KSP API
 All Classes Namespaces Files Functions Variables Enumerations Enumerator Properties
Public Member Functions | Public Attributes | List of all members
ModuleAsteroid Class Reference

Key module in PART[PotatoRoid] More...

Inheritance diagram for ModuleAsteroid:
PartModule

Public Member Functions

string GetVesselName ()
 Returns asteroid name More...
 
VesselType GetVesselType ()
 Returns the ship class More...
 
void MakeTarget ()
 Called when the player selects the asteroid's center of mass as their target More...
 
override void OnStart (PartModule.StartState state)
 Initializes the asteroid More...
 
IEnumerator PostInit ()
 
void RenameAsteroidEvent ()
 Called when the player manually renames the asteroid More...
 
void TakeSampleEVAEvent ()
 Called when the player takes a surface sample More...
 
- Public Member Functions inherited from PartModule
 PartModule ()
 
virtual string GetInfo ()
 The return value of this function appears in the part's description in the editor. More...
 
void Load (ConfigNode node)
 
virtual void OnActive ()
 This function is called once when the part gets activated. More...
 
virtual void OnAwake ()
 This function gets called only once, during the KSP loading screen. See the Unity documentation on Awake for more information. More...
 
virtual void OnFixedUpdate ()
 This function gets called once every Unity FixedUpdate cycle (once per physics frame) once the part has been activated. If you want to be called even if the part has not been activated, define a function called void FixedUpdate() instead of overriding OnFixedUpdate More...
 
virtual void OnInactive ()
 When does this get called? More...
 
virtual void OnLoad (ConfigNode node)
 This function is called to initialize the part. The ConfigNode contains the parameters of the module as specified in the part.cfg file, or as you last saved them in OnSave. More...
 
virtual void OnSave (ConfigNode node)
 This function is called when the game is saved to let the part save persistent data. Add any data you want to persist to the ConfigNode. The ConfigNode will then be saved as part of persistent.sfs. When the game is resumed, you can then read this data back out in OnLoad. More...
 
virtual void OnUpdate ()
 Called once per Unity Update cycle once the part has been activated. If you want to be called even if the part has not been activated, define a function called void Update() instead of overriding OnFixedUpdate. More...
 
void Save (ConfigNode node)
 

Public Attributes

float density = 0.03f
 Density of asteroid, in tons/m^3. Used to calculate part mass. More...
 
float maxRadiusMultiplier = 1.25f
 Largest allowed radius relative to nominal radius for that asteroid class More...
 
float sampleExperimentXmitScalar = 0.3f
 The fraction of science recovered by transmitting back to Kerbin. More...
 
string sampleExperimentId = "asteroidSample"
 The science experiment triggered by sampling this asteroid. More...
 
float minRadiusMultiplier = 0.75f
 Smallest allowed radius relative to nominal radius for that asteroid class More...
 
string AsteroidName
 Stores the original name of the asteroid, before any ships docked with it More...
 
int seed
 Used to generate asteroid mesh More...
 
string prefabBaseURL
 Stores some kind of resource. More...
 
- Public Attributes inherited from PartModule
bool isEnabled
 
string moduleName
 
ProtoPartModuleSnapshot snapshot
 

Additional Inherited Members

- Public Types inherited from PartModule
enum  StartState {
  StartState.None = 0, StartState.Editor = 1, StartState.PreLaunch = 2, StartState.Landed = 4,
  StartState.Docked = 8, StartState.Flying = 16, StartState.Splashed = 32, StartState.SubOrbital = 64,
  StartState.Orbital = 128
}
 A StartState is passed on OnStart in order to provide the PartModule with some information about where it is starting up. More...
 
- Properties inherited from PartModule
BaseActionList Actions [get]
 A list of KSPActions which can be added to action groups. More...
 
int ClassID [get]
 A hash of ClassName? More...
 
string ClassName [get]
 In any subclass of PartModule, ClassName will be the name of the subclass. It gets set by the PartModule loading process. More...
 
BaseEventList Events [get]
 A list of KSPEvents, which can be triggered by code or by the user through the part's right-click menu. More...
 
BaseFieldList Fields [get]
 A list of the KSPFields which the module loads from the part.cfg file. More...
 
string GUIName [get]
 
Part part [get, set]
 The Part to which this PartModule is attached. Use this to reference the part from your module code. More...
 
Vessel vessel [get]
 The Vessel of the Part to which this PartModule is attached. More...
 

Detailed Description

Key module in PART[PotatoRoid]

Although this module is included in the PotatoRoid config file, it is not saved in the VESSEL trees of unvisited asteroids. The module is initialized when an asteroid first enters physics range

Member Function Documentation

string ModuleAsteroid.GetVesselName ( )

Returns asteroid name

Returns
The original asteroid name, not that of any docked ships

Implements IVesselAutoRename

VesselType ModuleAsteroid.GetVesselType ( )

Returns the ship class

Returns
Returns VesselType.SpaceObject

Implements IVesselAutoRename

void ModuleAsteroid.MakeTarget ( )

Called when the player selects the asteroid's center of mass as their target

override void ModuleAsteroid.OnStart ( PartModule.StartState  state)
virtual

Initializes the asteroid

Reimplemented from PartModule.

IEnumerator ModuleAsteroid.PostInit ( )
void ModuleAsteroid.RenameAsteroidEvent ( )

Called when the player manually renames the asteroid

void ModuleAsteroid.TakeSampleEVAEvent ( )

Called when the player takes a surface sample

Member Data Documentation

string ModuleAsteroid.AsteroidName

Stores the original name of the asteroid, before any ships docked with it

float ModuleAsteroid.density = 0.03f

Density of asteroid, in tons/m^3. Used to calculate part mass.

float ModuleAsteroid.maxRadiusMultiplier = 1.25f

Largest allowed radius relative to nominal radius for that asteroid class

float ModuleAsteroid.minRadiusMultiplier = 0.75f

Smallest allowed radius relative to nominal radius for that asteroid class

string ModuleAsteroid.prefabBaseURL

Stores some kind of resource.

"Procedural/PA_C"

string ModuleAsteroid.sampleExperimentId = "asteroidSample"

The science experiment triggered by sampling this asteroid.

float ModuleAsteroid.sampleExperimentXmitScalar = 0.3f

The fraction of science recovered by transmitting back to Kerbin.

int ModuleAsteroid.seed

Used to generate asteroid mesh


The documentation for this class was generated from the following file: