Added 'Thermal' readouts category including:
Added 'Thermal' readouts category including:
- Internal Flux
- Convection Flux
- Radiation Flux
- Critical Part Name
- Critical Part Temperature
- Critical Part Percentage of Max Temperature
- Hottest Part Name
- Hottest Part Temperature
- Coldest Part Name
- Coldest Part Temperature

1.0.17.0 1.0.17.0
  Added: 'Mach Number' readout under the 'Surface' category and included it on the default surface HUD.
  Added 'Thermal' readouts category including:
  Internal Flux
  Convection Flux
  Radiation Flux
  Critical Part Name
  Critical Part Temperature
  Critical Part Percentage of Max Temperature
  Hottest Part Name
  Hottest Part Temperature
  Coldest Part Name
  Coldest Part Temperature
   
Changed: Mach on the Build Engineer now accurate to 2 decimal places. Changed: Mach on the Build Engineer now accurate to 2 decimal places.
Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present. Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present.
Changed: Increased eccentricity readout to 5 decimal places. Changed: Increased eccentricity readout to 5 decimal places.
Changed: Implemented Sarbian's object pooling. Changed: Implemented Sarbian's object pooling.
Fixed: Physically insignificant part mass is now associated with the parent part. Fixed: Physically insignificant part mass is now associated with the parent part.
Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation. Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation.
Fixed: Possible null reference in the Rendezvous Processor. Fixed: Possible null reference in the Rendezvous Processor.
   
   
1.0.16.6, 02-05-15 1.0.16.6, 02-05-15
Fixed: Separately staged fairing mass jettisons are now calculated in the editor. Fixed: Separately staged fairing mass jettisons are now calculated in the editor.
   
1.0.16.5, 02-05-2015 1.0.16.5, 02-05-2015
Fixed: Delta-V not being correctly calculated. Fixed: Delta-V not being correctly calculated.
Changed: Editor locking now uses the InputLockManager. Changed: Editor locking now uses the InputLockManager.
   
1.0.16.4, 01-05-2015 1.0.16.4, 01-05-2015
Fixed: Physically insignificant part mass is now accounted for. Fixed: Physically insignificant part mass is now accounted for.
Changed: Module mass accounted for as it now makes its way onto the launch pad (e.g. fairings). Changed: Module mass accounted for as it now makes its way onto the launch pad (e.g. fairings).
   
Various optimisations: Various optimisations:
Object pooling. Object pooling.
Removed LINQ expressions. Removed LINQ expressions.
Converted foreach to for loops. Converted foreach to for loops.
   
1.0.16.3, 27-04-2015 1.0.16.3, 27-04-2015
Fixed issue with the toolbar icons not being created. Fixed issue with the toolbar icons not being created.
Removed superfluous 'm/s' on the mach slider in the build engineer. Removed superfluous 'm/s' on the mach slider in the build engineer.
   
1.0.16.2, 27-04-2015 1.0.16.2, 27-04-2015
Changed the atmospheric slider on the build engineer to default to 0km when changing bodies. Changed the atmospheric slider on the build engineer to default to 0km when changing bodies.
   
1.0.16.1, 26-04-2015, KSP Build #828 1.0.16.1, 26-04-2015, KSP Build #828
Merged Sarbian's mach adjustments. Merged Sarbian's mach adjustments.
Fixed bugs relating to thrust and atmosphere/velocity curves. Fixed bugs relating to thrust and atmosphere/velocity curves.
Changed the atmospheric slider on the Build Engineer to work based on altitude. Changed the atmospheric slider on the Build Engineer to work based on altitude.
Changed the atmospheric slider to clamp to the maximum altitude for the selected body. Changed the atmospheric slider to clamp to the maximum altitude for the selected body.
Changed the velocity slider to clamp to the maximum usable mach value for the current vessel. Changed the velocity slider to clamp to the maximum usable mach value for the current vessel.
   
1.0.16.0, 25-04-2015, KSP Build #821 1.0.16.0, 25-04-2015, KSP Build #821
Fixed errors relating to KSP 1.0 update. Fixed errors relating to KSP 1.0 update.
Fixed fuel simulation to account for new thrust system. Fixed fuel simulation to account for new thrust system.
Fixed atmospheric engines to use the new velocity curve. Fixed atmospheric engines to use the new velocity curve.
Fixed atmospheric readouts to work with the new atmospheric model. Fixed atmospheric readouts to work with the new atmospheric model.
   
1.0.15.2, 13-02-2015 1.0.15.2, 13-02-2015
Padishar's Fixes: Padishar's Fixes:
Fixed: Calculation of per-stage resource mass. Fixed: Calculation of per-stage resource mass.
   
1.0.15.1, 13-02-2015 1.0.15.1, 13-02-2015
Rebuild Rebuild
1.0.15.0, 08-02-2015 1.0.15.0, 08-02-2015
Padishar's Fixes: Padishar's Fixes:
Added: Support KIDS ISP thrust correction. Added: Support KIDS ISP thrust correction.
Fixed: Log spam for stage priority mode. Fixed: Log spam for stage priority mode.
Fixed: Locked tanks preventing simulation from staging. Fixed: Locked tanks preventing simulation from staging.
Fixed: No flow and all vessel modes to respect flow states. Fixed: No flow and all vessel modes to respect flow states.
   
1.0.14.1, 28-12-2014 1.0.14.1, 28-12-2014
Fixed: Missing texture on the ER-7500 model. Fixed: Missing texture on the ER-7500 model.
1.0.14.0, 28-12-2014 1.0.14.0, 28-12-2014
Added: Career mode that limits the Flight Engineer by: Added: Career mode that limits the Flight Engineer by:
- Requiring an Engineer Kerbal of any level, or placement of an Engineer Chip or ER-7500 part. - Requiring an Engineer Kerbal of any level, or placement of an Engineer Chip or ER-7500 part.
- Tracking station level 3 enables Flight Engineer everywhere. - Tracking station level 3 enables Flight Engineer everywhere.
   
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- Mean Anomaly at Epoc - Mean Anomaly at Epoc
   
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- System Time - System Time
   
Added: Editor Overlay Tab's X position is now changable in the BuildOverlay.xml settings file. Added: Editor Overlay Tab's X position is now changable in the BuildOverlay.xml settings file.
Changed: Editor Overlay Tabs start position moved over as to not overlap the parts menu. Changed: Editor Overlay Tabs start position moved over as to not overlap the parts menu.
Fixed: Bug where STAGE_PRIORITY_FLOW resources would not be corrently disabled/enabled. Fixed: Bug where STAGE_PRIORITY_FLOW resources would not be corrently disabled/enabled.
Fixed: Issue with the formatting large Mass and Cost values. Fixed: Issue with the formatting large Mass and Cost values.
Fixed: Error when loading the Engineer7500 part model. Fixed: Error when loading the Engineer7500 part model.
   
1.0.13.1, 16-12-2014 1.0.13.1, 16-12-2014
Fixed: Issue with manoeuvre node readouts and low tier tracking station. Fixed: Issue with manoeuvre node readouts and low tier tracking station.
   
1.0.13.0, 16-12-2014 1.0.13.0, 16-12-2014
Updated for KSP version 0.90 Updated for KSP version 0.90
   
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Heading Rate - Heading Rate
- Pitch Rate - Pitch Rate
- Roll Rate - Roll Rate
   
Changed: Simulation to look for fuel lines that use CModuleFuelLine module. Changed: Simulation to look for fuel lines that use CModuleFuelLine module.
Fixed: Editor Overlay now loads the saved visibility value properly. Fixed: Editor Overlay now loads the saved visibility value properly.
Fixed: Altitude (Terrain) will no longer give a reading below sea level. Fixed: Altitude (Terrain) will no longer give a reading below sea level.
Fixed: Suicide burn now uses radar altitude that clamps to sea level. Fixed: Suicide burn now uses radar altitude that clamps to sea level.
   
1.0.12.0, 01-12-2014 1.0.12.0, 01-12-2014
Added: Setting in Build Engineer to enable/disable vectored thrust calculations. Added: Setting in Build Engineer to enable/disable vectored thrust calculations.
Added: Thrust torque field in Build Engineer (courtesy of mic_e). Added: Thrust torque field in Build Engineer (courtesy of mic_e).
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Thrust Offset Angle (courtesy of mic_e) - Thrust Offset Angle (courtesy of mic_e)
- Thrust Torque (courtesy of mic_e) - Thrust Torque (courtesy of mic_e)
- Part Count: stage/total - Part Count: stage/total
- Heading - Heading
- Pitch - Pitch
- Roll - Roll
   
Added: New readouts to the surface category: Added: New readouts to the surface category:
- Situation - Situation
   
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- Vectored Thrust Toggle - Vectored Thrust Toggle
   
Fixed: The category selection within the section editors now do not always reset back to 'Orbital'. Fixed: The category selection within the section editors now do not always reset back to 'Orbital'.
Fixed: Issue where the vessel simulation can sometimes permanently freeze. Fixed: Issue where the vessel simulation can sometimes permanently freeze.
Fixed: Issue where the vessel simulation would not show updates when the delay was set lower than the frame rate. Fixed: Issue where the vessel simulation would not show updates when the delay was set lower than the frame rate.
   
1.0.11.3, 11-11-2014 1.0.11.3, 11-11-2014
Changed: Gravity measurements for Isp to 9.82. Changed: Gravity measurements for Isp to 9.82.
   
1.0.11.2, 10-11-2014 1.0.11.2, 10-11-2014
Changed: Gravity measurements for Isp calculations from 9.81 to 9.8066 for accuracy. Changed: Gravity measurements for Isp calculations from 9.81 to 9.8066 for accuracy.
Changed: Manoeuvre node burn times are now more accurate. Changed: Manoeuvre node burn times are now more accurate.
Fixed: Bug in the manoeuvre node burn time calculations where it was not averaging acceleration correctly. Fixed: Bug in the manoeuvre node burn time calculations where it was not averaging acceleration correctly.
   
1.0.11.1, 07-11-2014 1.0.11.1, 07-11-2014
Changed: Build Engineer now shows stage part count as well as total. Changed: Build Engineer now shows stage part count as well as total.
Changed: Build Overlay Vessel tab data: Changed: Build Overlay Vessel tab data:
DeltaV: stage / total DeltaV: stage / total
Mass: stage / total Mass: stage / total
TWR: start (max) <- shows for bottom stage only. TWR: start (max) <- shows for bottom stage only.
Parts: stage / total Parts: stage / total
   
Fixed: Issue with the vessel tab vanishing from the editor. Fixed: Issue with the vessel tab vanishing from the editor.
   
1.0.11.0, 06-11-2014 1.0.11.0, 06-11-2014
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- Current SOI - Current SOI
- Manoeuvre Node DeltaV (Prograde) - Manoeuvre Node DeltaV (Prograde)
- Manoeuvre Node DeltaV (Normal) - Manoeuvre Node DeltaV (Normal)
- Manoeuvre Node DeltaV (Radial) - Manoeuvre Node DeltaV (Radial)
- Manoeuvre Node DeltaV (Total) - Manoeuvre Node DeltaV (Total)
- Manoeuvre Node Burn Time - Manoeuvre Node Burn Time
- Manoeuvre Node Half Burn Time - Manoeuvre Node Half Burn Time
- Manoeuvre Node Angle to Prograde - Manoeuvre Node Angle to Prograde
- Manoeuvre Node Angle to Retrograde - Manoeuvre Node Angle to Retrograde
- Time to Manoeuvre Node - Time to Manoeuvre Node
- Time to Manoeuvre Burn - Time to Manoeuvre Burn
   
Added: Readout help strings by ClassyJakey. Added: Readout help strings by ClassyJakey.
   
Fixed: Issue with separators in HUDs. Fixed: Issue with separators in HUDs.
Fixed: Issue with HUDs with backgrounds that have no displayed lines. Fixed: Issue with HUDs with backgrounds that have no displayed lines.
   
Padishar's Fixes: Padishar's Fixes:
Fixed: Issue with multicouplers when attached to parent by bottom node. Fixed: Issue with multicouplers when attached to parent by bottom node.
Fixed: Issue with sepratrons on solid rocket boosters. Fixed: Issue with sepratrons on solid rocket boosters.
   
1.0.10.0, 19-10-2014 1.0.10.0, 19-10-2014
UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please
delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will
reset the Flight Engineer sections to their default values and enable the new HUD functionality. reset the Flight Engineer sections to their default values and enable the new HUD functionality.
   
Added: New reaouts to the vessel category: Added: New reaouts to the vessel category:
- Suicide Burn Altitude (height above terrain to start burn) - Suicide Burn Altitude (height above terrain to start burn)
- Suicide Burn Distance (distance to suicide burn altitude) - Suicide Burn Distance (distance to suicide burn altitude)
- Suicide Burn DeltaV (velocity change required to zero vertical speed) - Suicide Burn DeltaV (velocity change required to zero vertical speed)
*** F5 for safety and use at your own risk! *** *** F5 for safety and use at your own risk! ***
   
Added: HUD type sections to the Flight Engineer. Added: HUD type sections to the Flight Engineer.
Added: HUD sections can have a smoked background for easy visibility. Added: HUD sections can have a smoked background for easy visibility.
Added: 'Switch to Target' button on the Target Selector readout. Added: 'Switch to Target' button on the Target Selector readout.
Changed: The default installed readouts to reduce new user brain melt. Changed: The default installed readouts to reduce new user brain melt.
Fixed: Flight Engineer not saving its hidden state. Fixed: Flight Engineer not saving its hidden state.
Fixed: Bug in the phase angle calculations. Fixed: Bug in the phase angle calculations.
Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key. Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key.
   
1.0.9.3, 08-10-2014 1.0.9.3, 08-10-2014
Added: Title of the build engineer in compact mode now shows if you are using atmospheric data. Added: Title of the build engineer in compact mode now shows if you are using atmospheric data.
Added: New readout to the surface category: Added: New readout to the surface category:
- Vertical Acceleration - Vertical Acceleration
- Horizontal Acceleration - Horizontal Acceleration
Changed: Atmospheric efficiency readout now shows as a percentage. Changed: Atmospheric efficiency readout now shows as a percentage.
Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line. Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line.
Fixed: Bug where the overlays in the editor would stay open outside of parts screen. Fixed: Bug where the overlays in the editor would stay open outside of parts screen.
   
1.0.9.2, 07-10-2014 1.0.9.2, 07-10-2014
Updated for KSP v0.25.0 Updated for KSP v0.25.0
Changed: Prettyfied Latitude and Longitude readouts. Changed: Prettyfied Latitude and Longitude readouts.
Changed: ModuleLandingGear now uses the physical significance flag. Changed: ModuleLandingGear now uses the physical significance flag.
Changed: Updated MiniAVC to 1.0.2.4. Changed: Updated MiniAVC to 1.0.2.4.
   
1.0.9.1, 17-09-2014 1.0.9.1, 17-09-2014
Fixed: Part size bug caused by TweakScale's cost calculator. Fixed: Part size bug caused by TweakScale's cost calculator.
   
1.0.9.0, 15-09-2014 1.0.9.0, 15-09-2014
Added: Build Engineer now also implements the '\' backslash show/hide shortcut. Added: Build Engineer now also implements the '\' backslash show/hide shortcut.
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Current Stage DeltaV - Current Stage DeltaV
- Surface Thrust to Weight Ratio - Surface Thrust to Weight Ratio
   
Added: New editor overlay system. Added: New editor overlay system.
- Sleeker design. - Sleeker design.
- Hover over part information options: - Hover over part information options:
- Name only - Name only
- Middle click to show - Middle click to show
- Always show - Always show
- Slide out overlay displays: - Slide out overlay displays:
- Vessel information - Vessel information
- Resources list - Resources list
   
Fixed: Cost calculation now works with mods implementing IPartCostModifier. Fixed: Cost calculation now works with mods implementing IPartCostModifier.
   
1.0.8.1, 06-09-2014 1.0.8.1, 06-09-2014
Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros. Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros.
   
1.0.8.0, 06-09-2014 1.0.8.0, 06-09-2014
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Usage) - Intake Air (Usage)
   
Added: New readouts to the rendezvous category: Added: New readouts to the rendezvous category:
- Relative Velocity - Relative Velocity
- Relative Speed - Relative Speed
   
Fixed: An issue where deltaV would not be calculated whilst flying. Fixed: An issue where deltaV would not be calculated whilst flying.
Fixed: NullRef whilst loading the in flight Action Menu. Fixed: NullRef whilst loading the in flight Action Menu.
   
1.0.7.1, 02-09-2014 1.0.7.1, 02-09-2014
Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading. Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading.
Changed: Increased Intake Air readout precision to 4 decimal places. Changed: Increased Intake Air readout precision to 4 decimal places.
Fixed: Issue where Intake Air supply was not representative of total supply. Fixed: Issue where Intake Air supply was not representative of total supply.
Fixed: Bug where actual thrust does not reset to zero on deactivated engines. Fixed: Bug where actual thrust does not reset to zero on deactivated engines.
Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix) Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix)
   
1.0.7.0, 01-09-2014 1.0.7.0, 01-09-2014
Added: Part count information to the Build Engineer. Added: Part count information to the Build Engineer.
Added: Reset button to the G-Force readout. Added: Reset button to the G-Force readout.
Added: Preset system to the Flight Engineer. Added: Preset system to the Flight Engineer.
Added: New stock presets: Added: New stock presets:
- Orbital - Orbital
- Surface - Surface
- Vessel - Vessel
- Rendezvous - Rendezvous
   
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- True Anomaly - True Anomaly
- Eccentric Anomaly - Eccentric Anomaly
- Mean Anomaly - Mean Anomaly
- Argument of Periapsis - Argument of Periapsis
- Angle to Prograde - Angle to Prograde
- Angle to Retrograde - Angle to Retrograde
   
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Demand) - Intake Air (Demand)
- Intake Air (Supply) - Intake Air (Supply)
- Intake Air (Supply/Demand) - Intake Air (Supply/Demand)
   
Added: New readouts to the rendezvous category. Added: New readouts to the rendezvous category.
- Semi-major Axis - Semi-major Axis
- Semi-minor Axis - Semi-minor Axis
   
Added: Time formatter which can show time as referenced by any celestial body. Added: Time formatter which can show time as referenced by any celestial body.
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- Time Reference Adjuster - Time Reference Adjuster
   
Changed: Moved Sim Delay readout into the Miscellaneous category. Changed: Moved Sim Delay readout into the Miscellaneous category.
Changed: Updated MiniAVC to v1.0.2.3. Changed: Updated MiniAVC to v1.0.2.3.
Fixed: Issues with large value wrap around in the Flight Engineer. Fixed: Issues with large value wrap around in the Flight Engineer.
Fixed: Bug in the phase angle calculation. Fixed: Bug in the phase angle calculation.
   
1.0.6.0, 23-08-2014 1.0.6.0, 23-08-2014
Added: Time and Angle to equatorial ascending/descending nodes in the orbital display. Added: Time and Angle to equatorial ascending/descending nodes in the orbital display.
Added: Time and Angle to relative ascending/descending nodes in the rendezvous display. Added: Time and Angle to relative ascending/descending nodes in the rendezvous display.
Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings. Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings.
Added: Ability to rename the stock displays in the Flight Engineer. Added: Ability to rename the stock displays in the Flight Engineer.
Changed: Build Engineer is now hidden when not in parts view. Changed: Build Engineer is now hidden when not in parts view.
Changed: Custom display panels will only show in the control bar if an abbreviation is set. Changed: Custom display panels will only show in the control bar if an abbreviation is set.
Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules. Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules.
Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs). Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs).
   
1.0.5.0, 13-08-2014 1.0.5.0, 13-08-2014
Added: Acceleration readout to the Vessel category (current / maximum). Added: Acceleration readout to the Vessel category (current / maximum).
Added: Category library system for the Flight Engineer readouts. Added: Category library system for the Flight Engineer readouts.
Added: Drop-down category selection to better support the new system. Added: Drop-down category selection to better support the new system.
Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish). Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish).
Fixed: Bug with the Build Engineer toolbar button. Fixed: Bug with the Build Engineer toolbar button.
Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button. Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button.
Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2. Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2.
Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running. Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running.
   
1.0.4.0, 12-08-2014 1.0.4.0, 12-08-2014
Added: Better stock toolbar support in the flight engineer. Added: Better stock toolbar support in the flight engineer.
Added: Dynamically generated celestial body library for supporting add-ons that modify the star system. Added: Dynamically generated celestial body library for supporting add-ons that modify the star system.
Changed: Reference bodies are now listed with a nestable menu system. Changed: Reference bodies are now listed with a nestable menu system.
Changed: Extended logging system has been improved. Changed: Extended logging system has been improved.
Changed: Swapped out integrated MiniAVC in place of the official bundle version. Changed: Swapped out integrated MiniAVC in place of the official bundle version.
Changed: Increased general distance precision to 1 decimal place. Changed: Increased general distance precision to 1 decimal place.
Changed: Increased Semi-major/minor axis precision to 3 decimal places. Changed: Increased Semi-major/minor axis precision to 3 decimal places.
Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance. Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance.
   
1.0.3.0, 30-07-2014 1.0.3.0, 30-07-2014
Added: Integrated KSP-AVC support with MiniAVC. Added: Integrated KSP-AVC support with MiniAVC.
Added: Setting to change the simulation delay in the Build Engineer. Added: Setting to change the simulation delay in the Build Engineer.
Added: Setting to enable and disable the build overlay system. Added: Setting to enable and disable the build overlay system.
Added: Burn time to Delta-V readouts. Added: Burn time to Delta-V readouts.
Added: Atmospheric readouts fully support FAR. Added: Atmospheric readouts fully support FAR.
Added: Atmospheric readouts are disabled with NEAR. Added: Atmospheric readouts are disabled with NEAR.
Changed: Force formatting inversely scales decimal precision with value. Changed: Force formatting inversely scales decimal precision with value.
Fixed: Flickering in VAB and Vessel display. Fixed: Flickering in VAB and Vessel display.
Fixed: Bug saving the GUI display size. Fixed: Bug saving the GUI display size.
   
1.0.2.0, 27-07-2014 1.0.2.0, 27-07-2014
Added: Separator readout module under Misc in the Flight Engineer. Added: Separator readout module under Misc in the Flight Engineer.
Added: Adjustable GUI display size. Added: Adjustable GUI display size.
Added: Display size can be adjusted in the Build Engineer settings. Added: Display size can be adjusted in the Build Engineer settings.
Added: Misc readout for adjusting display size in the Flight Engineer. Added: Misc readout for adjusting display size in the Flight Engineer.
Changed: The rendezvous readout for the target's Orbital Period has higher precision. Changed: The rendezvous readout for the target's Orbital Period has higher precision.
Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database. Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database.
Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.) Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.)
Fixed: Compact collapse mode is now saved in the Build Engineer. Fixed: Compact collapse mode is now saved in the Build Engineer.
   
1.0.1.0, 26-07-2014 1.0.1.0, 26-07-2014
Added: Part-less Flight Engineer. Added: Part-less Flight Engineer.
Added: Ability to collapse the Build Engineer into compact mode from left or right. Added: Ability to collapse the Build Engineer into compact mode from left or right.
Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer. Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer.
Added: Biome, Impact Biome and Slope readouts. Added: Biome, Impact Biome and Slope readouts.
Added: Extra logging and exception handling. Added: Extra logging and exception handling.
Added: The original Engineer Chip part. Added: The original Engineer Chip part.
Added: "Show Engineer" toggle on the Flight Engineer toolbar. Added: "Show Engineer" toggle on the Flight Engineer toolbar.
Changed: Extended logging system now also writes to the standard KSP logs. Changed: Extended logging system now also writes to the standard KSP logs.
Changed: Extended logging saves next to the .dll file. Changed: Extended logging saves next to the .dll file.
Changed: ER7500 part has no physical significance. Changed: ER7500 part has no physical significance.
Fixed: ActionMenu and DisplayStack destruction bug. Fixed: ActionMenu and DisplayStack destruction bug.
   
1.0.0.1, 24-07-2014 1.0.0.1, 24-07-2014
Added: Stock toolbar support in the Flight Engineer. Added: Stock toolbar support in the Flight Engineer.
Changed: Orbital Period has higher precision. Changed: Orbital Period has higher precision.
Fixed: Various NullRefs in editor window and overlay. Fixed: Various NullRefs in editor window and overlay.
1.0.0.0, 24-07-2014 1.0.0.0, 24-07-2014
Initial release for public testing. Initial release for public testing.
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2015 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Extensions namespace KerbalEngineer.Extensions
{ {
using Helpers; using Helpers;
   
public static class DoubleExtensions public static class DoubleExtensions
{ {
public static double Clamp(this double value, double lower, double higher) public static double Clamp(this double value, double lower, double higher)
{ {
return value < lower ? lower : value > higher ? higher : value; return value < lower ? lower : value > higher ? higher : value;
} }
   
public static string ToAcceleration(this double value) public static string ToAcceleration(this double value)
{ {
return Units.ToAcceleration(value); return Units.ToAcceleration(value);
} }
   
public static string ToAngle(this double value) public static string ToAngle(this double value)
{ {
return Units.ToAngle(value); return Units.ToAngle(value);
} }
   
public static string ToDistance(this double value) public static string ToDistance(this double value)
{ {
return Units.ToDistance(value); return Units.ToDistance(value);
} }
   
  public static string ToFlux(this double value)
  {
  return Units.ToFlux(value);
  }
   
public static string ToForce(this double value) public static string ToForce(this double value)
{ {
return Units.ToForce(value); return Units.ToForce(value);
} }
   
public static string ToMach(this double value) public static string ToMach(this double value)
{ {
return Units.ToMach(value); return Units.ToMach(value);
} }
   
public static string ToMass(this double value) public static string ToMass(this double value)
{ {
return Units.ToMass(value); return Units.ToMass(value);
} }
   
public static string ToPercent(this double value) public static string ToPercent(this double value)
{ {
return Units.ToPercent(value); return Units.ToPercent(value);
} }
   
public static string ToRate(this double value) public static string ToRate(this double value)
{ {
return Units.ToRate(value); return Units.ToRate(value);
} }
   
public static string ToSpeed(this double value) public static string ToSpeed(this double value)
{ {
return Units.ToSpeed(value); return Units.ToSpeed(value);
} }
   
  public static string ToTemperature(this double value)
  {
  return Units.ToTemperature(value);
  }
   
public static string ToTorque(this double value) public static string ToTorque(this double value)
{ {
return Units.ToTorque(value); return Units.ToTorque(value);
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2015 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Extensions namespace KerbalEngineer.Extensions
{ {
using Helpers; using Helpers;
   
public static class FloatExtensions public static class FloatExtensions
{ {
public static string ToAcceleration(this float value) public static string ToAcceleration(this float value)
{ {
return Units.ToAcceleration(value); return Units.ToAcceleration(value);
} }
   
public static string ToAngle(this float value) public static string ToAngle(this float value)
{ {
return Units.ToAngle(value); return Units.ToAngle(value);
} }
   
public static string ToDistance(this float value) public static string ToDistance(this float value)
{ {
return Units.ToDistance(value); return Units.ToDistance(value);
} }
   
  public static string ToFlux(this float value)
  {
  return Units.ToFlux(value);
  }
   
public static string ToForce(this float value) public static string ToForce(this float value)
{ {
return Units.ToForce(value); return Units.ToForce(value);
} }
   
public static string ToMach(this float value) public static string ToMach(this float value)
{ {
return Units.ToMach(value); return Units.ToMach(value);
} }
   
public static string ToMass(this float value) public static string ToMass(this float value)
{ {
return Units.ToMass(value); return Units.ToMass(value);
} }
   
public static string ToPercent(this float value) public static string ToPercent(this float value)
{ {
return Units.ToPercent(value); return Units.ToPercent(value);
} }
   
public static string ToRate(this float value) public static string ToRate(this float value)
{ {
return Units.ToRate(value); return Units.ToRate(value);
} }
   
public static string ToSpeed(this float value) public static string ToSpeed(this float value)
{ {
return Units.ToSpeed(value); return Units.ToSpeed(value);
} }
   
  public static string ToTemperature(this float value)
  {
  return Units.ToTemperature(value);
  }
   
public static string ToTorque(this float value) public static string ToTorque(this float value)
{ {
return Units.ToTorque(value); return Units.ToTorque(value);
} }
} }
} }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Extensions
  {
  public static class StringExtensions
  {
  public static string ToLength(this string value, int length)
  {
  if (value != null && value.Length > length)
  {
  value = value.Substring(0, length) + "...";
  }
  return value;
  }
  }
  }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2015 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Flight.Readouts namespace KerbalEngineer.Flight.Readouts
{ {
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Miscellaneous; using Miscellaneous;
using Orbital; using Orbital;
using Orbital.ManoeuvreNode; using Orbital.ManoeuvreNode;
using Rendezvous; using Rendezvous;
using Settings; using Settings;
using Surface; using Surface;
  using Thermal;
using Vessel; using Vessel;
using AltitudeSeaLevel = Surface.AltitudeSeaLevel; using AltitudeSeaLevel = Surface.AltitudeSeaLevel;
using ApoapsisHeight = Orbital.ApoapsisHeight; using ApoapsisHeight = Orbital.ApoapsisHeight;
using OrbitalPeriod = Orbital.OrbitalPeriod; using OrbitalPeriod = Orbital.OrbitalPeriod;
using PeriapsisHeight = Orbital.PeriapsisHeight; using PeriapsisHeight = Orbital.PeriapsisHeight;
using SemiMajorAxis = Orbital.SemiMajorAxis; using SemiMajorAxis = Orbital.SemiMajorAxis;
using SemiMinorAxis = Orbital.SemiMinorAxis; using SemiMinorAxis = Orbital.SemiMinorAxis;
using TimeToApoapsis = Orbital.TimeToApoapsis; using TimeToApoapsis = Orbital.TimeToApoapsis;
using TimeToPeriapsis = Orbital.TimeToPeriapsis; using TimeToPeriapsis = Orbital.TimeToPeriapsis;
   
public static class ReadoutLibrary public static class ReadoutLibrary
{ {
private static List<ReadoutModule> readouts = new List<ReadoutModule>(); private static List<ReadoutModule> readouts = new List<ReadoutModule>();
   
/// <summary> /// <summary>
/// Sets up and populates the readout library with the stock readouts. /// Sets up and populates the readout library with the stock readouts.
/// </summary> /// </summary>
static ReadoutLibrary() static ReadoutLibrary()
{ {
try try
{ {
ReadoutCategory.SetCategory("Orbital", "Readout for orbital manovoeures."); ReadoutCategory.SetCategory("Orbital", "Readout for orbital manovoeures.");
ReadoutCategory.SetCategory("Surface", "Surface and atmospheric readouts."); ReadoutCategory.SetCategory("Surface", "Surface and atmospheric readouts.");
ReadoutCategory.SetCategory("Vessel", "Vessel performance statistics."); ReadoutCategory.SetCategory("Vessel", "Vessel performance statistics.");
ReadoutCategory.SetCategory("Rendezvous", "Readouts for rendezvous manovoeures."); ReadoutCategory.SetCategory("Rendezvous", "Readouts for rendezvous manovoeures.");
  ReadoutCategory.SetCategory("Thermal", "Thermal characteristics readouts.");
ReadoutCategory.SetCategory("Miscellaneous", "Miscellaneous readouts."); ReadoutCategory.SetCategory("Miscellaneous", "Miscellaneous readouts.");
ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital"); ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital");
   
// Orbital // Orbital
readouts.Add(new ApoapsisHeight()); readouts.Add(new ApoapsisHeight());
readouts.Add(new PeriapsisHeight()); readouts.Add(new PeriapsisHeight());
readouts.Add(new TimeToApoapsis()); readouts.Add(new TimeToApoapsis());
readouts.Add(new TimeToPeriapsis()); readouts.Add(new TimeToPeriapsis());
readouts.Add(new Inclination()); readouts.Add(new Inclination());
readouts.Add(new TimeToEquatorialAscendingNode()); readouts.Add(new TimeToEquatorialAscendingNode());
readouts.Add(new TimeToEquatorialDescendingNode()); readouts.Add(new TimeToEquatorialDescendingNode());
readouts.Add(new AngleToEquatorialAscendingNode()); readouts.Add(new AngleToEquatorialAscendingNode());
readouts.Add(new AngleToEquatorialDescendingNode()); readouts.Add(new AngleToEquatorialDescendingNode());
readouts.Add(new Eccentricity()); readouts.Add(new Eccentricity());
readouts.Add(new OrbitalSpeed()); readouts.Add(new OrbitalSpeed());
readouts.Add(new OrbitalPeriod()); readouts.Add(new OrbitalPeriod());
readouts.Add(new CurrentSoi()); readouts.Add(new CurrentSoi());
readouts.Add(new LongitudeOfAscendingNode()); readouts.Add(new LongitudeOfAscendingNode());
readouts.Add(new LongitudeOfPeriapsis()); readouts.Add(new LongitudeOfPeriapsis());
readouts.Add(new ArgumentOfPeriapsis()); readouts.Add(new ArgumentOfPeriapsis());
readouts.Add(new TrueAnomaly()); readouts.Add(new TrueAnomaly());
readouts.Add(new MeanAnomaly()); readouts.Add(new MeanAnomaly());
readouts.Add(new MeanAnomalyAtEpoc()); readouts.Add(new MeanAnomalyAtEpoc());
readouts.Add(new EccentricAnomaly()); readouts.Add(new EccentricAnomaly());
readouts.Add(new SemiMajorAxis()); readouts.Add(new SemiMajorAxis());
readouts.Add(new SemiMinorAxis()); readouts.Add(new SemiMinorAxis());
readouts.Add(new AngleToPrograde()); readouts.Add(new AngleToPrograde());
readouts.Add(new AngleToRetrograde()); readouts.Add(new AngleToRetrograde());
readouts.Add(new NodeProgradeDeltaV()); readouts.Add(new NodeProgradeDeltaV());
readouts.Add(new NodeNormalDeltaV()); readouts.Add(new NodeNormalDeltaV());
readouts.Add(new NodeRadialDeltaV()); readouts.Add(new NodeRadialDeltaV());
readouts.Add(new NodeTotalDeltaV()); readouts.Add(new NodeTotalDeltaV());
readouts.Add(new NodeBurnTime()); readouts.Add(new NodeBurnTime());
readouts.Add(new NodeHalfBurnTime()); readouts.Add(new NodeHalfBurnTime());
readouts.Add(new NodeTimeToManoeuvre()); readouts.Add(new NodeTimeToManoeuvre());
readouts.Add(new NodeTimeToHalfBurn()); readouts.Add(new NodeTimeToHalfBurn());
readouts.Add(new NodeAngleToPrograde()); readouts.Add(new NodeAngleToPrograde());
readouts.Add(new NodeAngleToRetrograde()); readouts.Add(new NodeAngleToRetrograde());
   
// Surface // Surface
readouts.Add(new AltitudeSeaLevel()); readouts.Add(new AltitudeSeaLevel());
readouts.Add(new AltitudeTerrain()); readouts.Add(new AltitudeTerrain());
readouts.Add(new VerticalSpeed()); readouts.Add(new VerticalSpeed());
readouts.Add(new VerticalAcceleration()); readouts.Add(new VerticalAcceleration());
readouts.Add(new HorizontalSpeed()); readouts.Add(new HorizontalSpeed());
readouts.Add(new HorizontalAcceleration()); readouts.Add(new HorizontalAcceleration());
readouts.Add(new MachNumber()); readouts.Add(new MachNumber());
readouts.Add(new Latitude()); readouts.Add(new Latitude());
readouts.Add(new Longitude()); readouts.Add(new Longitude());
readouts.Add(new GeeForce()); readouts.Add(new GeeForce());
readouts.Add(new TerminalVelocity()); readouts.Add(new TerminalVelocity());
readouts.Add(new AtmosphericEfficiency()); readouts.Add(new AtmosphericEfficiency());
readouts.Add(new Biome()); readouts.Add(new Biome());
readouts.Add(new Situation()); readouts.Add(new Situation());
readouts.Add(new Slope()); readouts.Add(new Slope());
readouts.Add(new ImpactTime()); readouts.Add(new ImpactTime());
readouts.Add(new ImpactLongitude()); readouts.Add(new ImpactLongitude());
readouts.Add(new ImpactLatitude()); readouts.Add(new ImpactLatitude());
readouts.Add(new ImpactAltitude()); readouts.Add(new ImpactAltitude());
readouts.Add(new ImpactBiome()); readouts.Add(new ImpactBiome());
   
// Vessel // Vessel
readouts.Add(new DeltaVStaged()); readouts.Add(new DeltaVStaged());
readouts.Add(new DeltaVCurrent()); readouts.Add(new DeltaVCurrent());
readouts.Add(new DeltaVTotal()); readouts.Add(new DeltaVTotal());
readouts.Add(new DeltaVCurrentTotal()); readouts.Add(new DeltaVCurrentTotal());
readouts.Add(new SpecificImpulse()); readouts.Add(new SpecificImpulse());
readouts.Add(new Mass()); readouts.Add(new Mass());
readouts.Add(new Thrust()); readouts.Add(new Thrust());
readouts.Add(new ThrustToWeight()); readouts.Add(new ThrustToWeight());
readouts.Add(new ThrustOffsetAngle()); readouts.Add(new ThrustOffsetAngle());
readouts.Add(new ThrustTorque()); readouts.Add(new ThrustTorque());
readouts.Add(new SurfaceThrustToWeight()); readouts.Add(new SurfaceThrustToWeight());
readouts.Add(new Acceleration()); readouts.Add(new Acceleration());
readouts.Add(new SuicideBurnAltitude()); readouts.Add(new SuicideBurnAltitude());
readouts.Add(new SuicideBurnDistance()); readouts.Add(new SuicideBurnDistance());
readouts.Add(new SuicideBurnDeltaV()); readouts.Add(new SuicideBurnDeltaV());
readouts.Add(new IntakeAirUsage()); readouts.Add(new IntakeAirUsage());
readouts.Add(new IntakeAirDemand()); readouts.Add(new IntakeAirDemand());
readouts.Add(new IntakeAirSupply()); readouts.Add(new IntakeAirSupply());
readouts.Add(new IntakeAirDemandSupply()); readouts.Add(new IntakeAirDemandSupply());
readouts.Add(new PartCount()); readouts.Add(new PartCount());
readouts.Add(new Heading()); readouts.Add(new Heading());
readouts.Add(new Pitch()); readouts.Add(new Pitch());
readouts.Add(new Roll()); readouts.Add(new Roll());
readouts.Add(new HeadingRate()); readouts.Add(new HeadingRate());
readouts.Add(new PitchRate()); readouts.Add(new PitchRate());
readouts.Add(new RollRate()); readouts.Add(new RollRate());
   
// Rendezvous // Rendezvous
readouts.Add(new TargetSelector()); readouts.Add(new TargetSelector());
readouts.Add(new PhaseAngle()); readouts.Add(new PhaseAngle());
readouts.Add(new InterceptAngle()); readouts.Add(new InterceptAngle());
readouts.Add(new RelativeVelocity()); readouts.Add(new RelativeVelocity());
readouts.Add(new RelativeSpeed()); readouts.Add(new RelativeSpeed());
readouts.Add(new RelativeInclination()); readouts.Add(new RelativeInclination());
readouts.Add(new TimeToRelativeAscendingNode()); readouts.Add(new TimeToRelativeAscendingNode());
readouts.Add(new TimeToRelativeDescendingNode()); readouts.Add(new TimeToRelativeDescendingNode());
readouts.Add(new AngleToRelativeAscendingNode()); readouts.Add(new AngleToRelativeAscendingNode());
readouts.Add(new AngleToRelativeDescendingNode()); readouts.Add(new AngleToRelativeDescendingNode());
readouts.Add(new Rendezvous.AltitudeSeaLevel()); readouts.Add(new Rendezvous.AltitudeSeaLevel());
readouts.Add(new Rendezvous.ApoapsisHeight()); readouts.Add(new Rendezvous.ApoapsisHeight());
readouts.Add(new Rendezvous.PeriapsisHeight()); readouts.Add(new Rendezvous.PeriapsisHeight());
readouts.Add(new Rendezvous.TimeToApoapsis()); readouts.Add(new Rendezvous.TimeToApoapsis());
readouts.Add(new Rendezvous.TimeToPeriapsis()); readouts.Add(new Rendezvous.TimeToPeriapsis());
readouts.Add(new Distance()); readouts.Add(new Distance());
readouts.Add(new Rendezvous.OrbitalPeriod()); readouts.Add(new Rendezvous.OrbitalPeriod());
readouts.Add(new Rendezvous.SemiMajorAxis()); readouts.Add(new Rendezvous.SemiMajorAxis());
readouts.Add(new Rendezvous.SemiMinorAxis()); readouts.Add(new Rendezvous.SemiMinorAxis());
   
  // Thermal
  readouts.Add(new InternalFlux());
  readouts.Add(new ConvectionFlux());
  readouts.Add(new RadiationFlux());
  readouts.Add(new CriticalPart());
  readouts.Add(new CriticalTemperature());
  readouts.Add(new CriticalPercentage());
  readouts.Add(new HottestPart());
  readouts.Add(new HottestTemperature());
  readouts.Add(new CoolestPart());
  readouts.Add(new CoolestTemperature());
   
// Misc // Misc
readouts.Add(new Separator()); readouts.Add(new Separator());
readouts.Add(new GuiSizeAdjustor()); readouts.Add(new GuiSizeAdjustor());
readouts.Add(new SimulationDelay()); readouts.Add(new SimulationDelay());
readouts.Add(new TimeReference()); readouts.Add(new TimeReference());
readouts.Add(new VectoredThrustToggle()); readouts.Add(new VectoredThrustToggle());
readouts.Add(new SystemTime()); readouts.Add(new SystemTime());
   
LoadHelpStrings(); LoadHelpStrings();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets the available readout modules. /// Gets and sets the available readout modules.
/// </summary> /// </summary>
public static List<ReadoutModule> Readouts public static List<ReadoutModule> Readouts
{ {
get get
{ {
return readouts; return readouts;
} }
set set
{ {
readouts = value; readouts = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets a list of readout modules which are associated with the specified category. /// Gets a list of readout modules which are associated with the specified category.
/// </summary> /// </summary>
public static List<ReadoutModule> GetCategory(ReadoutCategory category) public static List<ReadoutModule> GetCategory(ReadoutCategory category)
{ {
return readouts.Where(r => r.Category == category).ToList(); return readouts.Where(r => r.Category == category).ToList();
} }
   
/// <summary> /// <summary>
/// Gets a readout module with the specified name or class name. (Returns null if not found.) /// Gets a readout module with the specified name or class name. (Returns null if not found.)
/// </summary> /// </summary>
public static ReadoutModule GetReadout(string name) public static ReadoutModule GetReadout(string name)
{ {
return readouts.FirstOrDefault(r => r.Name == name || r.GetType().Name == name || r.Category + "." + r.GetType().Name == name); return readouts.FirstOrDefault(r => r.Name == name || r.GetType().Name == name || r.Category + "." + r.GetType().Name == name);
} }
   
/// <summary> /// <summary>
/// Resets all the readout modules. /// Resets all the readout modules.
/// </summary> /// </summary>
public static void Reset() public static void Reset()
{ {
foreach (ReadoutModule readout in readouts) foreach (ReadoutModule readout in readouts)
{ {
readout.Reset(); readout.Reset();
} }
} }
   
