |
( |
Game |
stateToLoad, |
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int |
vesselToFocusIdx |
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) |
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inlinestatic |
static void FlightDriver.StartWithNewLaunch |
( |
string |
fullFilePath, |
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string |
missionFlagURL, |
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string |
launchSiteName, |
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VesselCrewManifest |
manifest |
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) |
| |
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inlinestatic |
bool FlightDriver.bypassLoadingEnforce |
bool FlightDriver.bypassPersistence |
bool FlightDriver.CanRevertToPostInit |
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static |
Indicates whether flight start conditions allow reverting to the post-init state, generated right after flight start. Will be true if flight started focusing on a vessel in pre-launch state.
bool FlightDriver.CanRevertToPrelaunch |
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static |
Indicates whether flight start conditions allow reverting to before the vessel was launched. Will be true if flight started with a new vessel launch, both from VAB/SPH or from Launch Facilities. Implies there is a valid ship cached in ShipConstruct.ShipConfig.
bool FlightDriver.DEBUG_PauseAfterStart |
bool FlightDriver.flightStarted |
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static |
Game FlightDriver.FlightStateCache |
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static |
int FlightDriver.FocusVesselAfterLoad |
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static |
int FlightDriver.framesBeforeInitialSave = 15 |
string FlightDriver.LaunchSiteName = "LaunchPad" |
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static |
string FlightDriver.newShipFlagURL = "" |
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static |
string FlightDriver.newShipToLoadPath = "" |
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static |
The flight state captured right after flight start. Don't null-check this to determine whether reverting is possible. Use CanRevertToLaunch instead.
string FlightDriver.StateFileToLoad = "persistent" |
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static |
int FlightDriver.targetVessel = 0 |
string FlightDriver.uiSkinName = "KSP window 1" |
bool FlightDriver.BypassPersistence |
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staticget |
bool FlightDriver.CanRevert |
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staticget |
True if its possible to revert to the initial state or prelaunch state
The current pause state of the game (read-only)
The documentation for this class was generated from the following file: