diff --git a/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/ASET_ClockTimer.cfg b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/ASET_ClockTimer.cfg index eb9e35d5..3991ccd2 100644 --- a/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/ASET_ClockTimer.cfg +++ b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/ASET_ClockTimer.cfg @@ -55,8 +55,9 @@ PROP transform = Seconds_arrowObj startRotation = 0,0,0 endRotation = 0,360,0 - variable = fc.SecondsOfMinute(fc.UT()) - range = 0, 60 + variable = fc.UT() % 21600 + range = 0, 21600 + modulo = 60 blend = true speed = 1.0 longPath = true @@ -67,8 +68,9 @@ PROP transform = Minutes_arrowObj startRotation = 0,0,0 endRotation = 0,360,0 - variable = fc.MinutesOfHour(fc.UT()) - range = 0, 60 + variable = fc.UT() % 21600 + range = 0, 21600 + modulo = 3600 blend = true speed = 1.0 longPath = true @@ -93,8 +95,9 @@ PROP transform = TimerArrowSecObj startRotation = 0,0,0 endRotation = 0,360,0 - variable = fc.SecondsOfMinute(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) - range = 0, 60 + variable = fc.GetPersistentAsNumber("%AUTOID%-TimerValue") + range = 0, 21600 + modulo = 60 blend = true speed = 1.0 longPath = true @@ -105,8 +108,9 @@ PROP transform = TimerArrowMinObj startRotation = 0,0,0 endRotation = 0,360,0 - variable = fc.MinutesOfHour(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) - range = 0, 60 + variable = fc.GetPersistentAsNumber("%AUTOID%-TimerValue") + range = 0, 21600 + modulo = 3600 blend = true speed = 1.0 longPath = true diff --git a/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingBurnTimer.cfg b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingBurnTimer.cfg new file mode 100644 index 00000000..c38eb159 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingBurnTimer.cfg @@ -0,0 +1,149 @@ +PROP +{ + name = MAS_LandingBurnTimer + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer + } + + MODULE + { + name = MASComponent + + // Kerbin or Earth time scale ----------------------------------------- + TRANSLATION + { + name = Earth time + transform = EarthScaleObj + startTranslation = 0,0,0 + endTranslation = 0,-0.003,0 + variable = fc.KerbinTime() + } + TRANSLATION + { + name = Kerbin time + transform = KerbinClockScaleObj + startTranslation = 0,-0.003,0 + endTranslation = 0,0,0 + variable = fc.KerbinTime() + } + + // backlight ---------------------------------------------------------- + COLOR_SHIFT + { + name = Instrument Lighting + transform = MainScaleObj, EarthScaleObj, KerbinClockScaleObj, Labels_and_TimerScaleObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Component Lighting + transform = TimerButtonLabelObj, Hours_arrowObj, Minutes_arrowObj, Seconds_arrowObj, TimerArrowSecObj, TimerArrowMinObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + // Clock Hands -------------------------------------------------------- + ROTATION + { + name = Second hand + transform = Seconds_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.SuicideBurnTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 60 + } + ROTATION + { + name = Minute hand + transform = Minutes_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.SuicideBurnTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 3600 + } + ROTATION + { + name = Hour hand + transform = Hours_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.HourOfDay(fc.SuicideBurnTime())) + range = 0, fc.HoursPerDay() + blend = true + speed = 1.0 + longPath = true + } + + // Timer Hands -------------------------------------------------------- + // ROTATION + // { + // name = Timer Second hand + // transform = TimerArrowSecObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.SecondsOfMinute(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + // ROTATION + // { + // name = Timer Minute hand + // transform = TimerArrowMinObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.MinutesOfHour(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + + // // Timer Control ------------------------------------------------------ + // COLLIDER_EVENT + // { + // name = Timer button + // collider = StartColl + // onClick = fc.AddPersistentWrapped("%AUTOID%-TimerMode", 1, 0, 3) + // sound = ASET/ASET_Props/Sounds/AnalogTimerButton + // volume = 0.5 + // } + // TRANSLATION + // { + // name = Timer flag + // transform = TimerON_flagObj + // startTranslation = 0,0,0 + // endTranslation = 0,0,-0.005 + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // } + // TRIGGER_EVENT + // { + // name = Timer Initialize + // event = fc.SetPersistent("%AUTOID%-TimerValue", 0) + // exitEvent = fc.SetPersistent("%AUTOID%-TimerStart", fc.UT()) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 0 + // } + // TRIGGER_EVENT + // { + // name = Timer Update + // event = fc.SetPersistent("%AUTOID%-TimerValue", fc.UT() - fc.GetPersistentAsNumber("%AUTOID%-TimerStart")) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // autoRepeat = true + // } + } +} diff --git a/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingTimer.cfg b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingTimer.cfg new file mode 100644 index 00000000..195b4465 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_LandingTimer.cfg @@ -0,0 +1,149 @@ +PROP +{ + name = MAS_LandingTimer + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer + } + + MODULE + { + name = MASComponent + + // Kerbin or Earth time scale ----------------------------------------- + TRANSLATION + { + name = Earth time + transform = EarthScaleObj + startTranslation = 0,0,0 + endTranslation = 0,-0.003,0 + variable = fc.KerbinTime() + } + TRANSLATION + { + name = Kerbin time + transform = KerbinClockScaleObj + startTranslation = 0,-0.003,0 + endTranslation = 0,0,0 + variable = fc.KerbinTime() + } + + // backlight ---------------------------------------------------------- + COLOR_SHIFT + { + name = Instrument Lighting + transform = MainScaleObj, EarthScaleObj, KerbinClockScaleObj, Labels_and_TimerScaleObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Component Lighting + transform = TimerButtonLabelObj, Hours_arrowObj, Minutes_arrowObj, Seconds_arrowObj, TimerArrowSecObj, TimerArrowMinObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + // Clock Hands -------------------------------------------------------- + ROTATION + { + name = Second hand + transform = Seconds_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.LandingTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 60 + } + ROTATION + { + name = Minute hand + transform = Minutes_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.LandingTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 3600 + } + ROTATION + { + name = Hour hand + transform = Hours_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.HourOfDay(fc.LandingTime())) + range = 0, fc.HoursPerDay() + blend = true + speed = 1.0 + longPath = true + } + + // Timer Hands -------------------------------------------------------- + // ROTATION + // { + // name = Timer Second hand + // transform = TimerArrowSecObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.SecondsOfMinute(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + // ROTATION + // { + // name = Timer Minute hand + // transform = TimerArrowMinObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.MinutesOfHour(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + + // // Timer Control ------------------------------------------------------ + // COLLIDER_EVENT + // { + // name = Timer button + // collider = StartColl + // onClick = fc.AddPersistentWrapped("%AUTOID%-TimerMode", 1, 0, 3) + // sound = ASET/ASET_Props/Sounds/AnalogTimerButton + // volume = 0.5 + // } + // TRANSLATION + // { + // name = Timer flag + // transform = TimerON_flagObj + // startTranslation = 0,0,0 + // endTranslation = 0,0,-0.005 + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // } + // TRIGGER_EVENT + // { + // name = Timer Initialize + // event = fc.SetPersistent("%AUTOID%-TimerValue", 0) + // exitEvent = fc.SetPersistent("%AUTOID%-TimerStart", fc.UT()) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 0 + // } + // TRIGGER_EVENT + // { + // name = Timer Update + // event = fc.SetPersistent("%AUTOID%-TimerValue", fc.UT() - fc.GetPersistentAsNumber("%AUTOID%-TimerStart")) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // autoRepeat = true + // } + } +} diff --git a/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_NodeBurnTimer.cfg b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_NodeBurnTimer.cfg new file mode 100644 index 00000000..d4f4e606 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_ClockTimer/MAS_NodeBurnTimer.cfg @@ -0,0 +1,149 @@ +PROP +{ + name = MAS_NodeBurnTimer + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer + } + + MODULE + { + name = MASComponent + + // Kerbin or Earth time scale ----------------------------------------- + TRANSLATION + { + name = Earth time + transform = EarthScaleObj + startTranslation = 0,0,0 + endTranslation = 0,-0.003,0 + variable = fc.KerbinTime() + } + TRANSLATION + { + name = Kerbin time + transform = KerbinClockScaleObj + startTranslation = 0,-0.003,0 + endTranslation = 0,0,0 + variable = fc.KerbinTime() + } + + // backlight ---------------------------------------------------------- + COLOR_SHIFT + { + name = Instrument Lighting + transform = MainScaleObj, EarthScaleObj, KerbinClockScaleObj, Labels_and_TimerScaleObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Component Lighting + transform = TimerButtonLabelObj, Hours_arrowObj, Minutes_arrowObj, Seconds_arrowObj, TimerArrowSecObj, TimerArrowMinObj + passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + // Clock Hands -------------------------------------------------------- + ROTATION + { + name = Second hand + transform = Seconds_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.ManeuverNodeBurnTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 60 + } + ROTATION + { + name = Minute hand + transform = Minutes_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.ManeuverNodeBurnTime()) + range = 0, 21600 + blend = true + speed = 1.0 + longPath = true + modulo = 3600 + } + ROTATION + { + name = Hour hand + transform = Hours_arrowObj + startRotation = 0,0,0 + endRotation = 0,360,0 + variable = fc.Conditioned(fc.HourOfDay(fc.ManeuverNodeBurnTime())) + range = 0, fc.HoursPerDay() + blend = true + speed = 1.0 + longPath = true + } + + // Timer Hands -------------------------------------------------------- + // ROTATION + // { + // name = Timer Second hand + // transform = TimerArrowSecObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.SecondsOfMinute(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + // ROTATION + // { + // name = Timer Minute hand + // transform = TimerArrowMinObj + // startRotation = 0,0,0 + // endRotation = 0,360,0 + // variable = fc.MinutesOfHour(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) + // range = 0, 60 + // blend = true + // speed = 1.0 + // longPath = true + // } + + // // Timer Control ------------------------------------------------------ + // COLLIDER_EVENT + // { + // name = Timer button + // collider = StartColl + // onClick = fc.AddPersistentWrapped("%AUTOID%-TimerMode", 1, 0, 3) + // sound = ASET/ASET_Props/Sounds/AnalogTimerButton + // volume = 0.5 + // } + // TRANSLATION + // { + // name = Timer flag + // transform = TimerON_flagObj + // startTranslation = 0,0,0 + // endTranslation = 0,0,-0.005 + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // } + // TRIGGER_EVENT + // { + // name = Timer Initialize + // event = fc.SetPersistent("%AUTOID%-TimerValue", 0) + // exitEvent = fc.SetPersistent("%AUTOID%-TimerStart", fc.UT()) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 0 + // } + // TRIGGER_EVENT + // { + // name = Timer Update + // event = fc.SetPersistent("%AUTOID%-TimerValue", fc.UT() - fc.GetPersistentAsNumber("%AUTOID%-TimerStart")) + // variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 + // autoRepeat = true + // } + } +} diff --git a/GameData/MOARdV/MAS_ASET/ASET_DynamicPressure/ASET_DynamicPressure.cfg b/GameData/MOARdV/MAS_ASET/ASET_DynamicPressure/ASET_DynamicPressure.cfg index 370d00b3..f18e3406 100644 --- a/GameData/MOARdV/MAS_ASET/ASET_DynamicPressure/ASET_DynamicPressure.cfg +++ b/GameData/MOARdV/MAS_ASET/ASET_DynamicPressure/ASET_DynamicPressure.cfg @@ -29,7 +29,7 @@ PROP COLOR_SHIFT { name = DynPres_arrow - transform = ASI_arrow, TV_arrow + transform = DynPres_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) diff --git a/GameData/MOARdV/MAS_ASET/ASET_GroundSpeed/ASET_GroundSpeed.cfg b/GameData/MOARdV/MAS_ASET/ASET_GroundSpeed/ASET_GroundSpeed.cfg index 92180546..9e408467 100644 --- a/GameData/MOARdV/MAS_ASET/ASET_GroundSpeed/ASET_GroundSpeed.cfg +++ b/GameData/MOARdV/MAS_ASET/ASET_GroundSpeed/ASET_GroundSpeed.cfg @@ -33,7 +33,7 @@ PROP transform = GSI1000_arrow startRotation = 0,0,0 endRotation = 0,180,0 - variable = fc.Conditioned(fc.min(fc.HorizontalSpeed(), 2500) + variable = fc.Conditioned(fc.Min(fc.HorizontalSpeed(), 2500) range = 0, 2500 blend = true cycleRate = 1 diff --git a/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_KAC.cfg b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_KAC.cfg new file mode 100644 index 00000000..0c2d1854 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_KAC.cfg @@ -0,0 +1,53 @@ +PROP +{ + name = MAS_SignalLamp_KAC + + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp + } + + MODULE + { + name = MASComponent + + MODEL_SCALE + { + name = Lamp Off + transform = LampOFFObj + startScale = 0, 0, 0 + endScale = -1, -1, -1 + variable = fc.Conditioned(1) + } + + MODEL_SCALE + { + name = Lamp On + transform = LampObj + startScale = -1,-1,-1 + endScale = 0, 0, 0 + variable = fc.Conditioned(1) + } + + COLOR_SHIFT + { + name = Lamp On + transform = LampObj + passiveColor = COLOR_MOARdV_IndicatorLampOff + colorName = _EmissiveColor + activeColor = COLOR_MOARdV_IndicatorLampGreen + variable = fc.Conditioned(fc.GetPersistentAsNumber("KAC_Alarm_Created") and not fc.GetPersistentAsNumber("KAC_Error")) + } + + // COLOR_SHIFT + // { + // name = Lamp Error + // transform = LampObj + // passiveColor = COLOR_MOARdV_IndicatorLampOff + // colorName = _EmissiveColor + // activeColor = COLOR_MOARdV_IndicatorLampRed + // variable = fc.Conditioned(fc.GetPersistentAsNumber("KAC_Error")) + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_RCS.cfg b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_RCS.cfg new file mode 100644 index 00000000..47f512cc --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_RCS.cfg @@ -0,0 +1,43 @@ +PROP +{ + name = MAS_SignalLamp_RCS + + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp + } + + MODULE + { + name = MASComponent + + MODEL_SCALE + { + name = Lamp Off + transform = LampOFFObj + startScale = 0, 0, 0 + endScale = -1, -1, -1 + variable = fc.Conditioned(1) + } + + MODEL_SCALE + { + name = Lamp On + transform = LampObj + startScale = -1,-1,-1 + endScale = 0, 0, 0 + variable = fc.Conditioned(1) + } + + COLOR_SHIFT + { + name = Lamp Color + transform = LampObj + passiveColor = COLOR_MOARdV_IndicatorLampOff + colorName = _EmissiveColor + activeColor = COLOR_MOARdV_IndicatorLampGreen + variable = fc.Conditioned(fc.GetRCS()) + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_SAS.cfg b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_SAS.cfg new file mode 100644 index 00000000..dcaa92ed --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_SAS.cfg @@ -0,0 +1,43 @@ +PROP +{ + name = MAS_SignalLamp_SAS + + MODEL + { + model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp + } + + MODULE + { + name = MASComponent + + MODEL_SCALE + { + name = Lamp Off + transform = LampOFFObj + startScale = 0, 0, 0 + endScale = -1, -1, -1 + variable = fc.Conditioned(1) + } + + MODEL_SCALE + { + name = Lamp On + transform = LampObj + startScale = -1,-1,-1 + endScale = 0, 0, 0 + variable = fc.Conditioned(1) + } + + COLOR_SHIFT + { + name = Lamp Color + transform = LampObj + passiveColor = COLOR_MOARdV_IndicatorLampOff + colorName = _EmissiveColor + activeColor = COLOR_MOARdV_IndicatorLampGreen + variable = fc.Conditioned(fc.GetSAS()) + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_FlightPlan.cfg b/GameData/MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_FlightPlan.cfg index b3af5e8a..6f2b9de5 100644 --- a/GameData/MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_FlightPlan.cfg +++ b/GameData/MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_FlightPlan.cfg @@ -19,20 +19,6 @@ startUV = 0, 0 } - TEXTURE_SHIFT - { - name = Manual Ring 02 - transform = ManualRing02 - startUV = 0, 0 - } - - TEXTURE_SHIFT - { - name = Manual Ring 03 - transform = ManualRing03 - startUV = 0, 0 - } - // manual side label TEXTURE_SHIFT { diff --git a/GameData/MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MissionTimer.cfg b/GameData/MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MissionTimer.cfg index 308308b5..7f919f15 100644 --- a/GameData/MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MissionTimer.cfg +++ b/GameData/MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MissionTimer.cfg @@ -37,7 +37,7 @@ name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 - transformOffset = 0.093,0 + transformOffset = 0,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic @@ -55,7 +55,7 @@ name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 - transformOffset = 0.093,0 + transformOffset = 0,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_IMPError.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_IMPError.cfg new file mode 100644 index 00000000..142ccee0 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_IMPError.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_IMPError + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = IMP ERR + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_On") and not fc.GetPersistentAsNumber("MAS_IMP_Enable")) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowCharge.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowCharge.cfg new file mode 100644 index 00000000..076fec72 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowCharge.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_LowCharge + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LOW CHARGE + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.PowerPercent() < 0.2) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowMonoprop.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowMonoprop.cfg new file mode 100644 index 00000000..3a4ef89b --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_LowMonoprop.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_LowMonoprop + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LOW M/P + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.ResourcePercent("MonoPropellant") < 0.2) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_PREC_CTRL.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_PREC_CTRL.cfg new file mode 100644 index 00000000..ab3f06b8 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_PREC_CTRL.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_PREC_CTRL + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = PREC CTRL + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.GetPrecisionMode()) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_ORBIT.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_ORBIT.cfg new file mode 100644 index 00000000..ed7fb735 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_ORBIT.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_SAS_SPEED_ORBIT + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ORBIT + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.GetSASSpeedMode() == 1) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_SURFACE.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_SURFACE.cfg new file mode 100644 index 00000000..822ad926 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_SURFACE.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_SAS_SPEED_SURFACE + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SURFACE + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.GetSASSpeedMode() == 0) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_TARGET.cfg b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_TARGET.cfg new file mode 100644 index 00000000..8141d292 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS_SPEED_TARGET.cfg @@ -0,0 +1,80 @@ +PROP +{ + name = MAS_FI_SAS_SPEED_TARGET + + MODEL + { + model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator + } + + MODULE + { + name = MASComponent + + COLOR_SHIFT + { + name = Nameplate Diffuse color + transform = namePlate + colorName = _Color + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Nameplate Emissive color + transform = namePlate + colorName = _EmissiveColor + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + } + + COLOR_SHIFT + { + name = Warning plate Emissive color + transform = WarningPlate + colorName = _EmissiveColor + passiveColor = 0, 0, 0, 255 + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXT_LABEL + { + name = Caption + transform = IndicatorNameObj + fontSize = 2 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0087, -0.0015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TARGET + } + + // Flag trigger + MODEL_SCALE + { + name = WarningPlate Cover + transform = CoverLoc + startScale = 0, 0, 0 + endScale = 0, 0, -0.9 + variable = fc.Conditioned(fc.GetSASSpeedMode() == -1) + } + + // startUV: x=0.0 (striped) x=-0.2 (solid), y=0.0 (white), y=0.2 (red), y=0.4 (green), y=0.6 (yellow) + TEXTURE_SHIFT + { + name = Flag color + transform = WarningPlate + layers = _MainTex _Emissive + startUV = 0.0, 0.6 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/MAS_ASET_Props.lua b/GameData/MOARdV/MAS_ASET/MAS_ASET_Props.lua index c766a0fb..bf292689 100644 --- a/GameData/MOARdV/MAS_ASET/MAS_ASET_Props.lua +++ b/GameData/MOARdV/MAS_ASET/MAS_ASET_Props.lua @@ -142,3 +142,185 @@ function MAS_Alcor_60x30_Init(propid) return 1 end + +function FMSEditNode(mode, FMSBuffer, progradeDV, normalDV, radialDV, nodeTime) + -- local success + + if mode < 0 then + return 0 + elseif mode == 0 then + return fc.AddManeuverNode(progradeDV, normalDV, radialDV, fc.UT() + FMSBuffer - fc.TimeOfDay(fc.UT())) and fc.LogMessage("Editing Node Time") + elseif mode == 1 then + return fc.AddManeuverNode(FMSBuffer, normalDV, radialDV, fc.UT() + nodeTime) and fc.LogMessage("Editing Prograde DV") + elseif mode == 2 then + return fc.AddManeuverNode(progradeDV, FMSBuffer, radialDV, fc.UT() + nodeTime) and fc.LogMessage("Editing Normal DV") + elseif mode == 3 then + return fc.AddManeuverNode(progradeDV, normalDV, FMSBuffer, fc.UT() + nodeTime) and fc.LogMessage("Editing Radial DV") + else + return not fc.LogMessage("Invalid Mode") + end + + return not fc.LogMessage("No Conditions Satisfied") +end + +function AAEditParams(mode, FMSBuffer) + if mode < 0 then + return 0 + elseif mode == 0 then + return aa.SetHeadingSetPoint(FMSBuffer) + elseif mode == 1 then + return aa.SetLatitudeSetPoint(FMSBuffer) + elseif mode == 2 then + return aa.SetLongitudeSetPoint(FMSBuffer) + elseif mode == 3 then + return aa.SetAltitudeSetPoint(FMSBuffer) + elseif mode == 4 then + return aa.SetVertSpeedSetPoint(FMSBuffer) + elseif mode == 5 then + return aa.SetVertAngleSetPoint(FMSBuffer) + else + return not fc.LogMessage("Invalid Mode") + end + + return not fc.LogMessage("No Conditions Satisfied") + +end + +function AACopyParams(mode) + if mode < 0 then + return 0 + elseif mode == 0 then + return aa.GetHeadingSetPoint() + elseif mode == 1 then + return aa.GetLatitudeSetPoint() + elseif mode == 2 then + return aa.GetLongitudeSetPoint() + elseif mode == 3 then + return aa.GetAltitudeSetPoint() + elseif mode == 4 then + return aa.GetVertSpeedSetPoint() + elseif mode == 5 then + return aa.GetVertAngleSetPoint() + else + return not fc.LogMessage("Invalid Mode") + end + + return not fc.LogMessage("No Conditions Satisfied") +end + +function AAUpdateHNAV(mode) + if mode < 0 then + return not fc.LogMessage("Invalid Mode") + elseif mode >= 0 and mode <= 2 then + return aa.SwitchHNAVMode(mode) + else + return not fc.LogMessage("Invalid Mode") + end +end + +function AAUpdateVNAV(mode) + if mode < 0 then + return not fc.LogMessage("Invalid Mode") + elseif mode >= 0 and mode <= 2 then + return aa.SwitchVNAVMode(mode) + else + return not fc.LogMessage("Invalid Mode") + end +end + +local KACThreshold = { + 5, + 15, + 30, + 60, + 120, + 300 +} + +function SetKACAlarm(modeSelA, modeSelB, threshold) + + if modeSelA == 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Raw", "Alarm for " .. fc.VesselName(), fc.UT() - fc.TimeOfDay(fc.UT()) + fc.GetPersistentAsNumber("STS_FMSCompBuffer") - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelA == 1 and fc.TimeToSoI() then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("SOIChange", "SOI Transition to " .. fc.NextBodyName() .. " for " .. fc.VesselName(), fc.UT() + fc.TimeToNextSoI() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelA == 2 and fc.TargetClosestApproachTime() then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Closest", fc.VesselName() .. " closest approach to " .. fc.TargetName(), fc.UT() + fc.TargetClosestApproachTime() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelA == 3 and fc.BodyAtmosphereTop(fc.CurrentBodyIndex()) and fc.BodyAtmosphereTop(fc.CurrentBodyIndex()) > fc.Periapsis() then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Closest", fc.VesselName() .. " altitude limit " .. fc.BodyAtmosphereTop(fc.CurrentBodyIndex()) .. " m at " .. fc.BodyName(fc.CurrentBodyIndex()), fc.UT() + fc.TimeToAtmosphere() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelA == 4 and fc.ManeuverNodeTime() < 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Maneuver", fc.VesselName() .. " maneuver", fc.UT() - fc.ManeuverNodeTime() - 0.5 * fc.ManeuverNodeBurnTime() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelA == 5 then + if modeSelB == 0 and fc.TimeToAp() > 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Apoapsis", fc.VesselName() .. " apoapsis", fc.UT() + fc.TimeToAp() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelB == 1 and fc.TimeToPe() > 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Periapsis", fc.VesselName() .. " periapsis", fc.UT() + fc.TimeToPe() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelB == 2 and fc.TimeToANEq() > 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("AscendingNode", fc.VesselName() .. " ascending node", fc.UT() + fc.TimeToANEq() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelB == 3 and fc.TimeToDNEq() > 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("DescendingNode", fc.VesselName() .. " descending node", fc.UT() + fc.TimeToDNEq() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelB == 4 and transfer.TimeUntilPhaseAngle() > 0 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Transfer", fc.VesselName() .. " transfer window from " .. fc.BodyName(fc.CurrentBodyIndex()) .. " to " .. fc.TargetBodyName(), fc.UT() + transfer.TimeUntilPhaseAngle() - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + elseif modeSelB == 5 then + kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId")) + local newAlarmID = kac.CreateTypeAlarm("Crew", fc.VesselName() .. " crew alarm", fc.UT() - fc.TimeOfDay(fc.UT()) + fc.GetPersistentAsNumber("STS_FMSCompBuffer") - KACThreshold[threshold]) + fc.SetPersistent("MAS_Clock_AlarmId", newAlarmID) + return 1 + else + fc.LogMessage("Invalid Mode B") + fc.SetPersistent("KAC_Error", 1) + return 0 + end + else + fc.LogMessage("Invalid Mode A") + fc.SetPersistent("KAC_Error", 1) + return 0 + end + + fc.LogMessage("No Conditions Satisfied") + fc.SetPersistent("KAC_Error", 1) + return 0 + +end + +function CircularizeAltitudeTest(altitude) + + if not fc.VesselFlying() then + return 0 + elseif fc.Eccentricity() < 1 then + return transfer.CircularizeAltitude(altitude) + else + return transfer.CircularizeAltitudeHypVis(altitude) + end + + return not fc.LogMessage("No Conditions Satisfied") +end \ No newline at end of file diff --git a/GameData/MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_Elec_Output.cfg b/GameData/MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_Elec_Output.cfg index 6c1be392..2516fcae 100644 --- a/GameData/MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_Elec_Output.cfg +++ b/GameData/MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_Elec_Output.cfg @@ -16,7 +16,7 @@ name = hand animation animation = NASA_Elec_Output_Anim speed = 1 - variable = fc.Select(fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") > 0, 0.25, 0.025) * fc.PowerDelta() + variable = fc.Select(fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") > 0, 0.25, 0.025) * SelectElectricOutput(fc.GetPersistentAsNumber("ASET_ELEC_POWER_SOURCE_SELECT")) } COLOR_SHIFT diff --git a/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Effective_Accel_Indicator.cfg b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Effective_Accel_Indicator.cfg new file mode 100644 index 00000000..e459eb79 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Effective_Accel_Indicator.cfg @@ -0,0 +1,66 @@ +PROP +{ + name = MAS_NASA_Effective_Accel_Indicator + + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + } + + MODULE + { + name = MASComponent + +// texture shift + TEXTURE_SHIFT + { + name = Scale tex + transform = ScaleObj + layers = _MainTex _Emissive + startUV = 0.5, 0.5 + } +// arrow color + TEXTURE_SHIFT + { + name = Arrow tex + transform = ArrowObj + layers = _MainTex _Emissive + startUV = 0.5, 0.0 + } +// Backlight emissive --------------------------------- + COLOR_SHIFT + { + name = Scale Backlight + transform = ScaleObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + blend = true + } + COLOR_SHIFT + { + name = Arrow Backlight + transform = ArrowObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR + blend = true + } +// arrows rotation + ROTATION + { + name = Arrow position + transform = Arrow01Loc + variable = fc.Conditioned(fc.Acceleration()) + startRotation = 0,0,0 + endRotation = 0,270,0 + range = 0, 20 + blend = true + longPath = true + speed = 2.0 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Slope_Angle_Indicator.cfg b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Slope_Angle_Indicator.cfg new file mode 100644 index 00000000..575285d6 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Slope_Angle_Indicator.cfg @@ -0,0 +1,66 @@ +PROP +{ + name = MAS_NASA_Slope_Angle_Indicator + + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + } + + MODULE + { + name = MASComponent + +// texture shift + TEXTURE_SHIFT + { + name = Scale tex + transform = ScaleObj + layers = _MainTex _Emissive + startUV = 0.0, 0.0 + } +// arrow color + TEXTURE_SHIFT + { + name = Arrow tex + transform = ArrowObj + layers = _MainTex _Emissive + startUV = 0.0, 0.0 + } +// Backlight emissive --------------------------------- + COLOR_SHIFT + { + name = Scale Backlight + transform = ScaleObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + blend = true + } + COLOR_SHIFT + { + name = Arrow Backlight + transform = ArrowObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR + blend = true + } +// arrows rotation + ROTATION + { + name = Arrow position + transform = Arrow01Loc + variable = fc.Conditioned(fc.SlopeAngle()) + startRotation = 0,0,0 + endRotation = 0,270,0 + range = 0, 20 + blend = true + longPath = true + speed = 2.0 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Thrust_Limit_Indicator.cfg b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Thrust_Limit_Indicator.cfg new file mode 100644 index 00000000..9c1220fc --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_Thrust_Limit_Indicator.cfg @@ -0,0 +1,66 @@ +PROP +{ + name = MAS_NASA_Thrust_Limit_Indicator + + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/G_Units_Indicator + } + + MODULE + { + name = MASComponent + +// texture shift + TEXTURE_SHIFT + { + name = Scale tex + transform = ScaleObj + layers = _MainTex _Emissive + startUV = 0.5, 0.0 + } +// arrow color + TEXTURE_SHIFT + { + name = Arrow tex + transform = ArrowObj + layers = _MainTex _Emissive + startUV = 0.5, 0.0 + } +// Backlight emissive --------------------------------- + COLOR_SHIFT + { + name = Scale Backlight + transform = ScaleObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + blend = true + } + COLOR_SHIFT + { + name = Arrow Backlight + transform = ArrowObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR + activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR + blend = true + } +// arrows rotation + ROTATION + { + name = Arrow position + transform = Arrow01Loc + variable = fc.Conditioned(fc.GetThrottleLimit()) + startRotation = 0,0,0 + endRotation = 0,270,0 + range = 0, 1 + blend = true + longPath = true + speed = 2.0 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_Fuel.cfg b/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_Fuel.cfg new file mode 100644 index 00000000..51e8a1fb --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_Fuel.cfg @@ -0,0 +1,112 @@ +PROP +{ + name = MAS_NASA_GaugeDbl_Fuel + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_GaugeDblPerc + } + + MODULE + { + name = MASComponent + +// backlight ----------------------------------------------- + COLOR_SHIFT + { + name = Lighting + transform = GaugeScaleMarks, ArrowLeftObj, ArrowRightObj, LabelObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Label Plate Diffuse + transform = GaugeLabelPlate + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR + colorName = _Color + } + COLOR_SHIFT + { + name = Label Plate Emissive + transform = GaugeLabelPlate + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR + colorName = _EmissiveColor + } +// label shift ------------------------------------- + // TEXTURE_SHIFT + // { + // name = Label Shift + // transform = LabelObj + // startUV = 0.0, 0.4 + // layers = _MainTex _Emissive + // } +// black scales ------------------------------------- + TEXTURE_SHIFT + { + name = Black Scales + transform = GaugeScaleObj + startUV = -0.05, 0.0 + layers = _MainTex _Emissive + } +// throttle pointer yellow + TEXTURE_SHIFT + { + name = Throttle Pointer yellow + transform = ArrowLeftObj + startUV = 0.25, 0.0 + layers = _MainTex _Emissive + } +// thrust pointer yellow + TEXTURE_SHIFT + { + name = Thrust Pointer Yellow + transform = ArrowRightObj + startUV = 0.25, 0.0 + layers = _MainTex _Emissive + } +// upper label ------------------------------------------ + TEXT_LABEL + { + name = Upper Label + transform = NameTextObj + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0109,-0.0014 + font = Liberation Sans + style = Bold + fontSize = 3.0 + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + emissive = active + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FUEL + } + +// ARROW ANIMATION ----------------------------------------- + ROTATION + { + name = Left Arrow + transform = ArrowLeftLoc + variable = fc.Conditioned(fc.PropellantStagePercent()) + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0.0, 1.0 + blend = true + speed = 2.0 + } + ROTATION + { + name = Right Arrow + transform = ArrowRightLoc + variable = fc.Conditioned(fc.PropellantPercent()) + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0.0, 1.0 + blend = true + speed = 2.0 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_OXID.cfg b/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_OXID.cfg new file mode 100644 index 00000000..2d2fa1b5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_OXID.cfg @@ -0,0 +1,112 @@ +PROP +{ + name = MAS_NASA_GaugeDbl_OXID + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_GaugeDblPerc + } + + MODULE + { + name = MASComponent + +// backlight ----------------------------------------------- + COLOR_SHIFT + { + name = Lighting + transform = GaugeScaleMarks, ArrowLeftObj, ArrowRightObj, LabelObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Label Plate Diffuse + transform = GaugeLabelPlate + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR + colorName = _Color + } + COLOR_SHIFT + { + name = Label Plate Emissive + transform = GaugeLabelPlate + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR + colorName = _EmissiveColor + } +// label shift ------------------------------------- + // TEXTURE_SHIFT + // { + // name = Label Shift + // transform = LabelObj + // startUV = 0.0, 0.4 + // layers = _MainTex _Emissive + // } +// black scales ------------------------------------- + TEXTURE_SHIFT + { + name = Black Scales + transform = GaugeScaleObj + startUV = -0.05, 0.0 + layers = _MainTex _Emissive + } +// throttle pointer yellow + TEXTURE_SHIFT + { + name = Throttle Pointer yellow + transform = ArrowLeftObj + startUV = 0.25, 0.0 + layers = _MainTex _Emissive + } +// thrust pointer yellow + TEXTURE_SHIFT + { + name = Thrust Pointer Yellow + transform = ArrowRightObj + startUV = 0.25, 0.0 + layers = _MainTex _Emissive + } +// upper label ------------------------------------------ + TEXT_LABEL + { + name = Upper Label + transform = NameTextObj + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0109,-0.0014 + font = Liberation Sans + style = Bold + fontSize = 3.0 + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + emissive = active + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = OXID. + } + +// ARROW ANIMATION ----------------------------------------- + ROTATION + { + name = Left Arrow + transform = ArrowLeftLoc + variable = fc.Conditioned(fc.ResourceStagePercent("Oxidizer")) + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0.0, 1.0 + blend = true + speed = 2.0 + } + ROTATION + { + name = Right Arrow + transform = ArrowRightLoc + variable = fc.Conditioned(fc.ResourcePercent("Oxidizer")) + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0.0, 1.0 + blend = true + speed = 2.0 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ATMDEPTH.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ATMDEPTH.cfg new file mode 100644 index 00000000..0ce5934a --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ATMDEPTH.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_ATMDEPTH + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.AtmosphereDepth()) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = ATM % + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0% + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 20% + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 40% + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 60% + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 80% + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 100% + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_AmbTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_AmbTemp.cfg new file mode 100644 index 00000000..186579d5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_AmbTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_AmbTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 500 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.AmbientTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = AMB TEMP K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0 + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 100 + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 200 + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 300 + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 400 + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 500 + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_EngTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_EngTemp.cfg new file mode 100644 index 00000000..179a7b61 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_EngTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_EngTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.HottestEngineTemperature(true) / fc.HottestEngineMaxTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = ENG TEMP K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, -0.1 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0 * fc.HottestEngineMaxTemperature(true) + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.2 * fc.HottestEngineMaxTemperature(true) + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.4 * fc.HottestEngineMaxTemperature(true) + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.6 * fc.HottestEngineMaxTemperature(true) + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.8 * fc.HottestEngineMaxTemperature(true) + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ fc.HottestEngineMaxTemperature(true) + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ExtTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ExtTemp.cfg new file mode 100644 index 00000000..87bcba3d --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ExtTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_ExtTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 7500 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.ExternalTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = EXT TEMP K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, -0.1 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0 + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 1500 + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 3000 + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 4500 + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 6000 + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 7500 + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_IntTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_IntTemp.cfg new file mode 100644 index 00000000..6d9db25f --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_IntTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_IntTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.InternalTemperature(true) / fc.InternalMaxTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = INT K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, -0.1 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0 * fc.InternalMaxTemperature(true) + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.2 * fc.InternalMaxTemperature(true) + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.4 * fc.InternalMaxTemperature(true) + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.6 * fc.InternalMaxTemperature(true) + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.8 * fc.InternalMaxTemperature(true) + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ fc.InternalMaxTemperature(true) + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_PodTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_PodTemp.cfg new file mode 100644 index 00000000..39012a2e --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_PodTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_PodTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.PodTemperature(true) / fc.PodMaxTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = POD K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, -0.1 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0 * fc.PodMaxTemperature(true) + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.2 * fc.PodMaxTemperature(true) + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.4 * fc.PodMaxTemperature(true) + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.6 * fc.PodMaxTemperature(true) + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.8 * fc.PodMaxTemperature(true) + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ fc.PodMaxTemperature(true) + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SRB.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SRB.cfg new file mode 100644 index 00000000..33b95a08 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SRB.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_SRB + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.ResourcePercent("SolidFuel")) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = SRB % + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0% + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 20% + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 40% + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 60% + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 80% + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 100% + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ShieldTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ShieldTemp.cfg new file mode 100644 index 00000000..8ab79ee0 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_ShieldTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_ShieldTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.HeatShieldTemperature(true) / fc.HeatShieldMaxTemperature(true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = SHIELD K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, -0.1 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0 * fc.HeatShieldMaxTemperature(true) + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.2 * fc.HeatShieldMaxTemperature(true) + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.4 * fc.HeatShieldMaxTemperature(true) + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.6 * fc.HeatShieldMaxTemperature(true) + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ 0.8 * fc.HeatShieldMaxTemperature(true) + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = <=0:####=> $#$ fc.HeatShieldMaxTemperature(true) + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SolarPanelEfficiency.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SolarPanelEfficiency.cfg new file mode 100644 index 00000000..01c2e73e --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SolarPanelEfficiency.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_SolarPanelEfficiency + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 2 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.SolarPanelEfficiency()) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = PNL EFF + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0% + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 40% + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 80% + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 120% + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 160% + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 200% + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SurfTemp.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SurfTemp.cfg new file mode 100644 index 00000000..1ea9f817 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_SurfTemp.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_SurfTemp + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 500 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.BodySurfaceTemp(fc.CurrentBodyIndex(), true)) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = SURF TEMP K + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0 + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 100 + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 200 + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 300 + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 400 + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 500 + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_XENON.cfg b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_XENON.cfg new file mode 100644 index 00000000..024ce57d --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_XENON.cfg @@ -0,0 +1,198 @@ +PROP +{ + name = MAS_NASA_Gauge_XENON + + MODEL + { + model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature + } + + MODULE + { + name = MASComponent + + ROTATION + { + name = Arrow Movement + transform = ArrowRightLoc + startRotation = 0,0,0 + endRotation = -43.57964,0,0 + range = 0, 1 + blend = true + cycleRate = 4 + variable = fc.Conditioned(fc.ResourcePercent("XenonGas")) + } + + TEXT_LABEL + { + name = Label + transform = GaugeNameTextObj + fontSize = 1.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.0085, -0.0025 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = XENON % + } + + COLOR_SHIFT + { + name = Instrument Backlight + transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + TEXTURE_SHIFT + { + name = Label Color + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 0% - 10% color + transform = ScaleSeg_0_10 + layers = _MainTex _Emissive + startUV = -0.2, -0.1 + } + + TEXTURE_SHIFT + { + name = 10% - 50% color + transform = ScaleSeg_10_50 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 50% - 90% color + transform = ScaleSeg_50_90 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXTURE_SHIFT + { + name = 90% - 100% color + transform = ScaleSeg_90_100 + layers = _MainTex _Emissive + startUV = 0, 0 + } + + TEXT_LABEL + { + name = 0% Label + transform = ZeroTextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 0% + } + + TEXT_LABEL + { + name = 20% Label + transform = Value_2_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 20% + } + + TEXT_LABEL + { + name = 40% Label + transform = Value_4_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 40% + } + + TEXT_LABEL + { + name = 60% Label + transform = Value_6_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 60% + } + + TEXT_LABEL + { + name = 80% Label + transform = Value_8_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 80% + } + + TEXT_LABEL + { + name = 100% Label + transform = Value_MAX_TextObj + fontSize = 2.25 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + transformOffset = 0.0007, -0.002 + emissive = never + passiveColor = COLOR_MOARdV_BlackPrintedText + text = 100% + } + + TEXTURE_SHIFT + { + name = Blank Label + transform = LabelObj + layers = _MainTex _Emissive + startUV = 0.5, 0.6 + } + + TEXTURE_SHIFT + { + name = Arrow color + transform = ArrowRightObj + layers = _MainTex _Emissive + startUV = 0.0, 0.1 + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/PhaseAngleIndicator/MAS_ImpactSpeedIndicator.cfg b/GameData/MOARdV/MAS_ASET/PhaseAngleIndicator/MAS_ImpactSpeedIndicator.cfg new file mode 100644 index 00000000..49cebb1d --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/PhaseAngleIndicator/MAS_ImpactSpeedIndicator.cfg @@ -0,0 +1,76 @@ +PROP +{ + name = MAS_ImpactSpeedIndicator + MODEL + { + model = ASET/ASET_Props/Instruments/ImpactSpeedIndicator/PhaseAngleIndicator + texture = PhaseAngle, ASET/ASET_Props/Instruments/ImpactSpeedIndicator/PhaseAngle + } + + MODULE + { + name = MASComponent + +// arrows rotation +// OUTER + ROTATION + { + name = Arrow 1 + transform = Arrow01Loc + // variable = fc.Conditioned(fc.LandingSpeed()) + variable = fc.Conditioned((fc.SurfaceSpeed < 0) * fc.Max(0, fc.SurfaceSpeed() + fc.AccelSurfacePrograde() * fc.LandingTime())) + startRotation = 0,0,0 + endRotation = 0,306,0 + longPath = true + range = 0, 50 + // modulo = 360 + blend = true + speed = 1.0 + } + +// INNER + ROTATION + { + name = Arrow 2 + transform = Arrow02Loc + // need to calculate impact speed if throttle maxed given current thrust limit + variable = fc.Conditioned(( fc.VerticalSpeed() < 0 ) * ((fc.Max(0, fc.VerticalSpeed() * fc.VerticalSpeed() - 2 * fc.AltitudeTerrain(true) * (fc.MaxTWR(true) - fc.BodyGeeASL(fc.CurrentBodyIndex()))))^0.5)) + startRotation = 0,0,0 + endRotation = 0,348,0 + longPath = true + range = 0, 9.5 + // modulo = 10 + blend = true + speed = 1.0 + } + +// ----- OFF animation ----------------------------- + ANIMATION + { + name = Unit Off Anim + animation = PhaseAngleIndicatorOFFanim + variable = fc.Conditioned(fc.LandingPredictorActive()) + speed = 4 + } + +// Backlight emissive --------------------------------- + COLOR_SHIFT + { + name = ScaleObj + transform = ScaleObj, ZeroSignObj, OFF_SignObj + activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR + passiveColor = 0,0,0,255 + variable = fc.Conditioned(fc.LandingPredictorActive() * fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Arrow Obj + transform = Arrow01Obj, Arrow02Obj, NamePlateObj + activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR + passiveColor = 0,0,0,255 + variable = fc.Conditioned(fc.LandingPredictorActive() * fc.GetPersistentAsNumber("Backlight")) + blend = true + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangeAP.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangeAP.cfg new file mode 100644 index 00000000..b6922b3f --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangeAP.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_pb_FMS_ChangeAP + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_ChangeAPError", 1 - transfer.ChangeApoapsis(fc.GetPersistentAsNumber("STS_FMSCompBuffer")))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_ChangeAPError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = SET + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = AP + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.GetPersistentAsNumber("STS_FMSCompBuffer") <= fc.BodySoI(fc.CurrentBodyIndex()) and fc.Eccentricity() < 1 and fc.GetPersistentAsNumber("STS_FMSCompBuffer") >= fc.Periapsis()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_ChangeAPError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangePE.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangePE.cfg new file mode 100644 index 00000000..47acb090 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_ChangePE.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_pb_FMS_ChangePE + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_ChangePEError", 1 - transfer.ChangePeriapsis(fc.GetPersistentAsNumber("STS_FMSCompBuffer")))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_ChangePEError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = SET + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = PE + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.GetPersistentAsNumber("STS_FMSCompBuffer") <= fc.Apoapsis() and fc.Eccentricity() < 1 and fc.GetPersistentAsNumber("STS_FMSCompBuffer") >= -fc.BodyRadius(fc.CurrentBodyIndex())) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_ChangePEError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_Circularize.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_Circularize.cfg new file mode 100644 index 00000000..2497a9ea --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_Circularize.cfg @@ -0,0 +1,129 @@ +PROP +{ + name = MAS_pb_FMS_Circularize + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + //onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_CircError", 1 - transfer.CircularizeAltitude(fc.GetPersistentAsNumber("STS_FMSCompBuffer")))) + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_CircError", 1 - CircularizeAltitudeTest(fc.GetPersistentAsNumber("STS_FMSCompBuffer")))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_CircError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = CIRC + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = BURN + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.GetPersistentAsNumber("STS_FMSCompBuffer") and ((fc.GetPersistentAsNumber("STS_FMSCompBuffer") >= fc.Periapsis() and fc.TimeToPe()>= 0) or (fc.GetPersistentAsNumber("STS_FMSCompBuffer") >= fc.Altitude())) and (fc.GetPersistentAsNumber("STS_FMSCompBuffer") <= fc.Apoapsis() or (fc.Eccentricity() > 1 and fc.GetPersistentAsNumber("STS_FMSCompBuffer") <= fc.BodySoI(fc.CurrentBodyIndex())))) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_CircError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_EditNode.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_EditNode.cfg new file mode 100644 index 00000000..e2d4d6c0 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_EditNode.cfg @@ -0,0 +1,129 @@ +PROP +{ + name = MAS_pb_FMS_EditNode + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + // onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_EditNodeError", 1 - fc.Select(fc.GetPersistentAsNumber("STS_FMS_EditMode"), 0 and fc.LogMessage("Orbit Mode selected"), fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.GetPersistentAsNumber("STS_FMSCompBuffer") - fc.TimeOfDay(fc.UT())) and fc.LogMessage("Editing Node Time"), fc.Select(fc.GetPersistentAsNumber("STS_FMS_EditMode") - 2, fc.AddManeuverNode(fc.GetPersistentAsNumber("STS_FMSCompBuffer"), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() - fc.ManeuverNodeTime()) and fc.LogMessage("Editing Prograde DV"), fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.GetPersistentAsNumber("STS_FMSCompBuffer"), fc.ManeuverNodeDVRadial(), fc.UT() - fc.ManeuverNodeTime()) and fc.LogMessage("Editing Normal DV"), fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.GetPersistentAsNumber("STS_FMSCompBuffer"), fc.UT() - fc.ManeuverNodeTime()) and fc.LogMessage("Editing Radial DV"))))) + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_EditNodeError", 1 - FMSEditNode(fc.GetPersistentAsNumber("STS_FMS_EditMode"), fc.GetPersistentAsNumber("STS_FMSCompBuffer"), fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), -fc.ManeuverNodeTime()))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_EditNodeError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = EDIT + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = NODE + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.GetPersistentAsNumber("STS_FMS_EditMode") >= 0 and fc.ManeuverNodeExists()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_EditNodeError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchPlane.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchPlane.cfg new file mode 100644 index 00000000..ddd37301 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchPlane.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_pb_FMS_MatchPlane + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_MatchPlaneError", 1 - transfer.MatchPlane())) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_MatchPlaneError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = MATCH + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = PLN + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.TargetSameSoI()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_MatchPlaneError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchSpeed.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchSpeed.cfg new file mode 100644 index 00000000..b7856aab --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_MatchSpeed.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_pb_FMS_MatchSpeed + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_MatchSpeedError", 1 - transfer.MatchVelocities())) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_MatchSpeedError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = MATCH + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = SPD + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.TargetSameSoI()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_MatchSpeedError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_OrbInsertion.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_OrbInsertion.cfg new file mode 100644 index 00000000..52a3e6db --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FMS_OrbInsertion.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_pb_FMS_OrbInsertion + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("STS_FMS_OrbInsError", 1 - fc.AddManeuverNode(fc.CircularOrbitSpeed(fc.Periapsis()) - (fc.BodyGM(fc.CurrentBodyIndex()) * (2 / (fc.Periapsis() + fc.BodyRadius(fc.CurrentBodyIndex())) - 1 / fc.SemiMajorAxis() )) ^ 0.5, 0, 0, fc.UT() + fc.TimeToPe() ))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMS_OrbInsError", 0)) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + // variable = fc.GetPersistentAsNumber("MAS_MJComp_On") + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = ORB + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = INS + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.VesselFlying() and fc.Eccentricity() >= 1 and fc.TimeToPe() > 0) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMS_OrbInsError")) + activeColor = COLOR_MOARdV_IndicatorLampRed + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ERR + } + + // TEXT_LABEL + // { + // name = Lower Legend Bullets + // transform = Legend_Lower + // fontSize = 3.9 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = MiddleCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) + // activeColor = COLOR_MOARdV_IndicatorLampGreen + // passiveColor = COLOR_MOARdV_PassiveBacklightText + // text = ● ● + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RefNextDock.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RefNextDock.cfg new file mode 100644 index 00000000..1660676a --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RefNextDock.cfg @@ -0,0 +1,110 @@ +PROP +{ + name = MAS_pb_RefNextDock + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow Border Type 5 - 3/4 wrap around, text on top + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetNextDockToReference()) + onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Caption + transform = PanelTextTop_bklt + fontSize = 5.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = REF NEXT$$$DOCK + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.HasDock()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = LOCK + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetDockIsReference() >= 0) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ResetThrustLimit.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ResetThrustLimit.cfg new file mode 100644 index 00000000..e94536c6 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ResetThrustLimit.cfg @@ -0,0 +1,111 @@ +PROP +{ + name = MAS_pb_ResetThrustLimit + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow Border Type 5 - 3/4 wrap around, text on top + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetThrottleLimit(1)) + onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Caption + transform = PanelTextTop_bklt + fontSize = 5.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = THROTTLE$$$LIMIT + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.0 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned((0.25 + 0.75 * (fc.GetThrottleLimit() < 1)) * fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = RESET + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetThrottleLimit() < 1 and fc.GetEnginesEnabled()) + activeColor = COLOR_MOARdV_IndicatorLampAmber + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_TargetDock.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_TargetDock.cfg new file mode 100644 index 00000000..bf397d89 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_TargetDock.cfg @@ -0,0 +1,110 @@ +PROP +{ + name = MAS_pb_TargetDock + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow Border Type 5 - 3/4 wrap around, text on top + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.TargetNextDock()) + onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Caption + transform = PanelTextTop_bklt + fontSize = 5.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TGT$$$DOCK + } + + TEXT_LABEL + { + name = Center Legend + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.TargetDockCount()) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = LOCK + } + + TEXT_LABEL + { + name = Center Legend Bullets + transform = Legend_Center + fontSize = 3.9 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetTargetDockIndex() >= 0) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ● ● + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleCut.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleCut.cfg new file mode 100644 index 00000000..627e91a7 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleCut.cfg @@ -0,0 +1,119 @@ +PROP +{ + name = MAS_pb_ThrottleCut + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow Border Type 5 - 3/4 wrap around, text on top + // MODEL + // { + // model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 + // texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + // } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetThrottle(0)) + onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + // TEXT_LABEL + // { + // name = Caption + // transform = PanelTextTop_bklt + // fontSize = 5.8 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = LowerCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + // blend = true + // activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + // passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + // text = THROTTLE$$$LIMIT + // } + + TEXT_LABEL + { + name = Upper Legend + transform = Legend_Upper + fontSize = 4.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = CUT + } + + TEXT_LABEL + { + name = Lower Legend Arrow + transform = Legend_Lower + fontSize = 8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetThrottle() == 0) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ▼ + } + + // COLOR_SHIFT + // { + // name = Border + // transform = GlowBorder + // variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + // passiveColor = 0,0,0,255 + // activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + // blend = true + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleFull.cfg b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleFull.cfg new file mode 100644 index 00000000..e3f3d95c --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ThrottleFull.cfg @@ -0,0 +1,119 @@ +PROP +{ + name = MAS_pb_ThrottleFull + + // Black full cap + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap + texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow Border Type 5 - 3/4 wrap around, text on top + // MODEL + // { + // model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 + // texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + // } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + MODEL + { + model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = pb_Collider + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetThrottle(1)) + onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/pb_Push02 + volume = 1 + } + + ANIMATION_PLAYER + { + name = Button press animation + animation = pb_PushAnim + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + // TEXT_LABEL + // { + // name = Caption + // transform = PanelTextTop_bklt + // fontSize = 5.8 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Center + // anchor = LowerCenter + // emissive = active + // variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + // blend = true + // activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + // passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + // text = THROTTLE$$$LIMIT + // } + + TEXT_LABEL + { + name = Lower Legend + transform = Legend_Lower + fontSize = 4.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + blend = true + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + activeColor = COLOR_MOARdV_ActiveBacklightText + passiveColor = COLOR_MOARdV_UnlitText + text = FULL + } + + TEXT_LABEL + { + name = Upper Legend Arrow + transform = Legend_Upper + fontSize = 8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + emissive = active + variable = fc.Conditioned(fc.GetThrottle() == 1) + activeColor = COLOR_MOARdV_IndicatorLampGreen + passiveColor = COLOR_MOARdV_PassiveBacklightText + text = ▲ + } + + // COLOR_SHIFT + // { + // name = Border + // transform = GlowBorder + // variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + // passiveColor = 0,0,0,255 + // activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + // blend = true + // } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_ChargeRateIndicator.cfg b/GameData/MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_ChargeRateIndicator.cfg index 1bfb811a..0bed1b70 100644 --- a/GameData/MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_ChargeRateIndicator.cfg +++ b/GameData/MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_ChargeRateIndicator.cfg @@ -36,7 +36,7 @@ PROP { name = Arrow position transform = Arrow01Loc - variable = fc.PowerDelta() + variable = fc.Select(fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") > 0, 10, 1) * fc.PowerDelta() startRotation = 0,0,0 endRotation = 0,270,0 range = 5.0, -5.0 diff --git a/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_FMSCompBuffer_Indicator.cfg b/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_FMSCompBuffer_Indicator.cfg new file mode 100644 index 00000000..89ae0ef9 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_FMSCompBuffer_Indicator.cfg @@ -0,0 +1,117 @@ +PROP +{ + name = MAS_STS_FMSCompBuffer_Indicator + + MODEL + { + model = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator + } + + MODULE + { + name = MASComponent + + // TEXT_LABEL + // { + // name = DigitIndicatorTextObj + // transform = DigitIndicatorTextObj + // fontSize = 20 + // transformOffset = 0.093,0 + // lineSpacing = 0.9 + // font = Digital-7 Mono + // style = Italic + // alignment = Right + // anchor = UpperRight + // emissive = active + // variable = fc.Conditioned(1) + // activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR + // passiveColor = 0, 0, 0, 255 + // text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "888:88:88:88", " : : : "), fc.FormatString("<=0:METddd:hh:mm:ss=>", fc.MET()), fc.FormatString("<=0:KDTddd:hh:mm:ss=>", fc.UT())) + // } + + // TEXT_LABEL + // { + // name = DigitIndicatorText2Obj + // transform = DigitIndicatorText2Obj + // fontSize = 20 + // transformOffset = 0.093,0 + // lineSpacing = 0.9 + // font = Digital-7 Mono + // style = Italic + // alignment = Right + // anchor = UpperRight + // emissive = active + // variable = fc.Conditioned(1) + // activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR + // passiveColor = 0, 0, 0, 255 + // text = "888:88:88:88" + // } + + COLOR_SHIFT + { + name = EventTimerLightObj + transform = EventTimerLightObj + passiveColor = 0,0,0,255 + activeColor = 255,60,0,255 + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale") < 0) + blend = true + } + + TEXT_LABEL + { + name = Title + transform = TextTopObj + fontSize = 5.5 + transformOffset = 0,0 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.GetPersistentAsNumber("Backlight") + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ┌───────────── FMS BUFFER ─────────────┐ + } + + // TEXT_LABEL + // { + // name = Units + // transform = TextTopObj2 + // fontSize = 4.5 + // transformOffset = 0, 0 + // lineSpacing = 0.9 + // font = Liberation Sans + // style = Bold + // alignment = Left + // anchor = LowerCenter + // emissive = active + // variable = fc.GetPersistentAsNumber("Backlight") + // blend = true + // activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + // passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + // text = DAY HR MIN SEC + // } + + TEXT_LABEL + { + name = TimeTextObj + transform = TimeTextObj + alignment = Right + anchor = LowerRight + font = Digital-7 Mono + fontSize = 25 + style = Italic + transformOffset = 0.0, 0.0 + emissive = active + passiveColor = 0,0,0,0 + activeColor = 255,80,0,255 + variable = fc.Conditioned(1) + blend = true + text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale") < 0, fc.Select(fc.PeriodStep(2) > 0, "888,888,888", " "), fc.FormatString("<=0:#,0=>", (fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ (3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) % 1000000000)) + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_MissionTimer_Indicator.cfg b/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_MissionTimer_Indicator.cfg new file mode 100644 index 00000000..b3e55355 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/STS_EventTimer_Indicator/MAS_STS_MissionTimer_Indicator.cfg @@ -0,0 +1,117 @@ +PROP +{ + name = MAS_STS_MissionTimer_Indicator + + MODEL + { + model = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator + } + + MODULE + { + name = MASComponent + + // TEXT_LABEL + // { + // name = DigitIndicatorTextObj + // transform = DigitIndicatorTextObj + // fontSize = 20 + // transformOffset = 0.093,0 + // lineSpacing = 0.9 + // font = Digital-7 Mono + // style = Italic + // alignment = Right + // anchor = UpperRight + // emissive = active + // variable = fc.Conditioned(1) + // activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR + // passiveColor = 0, 0, 0, 255 + // text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "888:88:88:88", " : : : "), fc.FormatString("<=0:METddd:hh:mm:ss=>", fc.MET()), fc.FormatString("<=0:KDTddd:hh:mm:ss=>", fc.UT())) + // } + + // TEXT_LABEL + // { + // name = DigitIndicatorText2Obj + // transform = DigitIndicatorText2Obj + // fontSize = 20 + // transformOffset = 0.093,0 + // lineSpacing = 0.9 + // font = Digital-7 Mono + // style = Italic + // alignment = Right + // anchor = UpperRight + // emissive = active + // variable = fc.Conditioned(1) + // activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR + // passiveColor = 0, 0, 0, 255 + // text = "888:88:88:88" + // } + + COLOR_SHIFT + { + name = EventTimerLightObj + transform = EventTimerLightObj + passiveColor = 0,0,0,255 + activeColor = 255,60,0,255 + variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_MISSION_TIMER") < 2) + blend = true + } + + TEXT_LABEL + { + name = Title + transform = TextTopObj + fontSize = 5.5 + transformOffset = 0,0 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.GetPersistentAsNumber("Backlight") + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ┌───────────── MISSION TIME ─────────────┐ + } + + TEXT_LABEL + { + name = Units + transform = TextTopObj2 + fontSize = 4.5 + transformOffset = 0, 0 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerCenter + emissive = active + variable = fc.GetPersistentAsNumber("Backlight") + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = DAY HR MIN SEC + } + + TEXT_LABEL + { + name = TimeTextObj + transform = TimeTextObj + alignment = Right + anchor = LowerRight + font = Digital-7 Mono + fontSize = 25 + style = Italic + transformOffset = 0.0, 0.0 + emissive = active + passiveColor = 0,0,0,0 + activeColor = 255,80,0,255 + variable = fc.Conditioned(1) + blend = true + text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "888:88:88:88", " : : : "), fc.FormatString("<=0:METddd:hh:mm:ss=>", fc.MET()), fc.FormatString("<=0:KDTddd:hh:mm:ss=>", fc.UT())) + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/STS_Thumbwheels_Assembly/MAS_STS_FMSCompBuffer_TWs.cfg b/GameData/MOARdV/MAS_ASET/STS_Thumbwheels_Assembly/MAS_STS_FMSCompBuffer_TWs.cfg new file mode 100644 index 00000000..b6f5c6c5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/STS_Thumbwheels_Assembly/MAS_STS_FMSCompBuffer_TWs.cfg @@ -0,0 +1,196 @@ +PROP +{ + name = MAS_STS_FMSCompBuffer_TWs + + // model + MODEL + { + model = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_Thumbwheels_Assembly_4W + } + + MODULE + { + name = MASComponent + + TEXT_LABEL + { + name = Bottom Caption + transform = TextTopObj2 + fontSize = 9 + oneshot = true + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ┌── BUFFER ADJUST ──┐ + } + + COLOR_SHIFT + { + name = Border + transform = TW_W1_Drum_Obj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Border + transform = TW_W2_Drum_Obj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Border + transform = TW_W3_Drum_Obj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + COLOR_SHIFT + { + name = Border + transform = TW_W4_Drum_Obj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLLIDER_EVENT + { + name = Ones + + collider = TW_W4_Collider_UP + onClick = fc.AddPersistent("STS_FMSCompBuffer", (10 ^ fc.Max(0, 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + COLLIDER_EVENT + { + name = Ones - + collider = TW_W4_Collider_DOWN + onClick = fc.AddPersistent("STS_FMSCompBuffer", -(10 ^ fc.Max(0, 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + ROTATION + { + name = Ones thumbwheel + transform = TW_W4_Grp + variable = fc.Floor(fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(0, 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale"))))) + startRotation = 0,0,0 + endRotation = -360,0,0 + range = 0, 10 + fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(0, 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + blend = true + longPath = true + speed = 1.0 + modulo = 10 + } + COLLIDER_EVENT + { + name = Tens + + collider = TW_W3_Collider_UP + onClick = fc.AddPersistent("STS_FMSCompBuffer", (10 ^ fc.Max(1, 1 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + COLLIDER_EVENT + { + name = Tens - + collider = TW_W3_Collider_DOWN + onClick = fc.AddPersistent("STS_FMSCompBuffer", -(10 ^ fc.Max(1, 1 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + ROTATION + { + name = Tens thumbwheel + transform = TW_W3_Grp + variable = fc.Floor(fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(1, 1 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale"))))) + startRotation = 0,0,0 + endRotation = -360,0,0 + range = 0, 10 + fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(1, 1 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + blend = true + longPath = true + speed = 1 + modulo = 10 + } + + COLLIDER_EVENT + { + name = Hundreds + + collider = TW_W2_Collider_UP + onClick = fc.AddPersistent("STS_FMSCompBuffer", (10 ^ fc.Max(2, 2 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + COLLIDER_EVENT + { + name = Hundreds - + collider = TW_W2_Collider_DOWN + onClick = fc.AddPersistent("STS_FMSCompBuffer", -(10 ^ fc.Max(2, 2 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + ROTATION + { + name = Hundreds thumbwheel + transform = TW_W2_Grp + variable = fc.Floor(fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(2, 2 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale"))))) + startRotation = 0,0,0 + endRotation = -360,0,0 + range = 0, 10 + fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(2, 2 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + blend = true + longPath = true + speed = 1 + modulo = 10 + } + COLLIDER_EVENT + { + name = Thousands + + collider = TW_W1_Collider_UP + onClick = fc.AddPersistent("STS_FMSCompBuffer", (10 ^ fc.Max(3, 3 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + COLLIDER_EVENT + { + name = Thousands - + collider = TW_W1_Collider_DOWN + onClick = fc.AddPersistent("STS_FMSCompBuffer", -(10 ^ fc.Max(3, 3 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + sound = ASET/ASET_Props/Sounds/click-027 + autoRepeat = 0.25 + volume = 1 + } + ROTATION + { + name = Thousands thumbwheel + transform = TW_W1_Grp + variable = fc.Floor(fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(3, 3 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale"))))) + startRotation = 0,0,0 + endRotation = -360,0,0 + range = 0, 10 + fc.Abs(fc.GetPersistentAsNumber("STS_FMSCompBuffer") / (10 ^ fc.Max(3, 3 + 3 * fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale")))) + blend = true + longPath = true + speed = 1 + modulo = 10 + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_IMPACT.cfg b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_IMPACT.cfg new file mode 100644 index 00000000..a9d32a22 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_IMPACT.cfg @@ -0,0 +1,54 @@ +PROP +{ + name = MAS_Label_IMPACT + + MODEL + { + model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate + texture = SmallLablePlateDiffuse,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateDiffuse + texture = SmallLablePlateEmissive,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateEmissive + } + + MODULE + { + name = MASComponent + + TEXT_LABEL + { + name = Name Plate + transform = TextObj + fontSize = 6.1 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.048,-0.006 + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + emissive = active + passiveColor = COLOR_MOARdV_UnlitText + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + text = IMPACT IN + } + + COLOR_SHIFT + { + name = Plate Diffuse + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + colorName = _Color + } + + COLOR_SHIFT + { + name = Plate Emissive + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + colorName = _EmissiveColor + } + + } + + +} + diff --git a/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_MNODE.cfg b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_MNODE.cfg new file mode 100644 index 00000000..8cc1476a --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_MNODE.cfg @@ -0,0 +1,53 @@ +PROP +{ + name = MAS_Label_MNODE + + MODEL + { + model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate + texture = SmallLablePlateDiffuse,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateDiffuse + texture = SmallLablePlateEmissive,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateEmissive + } + +MODULE + { + name = MASComponent + + TEXT_LABEL + { + name = Name Plate + transform = TextObj + fontSize = 6.1 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.048,-0.006 + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + emissive = active + passiveColor = COLOR_MOARdV_UnlitText + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + text = NODE BURN TIME + } + + COLOR_SHIFT + { + name = Plate Diffuse + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + colorName = _Color + } + + COLOR_SHIFT + { + name = Plate Emissive + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + colorName = _EmissiveColor + } + + } + +} + diff --git a/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_TERMINALBURN.cfg b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_TERMINALBURN.cfg new file mode 100644 index 00000000..17d1fcb5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_TERMINALBURN.cfg @@ -0,0 +1,53 @@ +PROP +{ + name = MAS_Label_TERMINALBURN + + MODEL + { + model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate + texture = SmallLablePlateDiffuse,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateDiffuse + texture = SmallLablePlateEmissive,ASET/ASET_Props/Misc/SmallLabelPlate/SmallLablePlateEmissive + } + +MODULE + { + name = MASComponent + + TEXT_LABEL + { + name = Name Plate + transform = TextObj + fontSize = 6.1 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.048,-0.006 + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + emissive = active + passiveColor = COLOR_MOARdV_UnlitText + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + text = TERM BURN + } + + COLOR_SHIFT + { + name = Plate Diffuse + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR + colorName = _Color + } + + COLOR_SHIFT + { + name = Plate Emissive + transform = SmallLablePlate + passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR + colorName = _EmissiveColor + } + + } + +} + diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_EngineMode.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_EngineMode.cfg new file mode 100644 index 00000000..c0d480e7 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_EngineMode.cfg @@ -0,0 +1,136 @@ +PROP +{ + name = MAS_Switch_v1_EngineMode + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.ToggleMultiModeEngineMode() + // onRelease = fc.SetPersistent("%AUTOID%", 0) + // variable = fc.Conditioned(fc.ResourceLocked("MonoPropellant")) + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = 1 - fc.GetMultiModeEngineMode() + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.009 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MAIN ENGINE$$$MODE + } + + TEXT_LABEL + { + name = On Label + transform = TextTopObj + fontSize = 4.6 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.02526,-0.010 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = PRIMARY + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, -0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SECONDARY + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_HighG_Power.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_HighG_Power.cfg new file mode 100644 index 00000000..88f70df0 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_HighG_Power.cfg @@ -0,0 +1,113 @@ +PROP +{ + name = MAS_Switch_v1_HighG_Power + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Switch + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White + } + + // Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow border + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Simple Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/tumbleClick01 + volume = 1 + onClick = fc.TogglePersistent("ASET_WARN_G_ON") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("ASET_WARN_G_ON") + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder, TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 3.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.009 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = HIGH G$$$ALARM + } + + TEXT_LABEL + { + name = Off Label + transform = TextBottomObj + fontSize = 4.6 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,0.0055 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = OFF + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Slope_Power.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Slope_Power.cfg new file mode 100644 index 00000000..44adc8da --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Slope_Power.cfg @@ -0,0 +1,113 @@ +PROP +{ + name = MAS_Switch_v1_Slope_Power + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Switch + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White + } + + // Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow border + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Simple Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/tumbleClick01 + volume = 1 + onClick = fc.TogglePersistent("ASET_WARN_SLOPE_ON") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("ASET_WARN_SLOPE_ON") + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder, TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 3.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.009 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = HIGH SLOPE$$$ALARM + } + + TEXT_LABEL + { + name = Off Label + transform = TextBottomObj + fontSize = 4.6 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,0.0055 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = OFF + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Tumble_Power.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Tumble_Power.cfg new file mode 100644 index 00000000..995f7ac6 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Tumble_Power.cfg @@ -0,0 +1,113 @@ +PROP +{ + name = MAS_Switch_v1_Tumble_Power + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Switch + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White + } + + // Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Glow border + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Simple Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/tumbleClick01 + volume = 1 + onClick = fc.TogglePersistent("ASET_WARN_TUMBLE_ON") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("ASET_WARN_TUMBLE_ON") + } + + COLOR_SHIFT + { + name = Border + transform = GlowBorder, TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 3.8 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.009 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TUMBLE$$$ALARM + } + + TEXT_LABEL + { + name = Off Label + transform = TextBottomObj + fontSize = 4.6 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,0.0055 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = OFF + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ARM_CHUTES_T1_G3_B15_C1G.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ARM_CHUTES_T1_G3_B15_C1G.cfg new file mode 100644 index 00000000..3c5369e9 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ARM_CHUTES_T1_G3_B15_C1G.cfg @@ -0,0 +1,142 @@ +PROP +{ + name = MAS_tggl_ARM_CHUTES_T1_G3_B15_C1G + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Red Cover + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Gray + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", parachute.ToggleParachuteArmed()) + // onRelease = fc.SetPersistent("%AUTOID%", 0) + variable = parachute.ParachuteCount() + } + + COLLIDER_EVENT + { + name = Collider + collider = CoverCollider + onClick = fc.TogglePersistent("%AUTOID%-cover") + sound = ASET/ASET_Props/Sounds/OpenSwitchCover + volume = 1 + } + + ANIMATION_PLAYER + { + name = Cover animation + animation = TgglCover_ANIM + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%-cover") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ARM$$$CHUTES + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, -0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SAFE + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_CUT_CHUTES_T1_G3_B15_C1Y.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_CUT_CHUTES_T1_G3_B15_C1Y.cfg new file mode 100644 index 00000000..21762ef8 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_CUT_CHUTES_T1_G3_B15_C1Y.cfg @@ -0,0 +1,142 @@ +PROP +{ + name = MAS_tggl_CUT_CHUTES_T1_G3_B15_C1Y + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Red Cover + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", parachute.CutParachute() + 1) + // onRelease = fc.SetPersistent("%AUTOID%", 0) + variable = parachute.GetParachuteDeployed() + } + + COLLIDER_EVENT + { + name = Collider + collider = CoverCollider + onClick = fc.TogglePersistent("%AUTOID%-cover") + sound = ASET/ASET_Props/Sounds/OpenSwitchCover + volume = 1 + } + + ANIMATION_PLAYER + { + name = Cover animation + animation = TgglCover_ANIM + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%-cover") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = CUT$$$CHUTES + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.02526, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SAFE + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_DEPLOY_CHUTES_T1_G3_B15_C1G.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_DEPLOY_CHUTES_T1_G3_B15_C1G.cfg new file mode 100644 index 00000000..664f550f --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_DEPLOY_CHUTES_T1_G3_B15_C1G.cfg @@ -0,0 +1,142 @@ +PROP +{ + name = MAS_tggl_DEPLOY_CHUTES_T1_G3_B15_C1G + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Red Cover + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Gray + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", parachute.DeployParachute() + 1) + onRelease = fc.SetPersistent("%AUTOID%", 0) + variable = parachute.ParachuteCount() + } + + COLLIDER_EVENT + { + name = Collider + collider = CoverCollider + onClick = fc.TogglePersistent("%AUTOID%-cover") + sound = ASET/ASET_Props/Sounds/OpenSwitchCover + volume = 1 + } + + ANIMATION_PLAYER + { + name = Cover animation + animation = TgglCover_ANIM + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%-cover") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = DEPLOY$$$CHUTES + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, -0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SAFE + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_GEAR_CTRL_T5W_B14_S.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_GEAR_CTRL_T5W_B14_S.cfg new file mode 100644 index 00000000..0f403101 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_GEAR_CTRL_T5W_B14_S.cfg @@ -0,0 +1,128 @@ +PROP +{ + name = MAS_tggl_GEAR_CTRL_T5W_B14_S + +// MODEL ASSEMBLY ---------------------------------------------------------------------- + +// Base + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + +// Lever + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White + } + +// Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + +// Collider + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + startupScript = fc.SetPersistent("MAS_GEAR_AUTO", 0) + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.TogglePersistent("MAS_GEAR_AUTO") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = 1 - fc.GetPersistentAsNumber("MAS_GEAR_AUTO") + } + + TRIGGER_EVENT + { + name = GearAutoDeploy + event = fc.SetGear(true) + variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_GEAR_AUTO") and (fc.AltitudeTerrain(false) < 2000) and (fc.GearPosition() < 1) and (fc.GearCount() > 0)) + } + TRIGGER_EVENT + { + name = GearAutoRetract + event = fc.SetGear(false) + variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_GEAR_AUTO") and (fc.AltitudeTerrain(false) > 2000) and (fc.GearPosition() > 0) and (fc.GearCount() > 0)) + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.008 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = GEAR$$$CONTROL + } + + TEXT_LABEL + { + name = OnOff + transform = TextTopObj + fontSize = 4.6 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = MiddleCenter + transformOffset = 0.02526,-0.052 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MANUAL$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$AUTO$$$< 2000 M + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + } + +} \ No newline at end of file diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_KAC_SetReset.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_KAC_SetReset.cfg new file mode 100644 index 00000000..29c09fab --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_KAC_SetReset.cfg @@ -0,0 +1,137 @@ +PROP +{ + name = MAS_tggl_KAC_SetReset + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Full Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Double Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderUP + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", 1 + fc.AddPersistentClamped("KAC_Alarm_Created", SetKACAlarm(fc.GetPersistentAsNumber("KAC_Mode_Sel_A"), fc.GetPersistentAsNumber("KAC_Mode_Sel_B"), fc.GetPersistentAsNumber("KAC_Threshold_Sel")), 0, 1)) + // onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("KAC_Error", 1 - fc.AddPersistentClamped("KAC_Alarm_Created", SetKACAlarm(fc.GetPersistentAsNumber("KAC_Mode_Sel_A"), fc.GetPersistentAsNumber("KAC_Mode_Sel_B"), fc.GetPersistentAsNumber("KAC_Threshold_Sel")), 0, 1))) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("KAC_Error", 0)) + } + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderDOWN + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", -1 - fc.AddPersistentClamped("KAC_Alarm_Created", -1 + fc.SetPersistent("KAC_Error", 1 - kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId"))), 0, 1)) + onRelease = fc.SetPersistent("%AUTOID%", fc.SetPersistent("KAC_Error", 0)) + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = -1, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALARM + } + + TEXT_LABEL + { + name = Plate Top Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.01947,-0.012 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SET + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = RESET + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_Apsis.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_Apsis.cfg new file mode 100644 index 00000000..fa077157 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_Apsis.cfg @@ -0,0 +1,155 @@ +PROP +{ + name = MAS_tggl_STS_FMS_Apsis + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Full Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Double Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderUP + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMS_Apsis", 1, -1, 1) + // onRelease = fc.SetPersistent("%AUTOID%", 0) + } + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderDOWN + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMS_Apsis", -1, -1, 1) + // onRelease = fc.SetPersistent("%AUTOID%", 0) + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = -1, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("STS_FMS_Apsis") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FMS PARAM + } + + TEXT_LABEL + { + name = Plate Top Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.01947,-0.012 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = AP + } + + TEXT_LABEL + { + name = Plate Middle Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = -0.01,-0.05 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = A$$$L$$$T + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = PE + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_OwnShip.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_OwnShip.cfg new file mode 100644 index 00000000..157fb9f8 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_OwnShip.cfg @@ -0,0 +1,125 @@ +PROP +{ + name = MAS_tggl_STS_FMS_OwnShip + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Full Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.TogglePersistent("STS_FMS_OwnOrTarget") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("STS_FMS_OwnOrTarget") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FMS SOURCE + } + + TEXT_LABEL + { + name = Plate Top Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.01947,-0.012 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TARGET + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = OWN SHIP + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_SetReset.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_SetReset.cfg new file mode 100644 index 00000000..94da8479 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_FMS_SetReset.cfg @@ -0,0 +1,136 @@ +PROP +{ + name = MAS_tggl_STS_FMS_SetReset + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Full Guard + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Double Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderUP + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", fc.Max(fc.SetPersistent("STS_FMSCompBuffer", fc.Select(fc.GetPersistentAsNumber("STS_FMS_EditMode"), fc.Select(fc.GetPersistentAsNumber("STS_FMS_Apsis"), fc.Select(fc.GetPersistentAsNumber("STS_FMS_OwnOrTarget") == 0, fc.Periapsis(), fc.TargetPeriapsis()), fc.Select(fc.GetPersistentAsNumber("STS_FMS_OwnOrTarget") == 0, fc.Altitude(), fc.TargetAltitude()), fc.Select(fc.GetPersistentAsNumber("STS_FMS_OwnOrTarget") == 0, fc.Apoapsis(), fc.TargetApoapsis())), -fc.ManeuverNodeTime() + fc.TimeOfDay(fc.UT()), fc.Select(fc.GetPersistentAsNumber("STS_FMS_EditMode") - 2, fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(),fc.ManeuverNodeDVRadial() ))), 1)) + onRelease = fc.SetPersistent("%AUTOID%", 0) + } + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderDOWN + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("STS_FMSCompBuffer", 0) - 1) + onRelease = fc.SetPersistent("%AUTOID%", 0) + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = -1, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = BUFFER + } + + TEXT_LABEL + { + name = Plate Top Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.01947,-0.012 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SET + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = RESET + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_MissionTimer_MODE.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_MissionTimer_MODE.cfg new file mode 100644 index 00000000..7b16275f --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STS_MissionTimer_MODE.cfg @@ -0,0 +1,173 @@ +PROP +{ + name = MAS_tggl_STS_MissionTimer_MODE + +// MODEL ASSEMBLY ---------------------------------------------------------------------- + +// Base + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + +// Lever + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + +// Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + +// Backlight +// +// MODEL +// { +// model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 +// texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse +// } + +// Collider + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL + } + +// switcher input --------------------------------------------------------------------- + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderUP + // onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + autoRepeat = 0.1 + onClick = fc.AddPersistentClamped("STS_MISSION_TIMER", 1, 0, 2) + variable = fc.GetPersistentAsNumber("STS_MISSION_TIMER") < 2 + } + + COLLIDER_EVENT + { + name = Collider + collider = SwitchColliderDOWN + // onRelease = fc.SetPersistent("%AUTOID%", 0) + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + autoRepeat = 0.1 + onClick = fc.AddPersistentClamped("STS_MISSION_TIMER", -1, 0, 2) + variable = fc.GetPersistentAsNumber("STS_MISSION_TIMER") > 0 + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + variable = fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1 + range = -1, 1 + blend = true + cycleRate = 0.5 + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MISSION TIMER + } + + TEXT_LABEL + { + name = Plate Top Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.01947,-0.012 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = UT + } + + TEXT_LABEL + { + name = Plate Middle Label + transform = TextPlateTopObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = -0.01,-0.05 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = M$$$E$$$T + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, 0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TEST + } + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_FUEL.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_FUEL.cfg new file mode 100644 index 00000000..12fa31c8 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_FUEL.cfg @@ -0,0 +1,141 @@ +PROP +{ + name = MAS_tggl_UNLOCK_RES_FUEL + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Red Cover + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Gray + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", fc.SetResourceLock("LiquidFuel", false) and fc.SetResourceLock("Oxidizer", false) and fc.SetResourceLock("LqdHydrogen", false) and 1) + onRelease = fc.SetPersistent("%AUTOID%", 0) + } + + COLLIDER_EVENT + { + name = Collider + collider = CoverCollider + onClick = fc.TogglePersistent("%AUTOID%-cover") + sound = ASET/ASET_Props/Sounds/OpenSwitchCover + volume = 1 + } + + ANIMATION_PLAYER + { + name = Cover animation + animation = TgglCover_ANIM + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%-cover") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = RESERVE$$$FUEL + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, -0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LOCKED + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_Monoprop.cfg b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_Monoprop.cfg new file mode 100644 index 00000000..d7264355 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_UNLOCK_RES_Monoprop.cfg @@ -0,0 +1,142 @@ +PROP +{ + name = MAS_tggl_UNLOCK_RES_Monoprop + + // Base + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Apollo toggle + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Backlight + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Red Cover + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Gray + } + + // Guard + + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 + texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse + } + + // Single Collider + MODEL + { + model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider + collider = SwitchCollider + sound = ASET/ASET_Props/Sounds/RPB01 + volume = 1 + onClick = fc.SetPersistent("%AUTOID%", fc.SetResourceLock("MonoPropellant", false) and 1) + onRelease = fc.SetPersistent("%AUTOID%", 0) + // variable = fc.Conditioned(fc.ResourceLocked("MonoPropellant")) + } + + COLLIDER_EVENT + { + name = Collider + collider = CoverCollider + onClick = fc.TogglePersistent("%AUTOID%-cover") + sound = ASET/ASET_Props/Sounds/OpenSwitchCover + volume = 1 + } + + ANIMATION_PLAYER + { + name = Cover animation + animation = TgglCover_ANIM + animationSpeed = 1.0 + variable = fc.GetPersistentAsNumber("%AUTOID%-cover") + } + + ROTATION + { + name = Lever Movement + transform = SwitchGrp + startRotation = 30,0,0 + endRotation = -30,0,0 + range = 0, 1 + blend = true + cycleRate = 1 + variable = fc.GetPersistentAsNumber("%AUTOID%") + } + + TEXT_LABEL + { + name = Top Label + transform = TextTopObj + fontSize = 6.1 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + transformOffset = 0.02526,-0.015 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = RESERVE$$$MONOPROP + } + + TEXT_LABEL + { + name = Plate Bottom Label + transform = TextPlateBottomObj + fontSize = 5.5 + lineSpacing = 0.9 + font = Liberation Sans + style = Bold + alignment = Center + anchor = UpperCenter + transformOffset = 0.01947, -0.005 + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LOCKED + } + + COLOR_SHIFT + { + name = Switch Mark Glow + transform = TumblerMarkObj, GlowBorder + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingAngle.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingAngle.cfg index 20d18d6c..5b5e8cbe 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingAngle.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingAngle.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_DOCKINGANGLEALARM_ON", 0) variable = fc.Conditioned(fc.TargetDistance() < 10 and (fc.PitchTarget() > 1.5 or fc.YawTarget() > 1.5)) } + AUDIO_PLAYER + { + name = DockAngleTone + sound = ASET/ASET_Props/Sounds/beep-04 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_DOCKINGANGLEALARM_ON")) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFailure.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFailure.cfg index 2c335019..c4985a2f 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFailure.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFailure.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_ENGFAILURE_ON", 0) variable = fc.Conditioned(fc.EngineFlameout()) } + AUDIO_PLAYER + { + name = FlameoutTone + sound = ASET/ASET_Props/Sounds/AlarmBeep02 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.EngineFlameout()) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineOverheat.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineOverheat.cfg index f186f565..ed27aefb 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineOverheat.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineOverheat.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_ENGINEOVERHEATALARM_ON", 0) variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) } + AUDIO_PLAYER + { + name = EngHeatTone + sound = ASET/ASET_Props/Sounds/AlarmBeep01 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS.cfg index bac93b53..d61ae6f3 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS.cfg @@ -11,6 +11,8 @@ { name = MASComponent + startupScript = fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/beep_A_long_x1") + // This prop implements all of the GPWS functionality. COLOR_SHIFT { @@ -21,5 +23,175 @@ variable = fc.Conditioned(0) } + AUDIO_PLAYER + { + name = AVASCallTone + variableSound = fc.GetPersistent("AVAS_Call_Sound") + volume = 1.0 + trigger = ON + mustPlayOnce = true + variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_Annunciation_On")) + } + + TRIGGER_EVENT + { + name = AVASCall2 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws2") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 2.5 and fc.AltitudeBottom() > 1.5 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall5 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws5") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 6 and fc.AltitudeBottom() > 4 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall10 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws10") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 12 and fc.AltitudeBottom() > 8 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall20 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws20") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 22 and fc.AltitudeBottom() > 18 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall25 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws25") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 27 and fc.AltitudeBottom() > 23 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall50 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws50") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 52 and fc.AltitudeBottom() > 48 and fc.GetPersistentAsNumber("AVAS_ON") and fc.GetLaunchClampCount() == 0) + } + + TRIGGER_EVENT + { + name = AVASCall100 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws100") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 105 and fc.AltitudeBottom() > 95 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall200 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws200") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 205 and fc.AltitudeBottom() > 195 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall300 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws300") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 305 and fc.AltitudeBottom() > 295 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall400 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws400") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 405 and fc.AltitudeBottom() > 395 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall500 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws500") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeBottom() < 505 and fc.AltitudeBottom() > 495 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall1000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws1000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 1010 and fc.AltitudeTerrain(false) > 990 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall1500 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws1500") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 1510 and fc.AltitudeTerrain(false) > 1490 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall2000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws2000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 2030 and fc.AltitudeTerrain(false) > 1970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall2500 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws2500") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 2530 and fc.AltitudeTerrain(false) > 2470 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall3000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws3000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 3030 and fc.AltitudeTerrain(false) > 2970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall4000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws4000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 4030 and fc.AltitudeTerrain(false) > 3970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall5000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws5000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 5030 and fc.AltitudeTerrain(false) > 4970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall10000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws10000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 10030 and fc.AltitudeTerrain(false) > 9970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + + TRIGGER_EVENT + { + name = AVASCall20000 + event = fc.Conditioned(fc.SetPersistent("AVAS_Call_Sound", "ASET/ASET_Props/Sounds/gpws/gpws20000") and fc.SetPersistent("AVAS_Annunciation_On",1)) + exitEvent = fc.SetPersistent("AVAS_Annunciation_On", 0) + variable = fc.Conditioned(fc.AltitudeTerrain(false) < 20030 and fc.AltitudeTerrain(false) > 19970 and fc.GetPersistentAsNumber("AVAS_ON")) + } + } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GearBroken.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GearBroken.cfg index eb5e9b8a..32ea920a 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GearBroken.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GearBroken.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.GearBrokenCount()) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = GearBrokenTone + sound = ASET/ASET_Props/Sounds/beep_F_short_x2 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GearBrokenCount()) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GroundProximity.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GroundProximity.cfg index ce05b552..e2a97691 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GroundProximity.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GroundProximity.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_GROUNDPROXIMITYALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") > 0 and fc.VerticalSpeed() < -1 and fc.AltitudeBottom() < 15) } + AUDIO_PLAYER + { + name = GroundProxTone + sound = ASET/ASET_Props/Sounds/GroundProximity + volume = 1.0 + trigger = LOOP + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HeatshieldOverheat.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HeatshieldOverheat.cfg index 2341eee3..b9ae351f 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HeatshieldOverheat.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HeatshieldOverheat.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = SHIELD$$$OVERHEAT - variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) + variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) > 0 and fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) + variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) > 0 and fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) } TEXTURE_SHIFT @@ -43,9 +43,17 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.6 - variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) + variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) > 0 and fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = ShieldHeatTone + sound = ASET/ASET_Props/Sounds/beep_F_short_x1 + volume = 1.0 + trigger = LOOP + variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) > 0 and fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighG.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighG.cfg index 1543f4ed..15da840c 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighG.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighG.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = HIGH G - variable = fc.Conditioned(fc.GForce() > 3) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_HIGH_G_ALARM_ON")) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(fc.GForce() > 3) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_HIGH_G_ALARM_ON")) } TEXTURE_SHIFT @@ -43,9 +43,24 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 - variable = fc.Conditioned(fc.GForce() > 3) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_HIGH_G_ALARM_ON")) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = HighGTone + sound = ASET/ASET_Props/Sounds/HighG + volume = 1.0 + trigger = LOOP + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_HIGH_G_ALARM_ON")) + } + TRIGGER_EVENT + { + name = trigger + event = fc.SetPersistent("ASET_HIGH_G_ALARM_ON", 1) + exitEvent = fc.SetPersistent("ASET_HIGH_G_ALARM_ON", 0) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_G_ON") and fc.GForce() > 3) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighSlope.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighSlope.cfg index a954a55b..af2faeaf 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighSlope.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighSlope.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_SLOPEALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_SLOPE_ON") > 0 and fc.AltitudeBottom() < 15 and fc.SlopeAngle() > 15) } + AUDIO_PLAYER + { + name = PodHeatTone + sound = ASET/ASET_Props/Sounds/AlarmBeep01 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear.cfg index d9a60749..4f56bffa 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LANDING$$$GEAR - variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING")) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING")) } TEXTURE_SHIFT @@ -43,7 +43,7 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 - variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING")) layers = _MainTex _Emissive } @@ -52,7 +52,16 @@ name = trigger event = fc.SetPersistent("ALCOR_GEARALARM_ON_LANDING", 1) exitEvent = fc.SetPersistent("ALCOR_GEARALARM_ON_LANDING", 0) - variable = fc.Conditioned(fc.VerticalSpeed() < 1 and fc.AltitudeBottom() < 1000 and fc.GetGear() == 0) + variable = fc.Conditioned((fc.VerticalSpeed() < 1) and (fc.AltitudeBottom() < 1000) and (fc.GetGear() == 0) and (fc.GearCount() > (fc.GetLaunchClampCount() * 100))) + } + + AUDIO_PLAYER + { + name = TooLowGearTone + sound = ASET/ASET_Props/Sounds/TooLowGear + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING")) } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear_Broken.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear_Broken.cfg index 58f189bb..a332501d 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear_Broken.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear_Broken.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.GearBrokenCount() > 0) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LandingGearBrokenTone + sound = ASET/ASET_Props/Sounds/beep_D_long_x1 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GearBrokenCount() > 0) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowAltitude.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowAltitude.cfg index e47975ec..0b1412b3 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowAltitude.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowAltitude.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ALTITUDE - variable = fc.Conditioned(0) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") > fc.AltitudeTerrain(false)) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(0) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") > fc.AltitudeTerrain(false)) } TEXTURE_SHIFT @@ -43,9 +43,17 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 - variable = fc.Conditioned(0) + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") > fc.AltitudeTerrain(false)) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowAltTone + sound = ASET/ASET_Props/Sounds/LOWALT + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") > fc.AltitudeTerrain(false)) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowFuel.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowFuel.cfg index 588b9da3..9cf1a7c8 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowFuel.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowFuel.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LIQUID$$$FUEL - variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) + variable = fc.Conditioned(fc.PropellantStageThreshold(0,0.1)) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) + variable = fc.Conditioned(fc.PropellantStageThreshold(0,0.1)) } TEXTURE_SHIFT @@ -43,9 +43,17 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 - variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) + variable = fc.Conditioned(fc.PropellantStageThreshold(0,0.1)) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowFuelTone + sound = ASET/ASET_Props/Sounds/apollospec + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.PropellantStageThreshold(0,0.1)) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowMonopropellant.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowMonopropellant.cfg index 53709dbf..f9dc5917 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowMonopropellant.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowMonopropellant.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.ResourceExists("MonoPropellant") > 0 and fc.ResourcePercent("MonoPropellant") < 0.1) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowMonopropellantTone + sound = ASET/ASET_Props/Sounds/apollospec + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.ResourceExists("MonoPropellant") > 0 and fc.ResourcePercent("MonoPropellant") < 0.1) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowOxidizer.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowOxidizer.cfg index 38f1bb76..9952da02 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowOxidizer.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowOxidizer.cfg @@ -25,7 +25,7 @@ activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = OXIDIZER - variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) + variable = fc.Conditioned(fc.ResourceStageThreshold("Oxidizer",0,0.1)) } COLOR_SHIFT @@ -34,7 +34,7 @@ transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 - variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) + variable = fc.Conditioned(fc.ResourceStageThreshold("Oxidizer",0,0.1)) } TEXTURE_SHIFT @@ -43,9 +43,17 @@ transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 - variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) + variable = fc.Conditioned(fc.ResourceStageThreshold("Oxidizer",0,0.1)) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowOxidizerTone + sound = ASET/ASET_Props/Sounds/apollospec + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.ResourceStageThreshold("Oxidizer",0,0.1)) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowPower.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowPower.cfg index 71b14332..e76af241 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowPower.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowPower.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.PowerPercent() < 0.2) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowPowerTone + sound = ASET/ASET_Props/Sounds/beep_C_short_x1 + volume = 2.0 + trigger = ON + variable = fc.Conditioned(fc.PowerPercent() < 0.2) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowXenon.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowXenon.cfg index 7ca8d652..c5bf7f9c 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowXenon.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowXenon.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.ResourceExists("XenonGas") > 0 and fc.ResourcePercent("XenonGas") < 0.1) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = LowXenonTone + sound = ASET/ASET_Props/Sounds/apollospec + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.ResourceExists("XenonGas") > 0 and fc.ResourcePercent("XenonGas") < 0.1) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_PodHeat.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_PodHeat.cfg index c9e97d64..76771fd3 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_PodHeat.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_PodHeat.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_PODTEMPERATUREALARM_ON", 0) variable = fc.Conditioned(fc.PodTemperature(true) > 0.7 * fc.PodMaxTemperature(true)) } + AUDIO_PLAYER + { + name = PodHeatTone + sound = ASET/ASET_Props/Sounds/beep_F_short_x2 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.PodTemperature(true) > 0.7 * fc.PodMaxTemperature(true)) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_SolarArray_Broken.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_SolarArray_Broken.cfg index 8badae7f..6a997bd7 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_SolarArray_Broken.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_SolarArray_Broken.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(fc.SolarPanelDamaged() > 0) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = SolarPanelBrokenTone + sound = ASET/ASET_Props/Sounds/beep_D_long_x1 + volume = 1.0 + trigger = ON + variable = fc.Conditioned(fc.SolarPanelDamaged() > 0) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Stall.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Stall.cfg index 2a3e3166..8463d131 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Stall.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Stall.cfg @@ -46,6 +46,14 @@ variable = fc.Conditioned(far.StallFraction() > 0.02 and fc.VesselFlying() > 0) layers = _MainTex _Emissive } + AUDIO_PLAYER + { + name = StallTone + sound = ASET/ASET_Props/Sounds/beep_G_short_x1 + volume = 1.0 + trigger = LOOP + variable = fc.Conditioned(far.StallFraction() > 0.02 and fc.VesselFlying() > 0) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Tumble.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Tumble.cfg index 37b7ecab..afee15bd 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Tumble.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Tumble.cfg @@ -54,6 +54,14 @@ exitEvent = fc.SetPersistent("ALCOR_TUMBLEALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_TUMBLE_ON") > 0 and fc.AltitudeBottom() < 15 and fc.HorizontalSpeed() > 5) } + AUDIO_PLAYER + { + name = TumbleTone + sound = ASET/ASET_Props/Sounds/beep-04 + volume = 1.0 + trigger = LOOP + variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) + } } } diff --git a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmEPG.cfg b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmEPG.cfg index 548ff889..7eb02a55 100644 --- a/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmEPG.cfg +++ b/GameData/MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmEPG.cfg @@ -36,6 +36,14 @@ passiveColor = 0,0,0,255 variable = fc.GetPersistentAsNumber("ALCOR_EPG_FAKE") } + AUDIO_PLAYER + { + name = EPGTone + sound = ASET/ASET_Props/Sounds/AlarmBeep03 + volume = 1.0 + trigger = ON + variable = fc.GetPersistentAsNumber("ALCOR_EPG_FAKE") + } } } diff --git a/GameData/MOARdV/MAS_ASET/Xpointer/MAS_X-pointer.cfg b/GameData/MOARdV/MAS_ASET/Xpointer/MAS_X-pointer.cfg index 1c4bf909..ddec1a9c 100644 --- a/GameData/MOARdV/MAS_ASET/Xpointer/MAS_X-pointer.cfg +++ b/GameData/MOARdV/MAS_ASET/Xpointer/MAS_X-pointer.cfg @@ -15,14 +15,14 @@ PROP name = XPtr Mode 0 Validation event = fc.SetBits("MAS_Xpointer_Validation", 1) exitEvent = fc.ClearBits("MAS_Xpointer_Validation", 1) - variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.AltitudeBottom() <= 5000) + variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == -1) and (fc.AltitudeBottom() <= 5000) } TRIGGER_EVENT { name = XPtr Mode 1-2 Validation event = fc.SetBits("MAS_Xpointer_Validation", 2) exitEvent = fc.ClearBits("MAS_Xpointer_Validation", 2) - variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") > 0) and (fc.TargetIsVessel() > 0) + variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") >= 0) and (fc.TargetIsVessel() > 0) } TRIGGER_EVENT { @@ -38,7 +38,7 @@ PROP name = Vertical Needle position transform = XpointerVerticalNeedle // LATERAL - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode") - 1, fc.SurfaceLateralSpeed(), fc.TargetDistanceX(), fc.TargetVelocityX())) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode"), fc.SurfaceLateralSpeed(), fc.TargetDistanceX(), fc.TargetVelocityX())) startRotation = -11.8,0,0 endRotation = 11.8,0,0 range = -20, 20 @@ -50,7 +50,7 @@ PROP name = Horizontal Needle position transform = XpointerHorizontalNeedle // FWD - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode") - 1, fc.SurfaceForwardSpeed(), fc.TargetDistanceY(), fc.TargetVelocityY())) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode"), fc.SurfaceForwardSpeed(), fc.TargetDistanceY(), fc.TargetVelocityY())) startRotation = 11.8,0,0 endRotation = -11.8,0,0 range = -20, 20 @@ -146,7 +146,7 @@ PROP transform = Xpointer_IND_FWD passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -155,7 +155,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { @@ -163,7 +163,7 @@ PROP transform = Xpointer_IND_LATVEL passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -172,7 +172,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } // REL. DISTANCE MODE (DIST X/DIST Y) @@ -182,7 +182,7 @@ PROP transform = Xpointer_IND_DISTX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -191,7 +191,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { @@ -199,7 +199,7 @@ PROP transform = Xpointer_IND_DISTY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -208,7 +208,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } // REL. VELOCITY MODE (VEL X/VEL Y) @@ -218,7 +218,7 @@ PROP transform = Xpointer_IND_VELX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -227,7 +227,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { @@ -235,7 +235,7 @@ PROP transform = Xpointer_IND_VELY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { @@ -244,7 +244,7 @@ PROP layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 - variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) + variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } } } diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelA.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelA.cfg new file mode 100644 index 00000000..55561ca5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelA.cfg @@ -0,0 +1,201 @@ +PROP +{ + name = MAS_swRotary_6pos_KACModeSelA + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Mode_Sel_A", -1, 0, 5)) + autoRepeat = 0.2 + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Mode_Sel_A", 1, 0, 5)) + autoRepeat = 0.2 + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-100,0 + endRotation = 0,100,0 + longPath = true + range = 0, 5 + blend = true + speed = 6.0 + variable = fc.Conditioned(fc.GetPersistentAsNumber("KAC_Mode_Sel_A")) + } + + TEXT_LABEL + { + name = 1 Mark + transform = Pos_1_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = MiddleRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FMS + } + + TEXT_LABEL + { + name = 2 Mark + transform = Pos_2_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = SOI + } + + TEXT_LABEL + { + name = 3 Mark + transform = Pos_3_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TGT + } + + TEXT_LABEL + { + name = 4 Mark + transform = Pos_4_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALT + } + + TEXT_LABEL + { + name = 5 Mark + transform = Pos_5_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MNVR + } + + TEXT_LABEL + { + name = 6 Mark + transform = Pos_6_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MODE B + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALARM MODE A + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelB.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelB.cfg new file mode 100644 index 00000000..8dc33f1e --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACModeSelB.cfg @@ -0,0 +1,201 @@ +PROP +{ + name = MAS_swRotary_6pos_KACModeSelB + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Mode_Sel_B", -1, 0, 5)) + autoRepeat = 0.2 + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Mode_Sel_B", 1, 0, 5)) + autoRepeat = 0.2 + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-100,0 + endRotation = 0,100,0 + longPath = true + range = 0, 5 + blend = true + speed = 6.0 + variable = fc.Conditioned(fc.GetPersistentAsNumber("KAC_Mode_Sel_B")) + } + + TEXT_LABEL + { + name = 1 Mark + transform = Pos_1_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = MiddleRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = AP + } + + TEXT_LABEL + { + name = 2 Mark + transform = Pos_2_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = PE + } + + TEXT_LABEL + { + name = 3 Mark + transform = Pos_3_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = AN + } + + TEXT_LABEL + { + name = 4 Mark + transform = Pos_4_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = DN + } + + TEXT_LABEL + { + name = 5 Mark + transform = Pos_5_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = XFR + } + + TEXT_LABEL + { + name = 6 Mark + transform = Pos_6_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = CREW + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALARM MODE B + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACThresholdSel.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACThresholdSel.cfg new file mode 100644 index 00000000..2213e027 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_6pos_KACThresholdSel.cfg @@ -0,0 +1,201 @@ +PROP +{ + name = MAS_swRotary_6pos_KACThresholdSel + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Threshold_Sel", -1, 1, 6)) + autoRepeat = 0.2 + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.Conditioned(fc.AddPersistentClamped("KAC_Threshold_Sel", 1, 1, 6)) + autoRepeat = 0.2 + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-100,0 + endRotation = 0,100,0 + longPath = true + range = 1, 6 + blend = true + speed = 6.0 + variable = fc.Conditioned(fc.GetPersistentAsNumber("KAC_Threshold_Sel")) + } + + TEXT_LABEL + { + name = 1 Mark + transform = Pos_1_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = MiddleRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 5 + } + + TEXT_LABEL + { + name = 2 Mark + transform = Pos_2_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 15 + } + + TEXT_LABEL + { + name = 3 Mark + transform = Pos_3_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 30 + } + + TEXT_LABEL + { + name = 4 Mark + transform = Pos_4_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 60 + } + + TEXT_LABEL + { + name = 5 Mark + transform = Pos_5_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 120 + } + + TEXT_LABEL + { + name = 6 Mark + transform = Pos_6_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = 300 + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALARM THLD$$$(SEC) + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_HNAV.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_HNAV.cfg new file mode 100644 index 00000000..48b6bfa5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_HNAV.cfg @@ -0,0 +1,148 @@ +PROP +{ + name = MAS_swRotary_AA_FD_HNAV_mode + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = AAUpdateHNAV(fc.AddPersistentClamped("AA_FD_HNAV_mode", -1, 0, 2)) + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = AAUpdateHNAV(fc.AddPersistentClamped("AA_FD_HNAV_mode", 1, 0, 2)) + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-55,0 + endRotation = 0,55,0 + longPath = true + range = 0, 2 + blend = true + speed = 6.0 + variable = fc.GetPersistentAsNumber("AA_FD_HNAV_mode") + } + + TEXT_LABEL + { + name = 1 Mark + transform = LeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MAN + } + + TEXT_LABEL + { + name = 2 Mark + transform = CenterTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = HDG + } + + TEXT_LABEL + { + name = 3 Mark + transform = RightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = WPT + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = HNAV MODE + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_ParamSelect.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_ParamSelect.cfg new file mode 100644 index 00000000..66ae40fa --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_ParamSelect.cfg @@ -0,0 +1,199 @@ +PROP +{ + name = MAS_swRotary_AA_FD_ParamSelect + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("AA_FD_ParamSelect", -1, 0, 5) + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("AA_FD_ParamSelect", 1, 0, 5) + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-100,0 + endRotation = 0,100,0 + longPath = true + range = 0, 5 + blend = true + speed = 6.0 + variable = fc.GetPersistentAsNumber("AA_FD_ParamSelect") + } + + TEXT_LABEL + { + name = 1 Mark + transform = Pos_1_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = MiddleRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = HDG + } + + TEXT_LABEL + { + name = 2 Mark + transform = Pos_2_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LAT + } + + TEXT_LABEL + { + name = 3 Mark + transform = Pos_3_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = LON + } + + TEXT_LABEL + { + name = 4 Mark + transform = Pos_4_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALT + } + + TEXT_LABEL + { + name = 5 Mark + transform = Pos_5_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = VS + } + + TEXT_LABEL + { + name = 6 Mark + transform = Pos_6_TextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = MiddleLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FPA + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FD PARAM + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_VNAV.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_VNAV.cfg new file mode 100644 index 00000000..51b65ea5 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_AA_FD_VNAV.cfg @@ -0,0 +1,148 @@ +PROP +{ + name = MAS_swRotary_AA_FD_VNAV_mode + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = AAUpdateVNAV(fc.AddPersistentClamped("AA_FD_VNAV_mode", -1, 0, 2)) + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = AAUpdateVNAV(fc.AddPersistentClamped("AA_FD_VNAV_mode", 1, 0, 2)) + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-55,0 + endRotation = 0,55,0 + longPath = true + range = 0, 2 + blend = true + speed = 6.0 + variable = fc.GetPersistentAsNumber("AA_FD_VNAV_mode") + } + + TEXT_LABEL + { + name = 1 Mark + transform = LeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ALT + } + + TEXT_LABEL + { + name = 2 Mark + transform = CenterTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = VS + } + + TEXT_LABEL + { + name = 3 Mark + transform = RightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FPA + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = VNAV MODE + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_EditMode.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_EditMode.cfg new file mode 100644 index 00000000..40960dee --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_EditMode.cfg @@ -0,0 +1,182 @@ +PROP +{ + name = MAS_swRotary_STS_FMS_EditMode + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_5_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMS_EditMode", -1, -1, 3) + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMS_EditMode", 1, -1, 3) + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-80,0 + endRotation = 0,80,0 + longPath = true + range = -1, 3 + blend = true + speed = 6.0 + variable = fc.GetPersistentAsNumber("STS_FMS_EditMode") + } + + TEXT_LABEL + { + name = 1 Mark + transform = LeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = ORB + } + + TEXT_LABEL + { + name = 2 Mark + transform = CenterLeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TIME + } + + TEXT_LABEL + { + name = 3 Mark + transform = CenterTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = PRO + } + + TEXT_LABEL + { + name = 4 Mark + transform = CenterRightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = NORM + } + + TEXT_LABEL + { + name = 5 Mark + transform = RightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = RAD + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FMS MODE + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_Scale.cfg b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_Scale.cfg new file mode 100644 index 00000000..b67e7c55 --- /dev/null +++ b/GameData/MOARdV/MAS_ASET/swRotary/MAS_swRotary_STS_FMS_Scale.cfg @@ -0,0 +1,182 @@ +PROP +{ + name = MAS_swRotary_STS_FMSCompBuffer_Scale + + // Knob model + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model + texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse + } + + // Double collider + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R + } + + // Switcher position marks with text objects + MODEL + { + model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_5_Marks + } + + MODULE + { + name = MASComponent + + COLLIDER_EVENT + { + name = Collider - + collider = ColliderMinus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMSCompBuffer_Scale", -1, -1, 3) + } + + COLLIDER_EVENT + { + name = Collider + + collider = ColliderPlus + sound = ASET/ASET_Props/Sounds/click-027 + volume = 1 + onClick = fc.AddPersistentClamped("STS_FMSCompBuffer_Scale", 1, -1, 3) + } + + ROTATION + { + name = Knob position + transform = swRotaryLoc + startRotation = 0,-80,0 + endRotation = 0,80,0 + longPath = true + range = -1, 3 + blend = true + speed = 6.0 + variable = fc.GetPersistentAsNumber("STS_FMSCompBuffer_Scale") + } + + TEXT_LABEL + { + name = 1 Mark + transform = LeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = TEST + } + + TEXT_LABEL + { + name = 2 Mark + transform = CenterLeftTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Right + anchor = LowerRight + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = M + } + + TEXT_LABEL + { + name = 3 Mark + transform = CenterTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = KM + } + + TEXT_LABEL + { + name = 4 Mark + transform = CenterRightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = MM + } + + TEXT_LABEL + { + name = 5 Mark + transform = RightTextObj + fontSize = 4 + font = Liberation Sans + style = Bold + alignment = Left + anchor = LowerLeft + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = GM + } + + TEXT_LABEL + { + name = Caption + transform = TopNameTextObj + fontSize = 5 + font = Liberation Sans + style = Bold + alignment = Center + anchor = LowerCenter + emissive = active + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR + passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR + text = FMS SCALE + } + + COLOR_SHIFT + { + name = Pointer Backlight + transform = swRotaryPointerObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + COLOR_SHIFT + { + name = Circle Mark and Rotary Circle Backlight + transform = swRotaryCircleMarkObj, swRotaryCircleObj + passiveColor = 0,0,0,255 + activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR + variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) + blend = true + } + + } +} diff --git a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_ErrorScale.cfg b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_ErrorScale.cfg index 215f7e25..57818461 100644 --- a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_ErrorScale.cfg +++ b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_ErrorScale.cfg @@ -32,6 +32,7 @@ sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI1_Error", -1, 0, 2) + onRelease = fdaiInitialize(1) } COLLIDER_EVENT @@ -41,6 +42,7 @@ sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI1_Error", 1, 0, 2) + onRelease = fdaiInitialize(1) } ROTATION diff --git a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_ErrorScale.cfg b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_ErrorScale.cfg index 52c707e8..67c241ce 100644 --- a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_ErrorScale.cfg +++ b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_ErrorScale.cfg @@ -32,6 +32,7 @@ sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI2_Error", -1, 0, 2) + onRelease = fdaiInitialize(2) } COLLIDER_EVENT @@ -41,6 +42,7 @@ sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI2_Error", 1, 0, 2) + onRelease = fdaiInitialize(2) } ROTATION diff --git a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrScale.cfg b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrScale.cfg index ff0dc9a1..be9948cd 100644 --- a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrScale.cfg +++ b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrScale.cfg @@ -31,7 +31,7 @@ collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 - onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", -1, -1, 1) + onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", 1, -1, 1) } COLLIDER_EVENT @@ -40,7 +40,7 @@ collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 - onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", 1, -1, 1) + onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", -1, -1, 1) } ROTATION diff --git a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_IMPMode.cfg b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_IMPMode.cfg index 07255da0..1954bf91 100644 --- a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_IMPMode.cfg +++ b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_IMPMode.cfg @@ -87,7 +87,7 @@ blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR - text = VSSL + text = TGT } TEXT_LABEL @@ -104,7 +104,7 @@ blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR - text = TGT + text = VSSL } TEXT_LABEL diff --git a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_XPtrMode.cfg b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_XPtrMode.cfg index e03776ac..562e9b43 100644 --- a/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_XPtrMode.cfg +++ b/GameData/MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_XPtrMode.cfg @@ -53,7 +53,7 @@ range = 0, 3 blend = true speed = 6.0 - variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") + 1)) + variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") + 2)) } TEXT_LABEL diff --git a/GameData/MOARdV/Patches/001_ASET-To-MAS.nocfg b/GameData/MOARdV/Patches/001_ASET-To-MAS.nocfg index b0913dbd..916b6db3 100644 --- a/GameData/MOARdV/Patches/001_ASET-To-MAS.nocfg +++ b/GameData/MOARdV/Patches/001_ASET-To-MAS.nocfg @@ -890,6 +890,72 @@ { @name=MAS_pb_GIMBAL_LOCK-FD1-B2 } + @PROP[pb_CHATTERER_PTT-F03-G1],* + { + @name=MAS_pb_Chatterer + } + @PROP[pb_sas_STAB-FD2-G1],* + { + @name=MAS_pb_SAS_StabilityAssist + // @name=MAS_pb_SAS_StabilityAssist_2 + } + @PROP[pb_sas_MANEUVER-FD2-G1],* + { + @name=MAS_pb_SAS_ManeuverNode + // @name=MAS_pb_SAS_ManeuverNode_2 + } + @PROP[pb_sas_PROGRADE-FD2-G1],* + { + @name=MAS_pb_SAS_Prograde + // @name=MAS_pb_SAS_Prograde_2 + } + @PROP[pb_sas_RETROGRADE-FD2-G1],* + { + @name=MAS_pb_SAS_Retrograde + // @name=MAS_pb_SAS_Retrograde_2 + } + + @PROP[pb_sas_NORMAL-FD2-G1],* + { + @name=MAS_pb_SAS_Normal + // @name=MAS_pb_SAS_Normal_2 + } + @PROP[pb_sas_ANTINORMAL-FD2-G1],* + { + @name=MAS_pb_SAS_AntiNormal + // @name=MAS_pb_SAS_AntiNormal_2 + } + @PROP[pb_sas_RADIALIN-FD2-G1],* + { + @name=MAS_pb_SAS_RadialIn + // @name=MAS_pb_SAS_RadialIn_2 + } + @PROP[pb_sas_RADIALOUT-FD2-G1],* + { + @name=MAS_pb_SAS_RadialOut + // @name=MAS_pb_SAS_RadialOut_2 + } + @PROP[pb_sas_TARGET-FD2-G1],* + { + @name=MAS_pb_SAS_Target + // @name=MAS_pb_SAS_Target_2 + } + @PROP[pb_sas_ANTITARGET-FD2-G1],* + { + @name=MAS_pb_SAS_AntiTarget + // @name=MAS_pb_SAS_AntiTarget_2 + } + + @PROP[pb_CLEAR_MNVR_NODE-F01-B1-G1],* + { + @name=MAS_pb_ClearNode + // @name=MAS_pb_rb_ClearNode + } + @PROP[pb_CLEAR_TARGET-F01-B1-G1],* + { + @name=MAS_pb_ClearTarget + // @name=MAS_pb_rb_ClearTarget + } // Props/Control/StageSwitch @PROP[StageSwitch],* @@ -1104,6 +1170,74 @@ { @name=MAS_tggl_AG10_T4W-S } + @PROP[tggl_GAUGE_RES_MON_T1-S],* + { + @name=MAS_Switch_v1_ResourceMonitorMode + } + @PROP[tggl_SOLAR_DEPLOY_T3-G4-B1-S],* + { + // direct equivalent not modelled + @name=MAS_tggl_SolarPanel_T1_G1_S + } + @PROP[tggl_FUEL_CELL_T3-G4-B1-S],* + { + // direct equivalent not modelled + @name=MAS_tggl_FuelCell_T1_G1_S + } + @PROP[tggl_TWR_MON_T1-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_TWRIndicatorMode + } + @PROP[tggl_ARRT_ON_T1-G1-B0-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_ARRT_Power + } + @PROP[tggl_ARRT_MODE_T1-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_ARRT_Mode + } + @PROP[tggl_SAS_T2-G2-B2-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_SAS + } + @PROP[tggl_PREC_CTRL_T1-G1-B2-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_PrecisionCtrl + } + @PROP[tggl_RCS_T1-G1-B3-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_RCS + } + @PROP[tggl_GIMBAL_LOCK_T3-G4-B1-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_GimbalLock + } + @PROP[tggl_ENGINE_ENABLE_T2_G3-B3-S],* + { + // direct equivalent not modelled + @name=MAS_tggl_EngineEnable_T1_G1_C1_S + } + @PROP[tggl_GEAR_T2-G2-B3-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_Gear + } + @PROP[tggl_AVAS-T1-G1-B1-S],* + { + // direct equivalent not modelled + @name=MAS_Switch_v1_AVAS_Power + } + @PROP[tggl_GPWS-T1-G1-B1-S],* + { + @name=MAS_Switch_v1_GPWS_Power + } // Props/Control/Switch_Tumble @PROP[switchTumbleAG01],* @@ -1495,6 +1629,12 @@ @name=MAS_ASET_ClockTimer } + // Props/Instruments/ASET_CRT_Display + @PROP[ASET_CRT_Display],* + { + @name=MAS_ASET_CRT_Display + } + // Props/Instruments/ASET_DSKY @PROP[ASET_DSKY],* { @@ -1755,6 +1895,16 @@ @name=MAS_DigitalIndicator_12char_OrbitNumInput } + // Props/Instruments/FlagIndicator + @PROP[FI_ARRT-ERROR],* + { + @name=MAS_FI_ARRTError + } + @PROP[FI_X-Pointer01-ERROR],* + { + @name=MAS_FI_XPtrError + } + // Props/Instruments/FuelMonitor @PROP[FuelMonitor],* { @@ -1918,6 +2068,42 @@ @name=MAS_IP5x3_Blank } + // Props/Instruments/NASA_Elec_Output + @PROP[NASA_Elec_Output],* + { + @name=MAS_NASA_Elec_Output + } + + // Props/Instruments/NASA_G_Units_Indicator + @PROP[NASA_CommNetSignalIndicator],* + { + @name=MAS_NASA_CommNetSignalIndicator + } + @PROP[NASA_G_Units_Indicator],* + { + @name=MAS_NASA_G_Units_Indicator + } + + // Props/Instruments/NASA_Gauge_Temperature + @PROP[NASA_GaugeSngl_CHARGE],* + { + @name=MAS_NASA_Gauge_Power + } + @PROP[NASA_GaugeSngl_MONO],* + { + @name=MAS_NASA_Gauge_Monopropellant + } + @PROP[NASA_GaugeSngl_ABLATIVE],* + { + @name=MAS_NASA_Gauge_Ablator + } + + // Props/Instruments/NASA_GaugeDblPerc + @PROP[NASA_Gauge_ENGINE],* + { + @name=MAS_NASA_GaugeDbl_Throttle + } + // Props/Instruments/PhaseAngleIndicator @PROP[ASET_PhaseAngleIndicator],* { @@ -1939,6 +2125,16 @@ { @name=MAS_GPS_Nav_LCD_Display } + @PROP[RetroAltitudeDisplay],* + { + @name=MAS_RetroAltitudeDisplay + } + + // Props/Instruments/RNDZ_RadarSignal Indicator + @PROP[NASA_ChargeRateIndicator],* + { + @name=MAS_NASA_ChargeRateIndicator + } // Props/Instruments/STS_EventTimer_Indicator @PROP[STS_EventTimer_Indicator],* @@ -2404,6 +2600,18 @@ @name=MAS_ALCOR_MFD40x20 } + // Props/MFDs/ALCORMFD60x30 + @PROP[ALCORMFD60x30],* + { + @name=MAS_ALCOR_MFD60x30 + } + + // Props/MFDs/kOSTerminal + @PROP[kOSTerminal],* + { + @name=MAS_kOSTerminal + } + // --- Props/Misc --- // Props/Misc/ALCORinternalHatch diff --git a/GameData/MOARdV/Patches/DockingPortPatches.cfg b/GameData/MOARdV/Patches/DockingPortPatches.cfg new file mode 100644 index 00000000..7cdbdd8f --- /dev/null +++ b/GameData/MOARdV/Patches/DockingPortPatches.cfg @@ -0,0 +1,227 @@ +@PART[dockingPortLarge]:NEEDS[AvionicsSystems]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[docking-linear-1|docking-linear-2|truss-circular-docking-01|truss-octo-docking-125|truss-octo-docking-25|truss-octo-docking-octo|truss-spinal-docking-01]:NEEDS[AvionicsSystems,NearFutureConstruction]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[docking-5-1|nflv-docking-5-1]:NEEDS[AvionicsSystems,NearFutureLaunchVehicles]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[docking-nose-0625-1]:NEEDS[AvionicsSystems,NearFutureSpacecraft]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[restock-airlock-1|restock-docking-375-1]:NEEDS[AvionicsSystems,ReStockPlus]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[mk2DockingPort|InflatableAirlock]:NEEDS[AvionicsSystems]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[sspx-docking-125-1|sspx-airlock-25-1]:NEEDS[AvionicsSystems,StationPartsExpansionRedux]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} + +@PART[ConstructionPort0|ConstructionPort1|ConstructionPort2]:NEEDS[AvionicsSystems,UmbraSpaceIndustries/Konstruction]:HAS[!MODULE[MASCamera]] +{ + MODULE + { + name = MASRadar + + // 250km Radar + maxRange = 250 + + // 0.6 ec/sec + resourceAmount = 0.6 + + // Refine targets to available docking ports + targetDockingPorts = true + } + + MODULE + { + name = MASCamera + + cameraName = DockCam + + fovRange = 10, 10 + + panRange = 0, 0 + + tiltRange = 0, 0 + + cameraTransformName = dockingNode + } +} \ No newline at end of file diff --git a/Source/ApproachSolverBW.cs b/Source/ApproachSolverBW.cs index 01aa5e73..58b40057 100644 --- a/Source/ApproachSolverBW.cs +++ b/Source/ApproachSolverBW.cs @@ -359,12 +359,15 @@ internal void SolveOrbitIntercept(Orbit vesselOrbit, Orbit targetOrbit) while (target1 != target2) { + FindClosest(vessel, target1, Math.Max(now, target1.StartUT), target1.EndUT, 0, ref closestDistance, ref closestUT); + target1 = target1.nextPatch; } FindClosest(vessel, target1, now, then, 0, ref closestDistance, ref closestUT); + vessel = vessel.nextPatch; } @@ -392,11 +395,14 @@ internal void SolveOrbitIntercept(Orbit vesselOrbit, Orbit targetOrbit) while (target1 != target2) { + FindClosest(vessel, target1, Math.Max(now, target1.StartUT), target1.EndUT, 0, ref closestDistance, ref closestUT); + target1 = target1.nextPatch; } FindClosest(vessel, target1, now, then, 0, ref closestDistance, ref closestUT); + now = then; then += vessel.period; } diff --git a/Source/MASComponentAudioPlayer.cs b/Source/MASComponentAudioPlayer.cs index 55e5b4b8..c211a5bf 100644 --- a/Source/MASComponentAudioPlayer.cs +++ b/Source/MASComponentAudioPlayer.cs @@ -153,7 +153,7 @@ internal MASComponentAudioPlayer(ConfigNode config, InternalProp prop, MASFlight } variableName = variableName.Trim(); - audioSource.mute = (CameraManager.Instance.currentCameraMode != CameraManager.CameraMode.IVA); + audioSource.mute = ((CameraManager.Instance.currentCameraMode != CameraManager.CameraMode.IVA) && (CameraManager.Instance.currentCameraMode != CameraManager.CameraMode.Internal)); GameEvents.OnCameraChange.Add(OnCameraChange); @@ -182,7 +182,14 @@ internal MASComponentAudioPlayer(ConfigNode config, InternalProp prop, MASFlight /// private void OnCameraChange(CameraManager.CameraMode newCameraMode) { - audioSource.mute = (newCameraMode != CameraManager.CameraMode.IVA); + try + { + audioSource.mute = ((CameraManager.Instance.currentCameraMode != CameraManager.CameraMode.IVA) && (CameraManager.Instance.currentCameraMode != CameraManager.CameraMode.Internal)); + } + catch (Exception e) + { + throw new ArgumentException("Error in AudioPlayer OnCameraChange: \"" + e.Source + e.TargetSite + e.Data + e.StackTrace + CameraManager.Instance.currentCameraMode + "\"", e); + } } /// diff --git a/Source/MASFlightComputer.cs b/Source/MASFlightComputer.cs index 01f887ef..eda5bf0c 100644 --- a/Source/MASFlightComputer.cs +++ b/Source/MASFlightComputer.cs @@ -1828,6 +1828,10 @@ internal bool PlayAudio(string clipName, float volume, bool stopCurrent) /// internal Kerbal FindCurrentKerbal() { + if (vessel.GetCrewCount() == 0) + { + return null; + } Kerbal activeKerbal = CameraManager.Instance.IVACameraActiveKerbal; if (activeKerbal.InPart == part) { diff --git a/Source/MASFlightComputerProxy.cs b/Source/MASFlightComputerProxy.cs index 0d752431..0c8f830c 100644 --- a/Source/MASFlightComputerProxy.cs +++ b/Source/MASFlightComputerProxy.cs @@ -245,9 +245,15 @@ private void UpdateNeighboringVessels() if (arrayLength > 1) { distanceComparer.vesselPosition = vessel.GetTransform().position; - Array.Sort(neighboringVessels, distanceComparer); + try + { + Array.Sort(neighboringVessels, distanceComparer); + } + catch (Exception e) + { + throw new ArgumentException("Error in UpdateNeighboringVessels due to distanceComparer: \"" + e.Source + e.TargetSite + e.Data + e.StackTrace + neighboringVessels + "\"", e); + } } - neighboringVesselsCurrent = true; } } @@ -3920,6 +3926,55 @@ public double SetDockToReference() } } + /// + /// Set the next docking port to be the reference transform. + /// + /// 1 if the reference was changed, 0 otherwise. + public double SetNextDockToReference() + { + /*if (vc.dockingNode != null) + { + vessel.SetReferenceTransform(vc.dockingNode.part); + return 1.0; + } + else + { + return 0.0; + }*/ + + if (vc.ownDockingPorts.Length == 0) + { + return 0.0; + } + else if (fc.part == vessel.GetReferenceTransformPart()) + { + vessel.SetReferenceTransform(vc.ownDockingPorts[0].part); + return 1.0; + } + else if (vc.referenceTransformType == MASVesselComputer.ReferenceType.DockingPort) + { + if (vc.ownDockingPorts.Length == 1) + { + // We're already referencing the only docking port. + return 1.0; + } + + ModuleDockingNode activeOwnNode = vc.dockingNode as ModuleDockingNode; + int currentOwnIndex = Array.FindIndex(vc.ownDockingPorts, x => x == activeOwnNode); + if (currentOwnIndex == -1) + { + vessel.SetReferenceTransform(vc.ownDockingPorts[0].part); + } + else + { + vessel.SetReferenceTransform(vc.ownDockingPorts[(currentOwnIndex + 1) % vc.ownDockingPorts.Length].part); + } + return 1.0; + } + + return 0.0; + } + /// /// Set the primary grapple to be the reference transform. /// diff --git a/Source/MASFlightComputerProxy2.cs b/Source/MASFlightComputerProxy2.cs index b6ffdd9f..55611cef 100644 --- a/Source/MASFlightComputerProxy2.cs +++ b/Source/MASFlightComputerProxy2.cs @@ -272,6 +272,26 @@ public double ClearManeuverNode() return 0.0; } + /// + /// Clear first scheduled maneuver node. + /// + /// 1 if any nodes were cleared, 0 if no nodes were cleared. + public double ClearOneManeuverNode() + { + if (vessel.patchedConicSolver != null) + { + int nodeCount = vessel.patchedConicSolver.maneuverNodes.Count; + if (nodeCount > 0) + { + vessel.patchedConicSolver.maneuverNodes[0].RemoveSelf(); + } + + return (nodeCount > 0) ? 1.0 : 0.0; + } + + return 0.0; + } + /// /// Returns the apoapsis of the orbit that results from the scheduled maneuver. /// @@ -955,6 +975,8 @@ public double SafeModulo(double numerator, double denominator) } } + + #endregion /// diff --git a/Source/MASIKAC.cs b/Source/MASIKAC.cs index cf5037e6..115aa547 100644 --- a/Source/MASIKAC.cs +++ b/Source/MASIKAC.cs @@ -186,6 +186,42 @@ public string CreateAlarm(string name, double UT) return string.Empty; } + /// + /// Create an alarm of specified at the time specified by `UT`, using the name `name`. This alarm is + /// assigned to the current vessel ID. + /// + /// The type of alarm to create." + /// The short name to apply to the alarm. + /// The UT when the alarm should fire. + /// The alarm ID (a string), or an empty string if the method failed. + public string CreateTypeAlarm(string alarmTypeStr, string name, double UT) + { + if (KACWrapper.InstanceExists) + { + KACWrapper.KACAPI.AlarmTypeEnum alarmType = (KACWrapper.KACAPI.AlarmTypeEnum)Enum.Parse(typeof(KACWrapper.KACAPI.AlarmTypeEnum), alarmTypeStr); + + string alarmID = KACWrapper.KAC.CreateAlarm(alarmType, name, UT); + + if (string.IsNullOrEmpty(alarmID)) + { + return string.Empty; + } + else + { + var newAlarm = KACWrapper.KAC.Alarms.Find(x => x.ID == alarmID); + if (newAlarm != null) + { + newAlarm.VesselID = vessel.id.ToString(); + } + + return alarmID; + } + + } + + return string.Empty; + } + /// /// Attempts to remove the alarm identified by `alarmID`. Normally, `alarmID` is the return /// value from `fc.CreateAlarm()`. diff --git a/Source/MASITransfer.cs b/Source/MASITransfer.cs index 31a6264b..2e814146 100644 --- a/Source/MASITransfer.cs +++ b/Source/MASITransfer.cs @@ -732,6 +732,62 @@ public double CircularizeAltitude(double newAltitude) return 0.0; } + + /// + /// Circularize the vessel's orbit at the specified altitude, in meters. This new altitude + /// must be between the current periapsis and the SoI limit. If the orbit is hyperbolic and the craft + /// is past the periapsis, the altitude must also be greater than the current altitude. This method + /// uses calculations derived from first principles rather than the KSP orbit functions. + /// + /// The altitude at which the orbit will be circularized, in meters. + /// 1 if a node was created, 0 otherwise. + public double CircularizeAltitudeHypVis(double newAltitude) + { + Orbit current = vessel.orbit; + double newSMA = newAltitude + current.referenceBody.Radius; + + if ((newSMA >= current.PeR && vc.orbit.timeToPe >= 0 || newSMA >= vessel.altitude) && newSMA <= vessel.mainBody.sphereOfInfluence && vessel.patchedConicSolver != null) + { + CelestialBody referenceBody = current.referenceBody; + + // required velocity is entirely circumferential and equal to circular orbit speed + + double vNew = Math.Sqrt(referenceBody.gravParameter / newSMA); + + // get true anomaly when passing through altitude, and time at which that happens + + double tAAtNewSMA = current.TrueAnomalyAtRadius(newSMA); + double maneuverUt = current.GetUTforTrueAnomaly(tAAtNewSMA, 0); + + // pre-burn speed found using vis-viva equation. + double vPreBurn = Math.Sqrt(referenceBody.gravParameter * (2 / newSMA - 1 / current.semiMajorAxis)); + + // get specific angular momentum and use to find circumferential speed at the burn, + // and the elevation angle at the burn + double spAngMom = current.PeR * current.getOrbitalSpeedAtDistance(current.PeR); + double vPreBurnCirc = spAngMom / newSMA; + double elevationAngle = Math.Acos(vPreBurnCirc / vPreBurn); + + // delta-V magnitude is the magnitude of the vector difference between pre- and post-burn velocities + double deltaVTotal = Math.Sqrt(Math.Pow(vNew, 2) + Math.Pow(vPreBurn, 2) - 2 * vNew * vPreBurn * Math.Cos(elevationAngle)); + + // orthogonal components of the delta-V (no normal since never going to need inclination change) + double deltaVPrograde = -(vPreBurn - vNew * Math.Cos(elevationAngle)); + double deltaVRadial = -vNew * Math.Sin(elevationAngle); + + // create the maneuver node + Vector3d maneuverdV = Utility.ManeuverNode(deltaVPrograde, 0, deltaVRadial); + + vessel.patchedConicSolver.maneuverNodes.Clear(); + ManeuverNode mn = vessel.patchedConicSolver.AddManeuverNode(maneuverUt); + mn.OnGizmoUpdated(maneuverdV, maneuverUt); + + return 1.0; + } + + return 0.0; + } + /// /// Generate a maneuver to conduct a Hohmann transfer to the current target. If there is no /// target, or the transfer is not a simple transfer to a nearly co-planar target, nothing happens. diff --git a/Source/MASVesselComputer.cs b/Source/MASVesselComputer.cs index a31b5585..acaac58b 100644 --- a/Source/MASVesselComputer.cs +++ b/Source/MASVesselComputer.cs @@ -132,6 +132,7 @@ private void RefreshData() UpdateAttitude(); UpdateAltitudes(); UpdateManeuverNode(); + UpdateOwnDockingPorts(); UpdateTarget(); UpdateMisc(); // Last step: @@ -318,7 +319,8 @@ public void Awake() InitResourceData(); UpdateReferenceTransform(vessel.GetReferenceTransformPart(), true); - vesselCrewed = (vessel.GetCrewCount() > 0); + //vesselCrewed = (vessel.GetCrewCount() > 0); + vesselCrewed = true; vesselActive = ActiveVessel(vessel); if (vesselCrewed) { @@ -372,6 +374,41 @@ private static bool ActiveVessel(Vessel vessel) return vessel.isActiveVessel && (CameraManager.Instance.currentCameraMode == CameraManager.CameraMode.IVA || CameraManager.Instance.currentCameraMode == CameraManager.CameraMode.Internal); } + internal ModuleDockingNode[] ownDockingPorts = new ModuleDockingNode[0]; + + private void UpdateOwnDockingPorts() + { + + List potentialOwnDocks = vessel.FindPartModulesImplementing(); + List validOwnDocks = new List(); + + if (dockingNode != null) + { + for (int i = potentialOwnDocks.Count - 1; i >= 0; --i) + { + ModuleDockingNode checkDock = potentialOwnDocks[i]; + + if (checkDock.state == "Ready") + { + validOwnDocks.Add(checkDock); + } + } + } + + if (ownDockingPorts.Length != validOwnDocks.Count) + { + ownDockingPorts = validOwnDocks.ToArray(); + } + else + { + for (int i = ownDockingPorts.Length - 1; i >= 0; --i) + { + ownDockingPorts[i] = validOwnDocks[i]; + } + } + + } + // Time in seconds until impact. 0 if there is no impact. private double timeToImpact_; internal double timeToImpact @@ -636,6 +673,10 @@ internal double GetSlopeAngle() void UpdateAttitude() { + if (vessel.GetReferenceTransformPart() == null) + { + UpdateReferenceTransform(vessel.GetReferenceTransformPart(), true); + } navballAttitudeGimbal = vesselOrientationCorrection * Quaternion.Inverse(referenceTransform.rotation); Vector3 relativePositionVector = (referenceTransform.position - mainBody.position).normalized; @@ -1279,9 +1320,12 @@ private void UpdateReferenceTransform(Part referencePart, bool forceEvaluate) { if (referencePart == null) { - // During staging, it's possible for referencePart to be null. If it is, let's skip - // this processing. Things will sort out later. - return; + // During staging, it's possible for referencePart to be null. If it is, must set to + // root part in order to avoid failure to initialize. + Utility.LogMessage(this, "Null referencePart for {0}; setting to root!", vessel.id); + vessel.SetReferenceTransform(vessel.rootPart); + referencePart = vessel.GetReferenceTransformPart(); + //return; } Transform newRefXform = referencePart.GetReferenceTransform(); @@ -1345,9 +1389,10 @@ private void onVesselChange(Vessel who) { if (who.id == vesselId) { - vesselCrewed = (vessel.GetCrewCount() > 0) && HighLogic.LoadedSceneIsFlight; + vesselCrewed = true && HighLogic.LoadedSceneIsFlight; vesselActive = ActiveVessel(vessel); InvalidateModules(); + Utility.LogMessage(this, "onVesselChange for {0}", who.id); } } @@ -1364,9 +1409,10 @@ private void onVesselWasModified(Vessel who) { if (who.id == vesselId) { - vesselCrewed = (vessel.GetCrewCount() > 0) && HighLogic.LoadedSceneIsFlight; + vesselCrewed = true && HighLogic.LoadedSceneIsFlight; vesselActive = ActiveVessel(vessel); InvalidateModules(); + Utility.LogMessage(this, "onVesselWasModified for {0}", who.id); } } @@ -1374,8 +1420,9 @@ private void onVesselDestroy(Vessel who) { if (who.id == vesselId) { - vesselCrewed = (vessel.GetCrewCount() > 0) && HighLogic.LoadedSceneIsFlight; + vesselCrewed = true && HighLogic.LoadedSceneIsFlight; vesselActive = ActiveVessel(vessel); + Utility.LogMessage(this, "onVesselDestroy for {0}", who.id); } } @@ -1383,8 +1430,9 @@ private void onVesselCreate(Vessel who) { if (who.id == vesselId) { - vesselCrewed = (vessel.GetCrewCount() > 0) && HighLogic.LoadedSceneIsFlight; + vesselCrewed = true && HighLogic.LoadedSceneIsFlight; vesselActive = ActiveVessel(vessel); + Utility.LogMessage(this, "onVesselCreate for {0}", who.id); } } @@ -1392,8 +1440,9 @@ private void onVesselCrewWasModified(Vessel who) { if (who.id == vessel.id) { - vesselCrewed = (vessel.GetCrewCount() > 0) && HighLogic.LoadedSceneIsFlight; + vesselCrewed = true && HighLogic.LoadedSceneIsFlight; vesselActive = ActiveVessel(vessel); + Utility.LogMessage(this, "onVesselCrewWasModified for {0}", who.id); } } #endregion diff --git a/Source/MASVesselComputerModules.cs b/Source/MASVesselComputerModules.cs index f47d7ecf..e3f76440 100644 --- a/Source/MASVesselComputerModules.cs +++ b/Source/MASVesselComputerModules.cs @@ -314,11 +314,13 @@ private void UpdateDockingNode(Part referencePart) else { uint shipFlightNumber = 0; - if (referenceTransformType == ReferenceType.Self) + if (referenceTransformType == ReferenceType.Self || referenceTransformType == ReferenceType.RemoteCommand) { // If the reference transform is the current IVA, we need // to look for another part that has a docking node and the // same ID as our part. + // If using ProbeControlRoom, referenceTransform isn't self, + // it's RemoteCommand. shipFlightNumber = referencePart.launchID; } else