/// <summary> /// <summary>
/// Loads the help strings from file. /// Loads the help strings from file.
/// </summary> /// </summary>
private static void LoadHelpStrings() private static void LoadHelpStrings()
{ {
try try
{ {
SettingHandler handler = SettingHandler.Load("HelpStrings.xml"); SettingHandler handler = SettingHandler.Load("HelpStrings.xml");
foreach (ReadoutModule readout in readouts) foreach (ReadoutModule readout in readouts)
{ {
readout.HelpString = handler.GetSet(readout.Category + "." + readout.GetType().Name, readout.HelpString); readout.HelpString = handler.GetSet(readout.Category + "." + readout.GetType().Name, readout.HelpString);
} }
handler.Save("HelpStrings.xml"); handler.Save("HelpStrings.xml");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
   
using KerbalEngineer.Flight.Sections; using KerbalEngineer.Flight.Sections;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Readouts namespace KerbalEngineer.Flight.Readouts
{ {
  using Extensions;
   
public abstract class ReadoutModule public abstract class ReadoutModule
{ {
#region Fields #region Fields
   
private int lineCountEnd; private int lineCountEnd;
private int lineCountStart; private int lineCountStart;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
protected ReadoutModule() protected ReadoutModule()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the button style. /// Gets and sets the button style.
/// </summary> /// </summary>
public GUIStyle ButtonStyle { get; set; } public GUIStyle ButtonStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets ans sets the readout category. /// Gets ans sets the readout category.
/// </summary> /// </summary>
public ReadoutCategory Category { get; set; } public ReadoutCategory Category { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout can be added to a section multiple times. /// Gets and sets whether the readout can be added to a section multiple times.
/// </summary> /// </summary>
public bool Cloneable { get; set; } public bool Cloneable { get; set; }
   
/// <summary> /// <summary>
/// Gets the width of the content. (Sum of NameStyle + ValueStyle widths.) /// Gets the width of the content. (Sum of NameStyle + ValueStyle widths.)
/// </summary> /// </summary>
public float ContentWidth public float ContentWidth
{ {
get { return 230.0f * GuiDisplaySize.Offset; } get { return 230.0f * GuiDisplaySize.Offset; }
} }
   
/// <summary> /// <summary>
/// Gets and sets the flexible label style. /// Gets and sets the flexible label style.
/// </summary> /// </summary>
public GUIStyle FlexiLabelStyle { get; set; } public GUIStyle FlexiLabelStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the help string which is shown in the editor. /// Gets and sets the help string which is shown in the editor.
/// </summary> /// </summary>
public string HelpString { get; set; } public string HelpString { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout should be shown on new installs. /// Gets and sets whether the readout should be shown on new installs.
/// </summary> /// </summary>
public bool IsDefault { get; set; } public bool IsDefault { get; set; }
   
/// <summary> /// <summary>
/// Gets the number of drawn lines. /// Gets the number of drawn lines.
/// </summary> /// </summary>
public int LineCount { get; private set; } public int LineCount { get; private set; }
   
/// <summary> /// <summary>
/// Gets and sets the message style. /// Gets and sets the message style.
/// </summary> /// </summary>
public GUIStyle MessageStyle { get; set; } public GUIStyle MessageStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the readout name. /// Gets and sets the readout name.
/// </summary> /// </summary>
public string Name { get; set; } public string Name { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the name style. /// Gets and sets the name style.
/// </summary> /// </summary>
public GUIStyle NameStyle { get; set; } public GUIStyle NameStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout has requested a section resize. /// Gets and sets whether the readout has requested a section resize.
/// </summary> /// </summary>
public bool ResizeRequested { get; set; } public bool ResizeRequested { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the help string is being shown in the editor. /// Gets and sets whether the help string is being shown in the editor.
/// </summary> /// </summary>
public bool ShowHelp { get; set; } public bool ShowHelp { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the text field style. /// Gets and sets the text field style.
/// </summary> /// </summary>
public GUIStyle TextFieldStyle { get; set; } public GUIStyle TextFieldStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the value style. /// Gets and sets the value style.
/// </summary> /// </summary>
public GUIStyle ValueStyle { get; set; } public GUIStyle ValueStyle { get; set; }
   
#endregion #endregion
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Called when a readout is asked to draw its self. /// Called when a readout is asked to draw its self.
/// </summary> /// </summary>
public virtual void Draw(SectionModule section) { } public virtual void Draw(SectionModule section) { }
   
/// <summary> /// <summary>
/// Called on each fixed update frame where the readout is visible. /// Called on each fixed update frame where the readout is visible.
/// </summary> /// </summary>
public virtual void FixedUpdate() { } public virtual void FixedUpdate() { }
   
public void LineCountEnd() public void LineCountEnd()
{ {
this.LineCount = this.lineCountEnd; this.LineCount = this.lineCountEnd;
if (this.lineCountEnd.CompareTo(this.lineCountStart) < 0) if (this.lineCountEnd.CompareTo(this.lineCountStart) < 0)
{ {
this.ResizeRequested = true; this.ResizeRequested = true;
} }
} }
   
public void LineCountStart() public void LineCountStart()
{ {
this.lineCountStart = this.lineCountEnd; this.lineCountStart = this.lineCountEnd;
this.lineCountEnd = 0; this.lineCountEnd = 0;
} }
   
/// <summary> /// <summary>
/// Called when FlightEngineerCore is started. /// Called when FlightEngineerCore is started.
/// </summary> /// </summary>
public virtual void Reset() { } public virtual void Reset() { }
   
/// <summary> /// <summary>
/// Called on each update frame when the readout is visible. /// Called on each update frame when the readout is visible.
/// </summary> /// </summary>
public virtual void Update() { } public virtual void Update() { }
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
protected void DrawLine(string value, bool compact = false) protected void DrawLine(string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(this.Name, this.NameStyle); GUILayout.Label(this.Name, this.NameStyle);
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle); GUILayout.Label(value.ToLength(20), this.ValueStyle);
} }
else else
{ {
GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f)); GUILayout.Label(value.ToLength(20), this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawLine(string name, string value, bool compact = false) protected void DrawLine(string name, string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(name, this.NameStyle); GUILayout.Label(name, this.NameStyle);
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle); GUILayout.Label(value.ToLength(20), this.ValueStyle);
} }
else else
{ {
GUILayout.Label(name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f)); GUILayout.Label(value.ToLength(20), this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawLine(Action drawAction, bool showName = true, bool compact = false) protected void DrawLine(Action drawAction, bool showName = true, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (showName) if (showName)
{ {
if (!compact) if (!compact)
{ {
GUILayout.Label(this.Name, this.NameStyle); GUILayout.Label(this.Name, this.NameStyle);
} }
else else
{ {
GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
} }
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
} }
drawAction(); drawAction();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawMessageLine(string value, bool compact = false) protected void DrawMessageLine(string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(value, this.MessageStyle); GUILayout.Label(value, this.MessageStyle);
} }
else else
{ {
GUILayout.Label(value, this.MessageStyle, GUILayout.Height(this.MessageStyle.fontSize * 1.2f)); GUILayout.Label(value, this.MessageStyle, GUILayout.Height(this.MessageStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.lineCountEnd++; this.lineCountEnd++;
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.NameStyle = new GUIStyle(HighLogic.Skin.label) this.NameStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 0, 0, 0), padding = new RectOffset(5, 0, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
   
this.ValueStyle = new GUIStyle(HighLogic.Skin.label) this.ValueStyle = new GUIStyle(HighLogic.Skin.label)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(0, 5, 0, 0), padding = new RectOffset(0, 5, 0, 0),
alignment = TextAnchor.MiddleRight, alignment = TextAnchor.MiddleRight,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
   
this.MessageStyle = new GUIStyle(HighLogic.Skin.label) this.MessageStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
fixedHeight = 20.0f * GuiDisplaySize.Offset, fixedHeight = 20.0f * GuiDisplaySize.Offset,
stretchWidth = true stretchWidth = true
}; };
   
this.FlexiLabelStyle = new GUIStyle(this.NameStyle) this.FlexiLabelStyle = new GUIStyle(this.NameStyle)
{ {
fixedWidth = 0, fixedWidth = 0,
stretchWidth = true stretchWidth = true
}; };
   
this.ButtonStyle = new GUIStyle(HighLogic.Skin.button) this.ButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 1, 1), margin = new RectOffset(0, 0, 1, 1),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fixedHeight = 18.0f * GuiDisplaySize.Offset fixedHeight = 18.0f * GuiDisplaySize.Offset
}; };
   
this.TextFieldStyle = new GUIStyle(HighLogic.Skin.textField) this.TextFieldStyle = new GUIStyle(HighLogic.Skin.textField)
{ {
margin = new RectOffset(0, 0, 1, 1), margin = new RectOffset(0, 0, 1, 1),
padding = new RectOffset(5, 5, 0, 0), padding = new RectOffset(5, 5, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fixedHeight = 18.0f * GuiDisplaySize.Offset fixedHeight = 18.0f * GuiDisplaySize.Offset
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
this.ResizeRequested = true; this.ResizeRequested = true;
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives  
   
using KerbalEngineer.Extensions;  
using KerbalEngineer.Flight.Sections;  
   
