Prevent failed engines from re-activating.#170
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jwvanderbeck merged 2 commits intoKSP-RO:devfrom Jun 6, 2017
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This commit suppresses the Activate/Deactivate Engine right-click command when an engine experiences a shutdown failure, and restores the GUI when the engine is repaired. Fixes KSP-RO#160.
Changes to IgnitionFail cannot be tested due to KSP-RO#163.
Starstrider42
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Jun 5, 2017
| @@ -148,6 +153,9 @@ public override float DoRepair() | |||
| EngineHandler engine = engines[i]; | |||
| { | |||
| engine.engine.Shutdown(); | |||
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@jwvanderbeck, do you remember what the logic was behind making an ignitor repair shut down the engine? This was added in commit 1781eae.
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As I recall it wasn't so much causing the engine to fail upon repair, but just shut it down in case it was already running. It is a bit hazy but I seem to recall a situation where you could ignite the engine, get a failure and then if you repaired the failure the engine would immediately jump back into the running state. So this was just to ensure that if it failed to ignite, and then you fixed it, you would have to re-ignite it using up an ignition.
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This commit suppresses the Activate/Deactivate Engine right-click command when an engine experiences a shutdown failure, and restores the GUI when the engine is repaired. I don't understand why
ModuleEnginesrequires me to set the events'guiActivewhen other modules make do with justactive. Fixes #160.I have only tested this fix on stock KSP, not RO.