#endregion  
   
namespace KerbalEngineer.Flight.Readouts.Surface namespace KerbalEngineer.Flight.Readouts.Surface
{ {
  using Extensions;
  using Sections;
   
public class AtmosphericEfficiency : ReadoutModule public class AtmosphericEfficiency : ReadoutModule
{ {
#region Constructors  
   
public AtmosphericEfficiency() public AtmosphericEfficiency()
{ {
this.Name = "Atmos. Efficiency"; Name = "Atmos. Efficiency";
this.Category = ReadoutCategory.GetCategory("Surface"); Category = ReadoutCategory.GetCategory("Surface");
this.HelpString = "Shows you vessel's efficiency as a ratio of the current velocity and terminal velocity. Less than 1 means that you are losing efficiency due to gravity and greater than 1 is due to drag."; HelpString = "Shows you vessel's efficiency as a ratio of the current velocity and terminal velocity. Less than 100% means that you are losing efficiency due to gravity and greater than 100% is due to drag.";
this.IsDefault = true; IsDefault = false;
} }
   
#endregion  
   
#region Methods: public  
   
public override void Draw(SectionModule section) public override void Draw(SectionModule section)
{ {
if (AtmosphericProcessor.ShowDetails) if (AtmosphericProcessor.ShowDetails)
{ {
this.DrawLine(AtmosphericProcessor.Efficiency.ToPercent(), section.IsHud); DrawLine(AtmosphericProcessor.Efficiency.ToPercent(), section.IsHud);
} }
} }
   
public override void Reset() public override void Reset()
{ {
FlightEngineerCore.Instance.AddUpdatable(AtmosphericProcessor.Instance); FlightEngineerCore.Instance.AddUpdatable(AtmosphericProcessor.Instance);
} }
   
public override void Update() public override void Update()
{ {
AtmosphericProcessor.RequestUpdate(); AtmosphericProcessor.RequestUpdate();
} }
   
#endregion  
} }
} }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Extensions;
  using Sections;
 
  public class ConvectionFlux : ReadoutModule
  {
  public ConvectionFlux()
  {
  Name = "Convection Flux";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails && FlightGlobals.ActiveVessel.atmDensity > 0.0)
  {
  DrawLine(ThermalProcessor.ConvectionFlux.ToFlux(), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Sections;
 
  public class CoolestPart : ReadoutModule
  {
  public CoolestPart()
  {
  Name = "Coolest Part";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.CoolestPartName, section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Helpers;
  using Sections;
 
  public class CoolestTemperature : ReadoutModule
  {
  public CoolestTemperature()
  {
  Name = "Coolest Temperature";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(Units.ToTemperature(ThermalProcessor.CoolestTemperature, ThermalProcessor.CoolestTemperatureMax), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Sections;
 
  public class CriticalPart : ReadoutModule
  {
  public CriticalPart()
  {
  Name = "Critical Part";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.CriticalPartName, section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Extensions;
  using Sections;
 
  public class CriticalPercentage : ReadoutModule
  {
  public CriticalPercentage()
  {
  Name = "Critical Percentage";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.CriticalTemperaturePercentage.ToPercent(), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Helpers;
  using Sections;
 
  public class CriticalTemperature : ReadoutModule
  {
  public CriticalTemperature()
  {
  Name = "Critical Temperature";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(Units.ToTemperature(ThermalProcessor.CriticalTemperature, ThermalProcessor.CriticalTemperatureMax), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Sections;
 
  public class HottestPart : ReadoutModule
  {
  public HottestPart()
  {
  Name = "Hottest Part";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.HottestPartName, section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Helpers;
  using Sections;
 
  public class HottestTemperature : ReadoutModule
  {
  public HottestTemperature()
  {
  Name = "Hottest Temperature";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(Units.ToTemperature(ThermalProcessor.HottestTemperature, ThermalProcessor.HottestTemperatureMax), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Extensions;
  using Sections;
 
  public class InternalFlux : ReadoutModule
  {
  public InternalFlux()
  {
  Name = "Internal Flux";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.InternalFlux.ToFlux(), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  using Extensions;
  using Sections;
 
  public class RadiationFlux : ReadoutModule
  {
  public RadiationFlux()
  {
  Name = "Radiation Flux";
  Category = ReadoutCategory.GetCategory("Thermal");
  HelpString = string.Empty;
  IsDefault = true;
  }
 
  public override void Draw(SectionModule section)
  {
  if (ThermalProcessor.ShowDetails)
  {
  DrawLine(ThermalProcessor.RadiationFlux.ToFlux(), section.IsHud);
  }
  }
 
  public override void Reset()
  {
  FlightEngineerCore.Instance.AddUpdatable(ThermalProcessor.Instance);
  }
 
  public override void Update()
  {
  ThermalProcessor.RequestUpdate();
  }
  }
  }
  //
  // Kerbal Engineer Redux
  //
  // Copyright (C) 2015 CYBUTEK
  //
  // This program is free software: you can redistribute it and/or modify
  // it under the terms of the GNU General Public License as published by
  // the Free Software Foundation, either version 3 of the License, or
  // (at your option) any later version.
  //
  // This program is distributed in the hope that it will be useful,
  // but WITHOUT ANY WARRANTY; without even the implied warranty of
  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  // GNU General Public License for more details.
  //
  // You should have received a copy of the GNU General Public License
  // along with this program. If not, see <http://www.gnu.org/licenses/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Thermal
  {
  public class ThermalProcessor : IUpdatable, IUpdateRequest
  {
  private static readonly ThermalProcessor instance = new ThermalProcessor();
 
  static ThermalProcessor()
  {
  HottestTemperature = 0.0;
  HottestTemperatureMax = 0.0;
  CoolestTemperature = 0.0;
  CoolestTemperatureMax = 0.0;
  CriticalTemperature = 0.0;
  CriticalTemperatureMax = 0.0;
  HottestPartName = string.Empty;
  CoolestPartName = string.Empty;
  CriticalPartName = string.Empty;
  }
 
  public static double ConvectionFlux { get; private set; }
 
  public static string CoolestPartName { get; private set; }
 
  public static double CoolestTemperature { get; private set; }
 
  public static double CoolestTemperatureMax { get; private set; }
 
  public static string CriticalPartName { get; private set; }
 
  public static double CriticalTemperature { get; private set; }
 
  public static double CriticalTemperatureMax { get; private set; }
 
  public static double CriticalTemperaturePercentage { get; private set; }
 
  public static string HottestPartName { get; private set; }
 
  public static double HottestTemperature { get; private set; }
 
  public static double HottestTemperatureMax { get; private set; }
 
  public static ThermalProcessor Instance
  {
  get
  {
  return instance;
  }
  }
 
  public static double InternalFlux { get; private set; }
 
  public static double RadiationFlux { get; private set; }
  public static bool ShowDetails { get; private set; }
 
  public bool UpdateRequested { get; set; }
 
  public static void RequestUpdate()
  {
  instance.UpdateRequested = true;
  }
 
  public void Update()
  {
  if (FlightGlobals.ActiveVessel.parts.Count == 0)
  {
  ShowDetails = false;
  return;
  }
 
  ShowDetails = true;
 
  ConvectionFlux = 0.0;
  RadiationFlux = 0.0;
  InternalFlux = 0.0;
  HottestTemperature = 0.0;
  CoolestTemperature = double.MaxValue;
  CriticalTemperature = double.MaxValue;
  CriticalTemperaturePercentage = 0.0;
  HottestPartName = string.Empty;
  CoolestPartName = string.Empty;
  CriticalPartName = string.Empty;
 
  for (int i = 0; i < FlightGlobals.ActiveVessel.parts.Count; ++i)
  {
  Part part = FlightGlobals.ActiveVessel.parts[i];
 
  ConvectionFlux = ConvectionFlux + part.thermalConvectionFlux;
  RadiationFlux = RadiationFlux + part.thermalRadiationFlux;
  InternalFlux = InternalFlux + part.thermalInternalFluxPrevious;
 
  if (part.temperature > HottestTemperature)
  {
  HottestTemperature = part.temperature;
  HottestTemperatureMax = part.maxTemp;
  HottestPartName = part.partInfo.title;
  }
  if (part.temperature < CoolestTemperature)
  {
  CoolestTemperature = part.temperature;
  CoolestTemperatureMax = part.maxTemp;
  CoolestPartName = part.partInfo.title;
  }
  if (part.temperature / part.maxTemp > CriticalTemperaturePercentage)
  {
  CriticalTemperature = part.temperature;
  CriticalTemperatureMax = part.maxTemp;
  CriticalTemperaturePercentage = part.temperature / part.maxTemp;
  CriticalPartName = part.partInfo.title;
  }
  }
  }
  }
  }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System.Collections.Generic;  
using System.Linq;  
   
using KerbalEngineer.Flight.Readouts;  
using KerbalEngineer.Settings;  
   
using UnityEngine;  
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
  using System.Collections.Generic;
  using System.Linq;
  using Readouts;
  using Settings;
  using UnityEngine;
   
public static class SectionLibrary public static class SectionLibrary
{ {
#region Constructors #region Constructors
   
/// <summary> /// <summary>
/// Sets up and populates the library with the stock sections on creation. /// Sets up and populates the library with the stock sections on creation.
/// </summary> /// </summary>
static SectionLibrary() static SectionLibrary()
{ {
StockSections = new List<SectionModule>(); StockSections = new List<SectionModule>();
CustomSections = new List<SectionModule>(); CustomSections = new List<SectionModule>();
   
StockSections.Add(new SectionModule StockSections.Add(new SectionModule
{ {
Name = "ORBITAL", Name = "ORBITAL",
Abbreviation = "ORBT", Abbreviation = "ORBT",
ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Orbital")).Where(r => r.IsDefault).ToList() ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Orbital")).Where(r => r.IsDefault).ToList()
}); });
   
StockSections.Add(new SectionModule StockSections.Add(new SectionModule
{ {
Name = "SURFACE", Name = "SURFACE",
Abbreviation = "SURF", Abbreviation = "SURF",
ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Surface")).Where(r => r.IsDefault).ToList() ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Surface")).Where(r => r.IsDefault).ToList()
}); });
   
StockSections.Add(new SectionModule StockSections.Add(new SectionModule
{ {
Name = "VESSEL", Name = "VESSEL",
Abbreviation = "VESL", Abbreviation = "VESL",
ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Vessel")).Where(r => r.IsDefault).ToList() ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Vessel")).Where(r => r.IsDefault).ToList()
}); });
   
StockSections.Add(new SectionModule StockSections.Add(new SectionModule
{ {
Name = "RENDEZVOUS", Name = "RENDEZVOUS",
Abbreviation = "RDZV", Abbreviation = "RDZV",
ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Rendezvous")).Where(r => r.IsDefault).ToList() ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Rendezvous")).Where(r => r.IsDefault).ToList()
}); });
   
var hud1 = new SectionModule CustomSections.Add(new SectionModule
  {
  Name = "THERMAL",
  Abbreviation = "HEAT",
  ReadoutModules = ReadoutLibrary.GetCategory(ReadoutCategory.GetCategory("Thermal")).Where(r => r.IsDefault).ToList()
  });
   
  SectionModule hud1 = new SectionModule
{ {
Name = "HUD 1", Name = "HUD 1",
Abbreviation = "HUD 1", Abbreviation = "HUD 1",
IsCustom = true, IsCustom = true,
IsVisible = true, IsVisible = true,
ReadoutModules = new List<ReadoutModule> ReadoutModules = new List<ReadoutModule>
{ {
ReadoutLibrary.GetReadout("ApoapsisHeight"), ReadoutLibrary.GetReadout("ApoapsisHeight"),
ReadoutLibrary.GetReadout("TimeToApoapsis"), ReadoutLibrary.GetReadout("TimeToApoapsis"),
ReadoutLibrary.GetReadout("PeriapsisHeight"), ReadoutLibrary.GetReadout("PeriapsisHeight"),
ReadoutLibrary.GetReadout("TimeToPeriapsis") ReadoutLibrary.GetReadout("TimeToPeriapsis")
}, },
}; };
hud1.FloatingPositionX = Screen.width * 0.25f - (hud1.ReadoutModules.First().ContentWidth * 0.5f); hud1.FloatingPositionX = Screen.width * 0.25f - (hud1.ReadoutModules.First().ContentWidth * 0.5f);
hud1.FloatingPositionY = 0.0f; hud1.FloatingPositionY = 0.0f;
hud1.IsHud = true; hud1.IsHud = true;
CustomSections.Add(hud1); CustomSections.Add(hud1);
   
var hud2 = new SectionModule SectionModule hud2 = new SectionModule
{ {
Name = "HUD 2", Name = "HUD 2",
Abbreviation = "HUD 2", Abbreviation = "HUD 2",
IsCustom = true, IsCustom = true,
IsVisible = true, IsVisible = true,
ReadoutModules = new List<ReadoutModule> ReadoutModules = new List<ReadoutModule>
{ {
ReadoutLibrary.GetReadout("AltitudeTerrain"), ReadoutLibrary.GetReadout("AltitudeTerrain"),
ReadoutLibrary.GetReadout("VerticalSpeed"), ReadoutLibrary.GetReadout("VerticalSpeed"),
ReadoutLibrary.GetReadout("HorizontalSpeed"), ReadoutLibrary.GetReadout("HorizontalSpeed"),
ReadoutLibrary.GetReadout("Biome") ReadoutLibrary.GetReadout("Biome"),
  ReadoutLibrary.GetReadout("MachNumber")
}, },
}; };
hud2.FloatingPositionX = Screen.width * 0.75f - (hud2.ReadoutModules.First().ContentWidth * 0.5f); hud2.FloatingPositionX = Screen.width * 0.75f - (hud2.ReadoutModules.First().ContentWidth * 0.5f);
hud2.FloatingPositionY = 0.0f; hud2.FloatingPositionY = 0.0f;
hud2.IsHud = true; hud2.IsHud = true;
CustomSections.Add(hud2); CustomSections.Add(hud2);
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets a list of custom sections. /// Gets and sets a list of custom sections.
/// </summary> /// </summary>
public static List<SectionModule> CustomSections { get; set; } public static List<SectionModule> CustomSections { get; set; }
   
/// <summary> /// <summary>
/// Gets the number of total sections that are stored in the library. /// Gets the number of total sections that are stored in the library.
/// </summary> /// </summary>
public static int NumberOfSections { get; private set; } public static int NumberOfSections { get; private set; }
   
/// <summary> /// <summary>
/// Gets the number of sections that are being drawn on the display stack. /// Gets the number of sections that are being drawn on the display stack.
/// </summary> /// </summary>
public static int NumberOfStackSections { get; private set; } public static int NumberOfStackSections { get; private set; }
   
/// <summary> /// <summary>
/// Gets and sets a list of stock sections /// Gets and sets a list of stock sections
/// </summary> /// </summary>
public static List<SectionModule> StockSections { get; set; } public static List<SectionModule> StockSections { get; set; }
   
#endregion #endregion
   
#region Updating #region Updating
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Fixed update all of the sections. /// Fixed update all of the sections.
/// </summary> /// </summary>
public static void FixedUpdate() public static void FixedUpdate()
{ {
FixedUpdateSections(StockSections); FixedUpdateSections(StockSections);
FixedUpdateSections(CustomSections); FixedUpdateSections(CustomSections);
} }
   
/// <summary> /// <summary>
/// Update all of the sections and process section counts. /// Update all of the sections and process section counts.
/// </summary> /// </summary>
public static void Update() public static void Update()
{ {
NumberOfStackSections = 0; NumberOfStackSections = 0;
NumberOfSections = 0; NumberOfSections = 0;
   
UpdateSections(StockSections); UpdateSections(StockSections);
UpdateSections(CustomSections); UpdateSections(CustomSections);
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Fixed updates a list of sections. /// Fixed updates a list of sections.
/// </summary> /// </summary>
private static void FixedUpdateSections(IEnumerable<SectionModule> sections) private static void FixedUpdateSections(IEnumerable<SectionModule> sections)
{ {
foreach (var section in sections) foreach (SectionModule section in sections)
{ {
if (section.IsVisible) if (section.IsVisible)
{ {
section.FixedUpdate(); section.FixedUpdate();
} }
} }
} }
   
/// <summary> /// <summary>
/// Updates a list of sections and increments the section counts. /// Updates a list of sections and increments the section counts.
/// </summary> /// </summary>
private static void UpdateSections(IEnumerable<SectionModule> sections) private static void UpdateSections(IEnumerable<SectionModule> sections)
{ {
foreach (var section in sections) foreach (SectionModule section in sections)
{ {
if (section.IsVisible) if (section.IsVisible)
{ {
if (!section.IsFloating) if (!section.IsFloating)
{ {
foreach (var readout in section.ReadoutModules) foreach (ReadoutModule readout in section.ReadoutModules)
{ {
if (readout.ResizeRequested) if (readout.ResizeRequested)
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
readout.ResizeRequested = false; readout.ResizeRequested = false;
} }
} }
   
NumberOfStackSections++; NumberOfStackSections++;
} }
else else
{ {
foreach (var readout in section.ReadoutModules) foreach (ReadoutModule readout in section.ReadoutModules)
{ {
if (readout.ResizeRequested) if (readout.ResizeRequested)
{ {
section.Window.RequestResize(); section.Window.RequestResize();
readout.ResizeRequested = false; readout.ResizeRequested = false;
} }
} }
} }
section.Update(); section.Update();
} }
   
NumberOfSections++; NumberOfSections++;
} }
} }
   
#endregion #endregion
   
#endregion #endregion
   
#region Saving and Loading #region Saving and Loading
   
/// <summary> /// <summary>
/// Loads the state of all stored sections. /// Loads the state of all stored sections.
/// </summary> /// </summary>
public static void Load() public static void Load()
{ {
if (!SettingHandler.Exists("SectionLibrary.xml")) if (!SettingHandler.Exists("SectionLibrary.xml"))
{ {
return; return;
} }
   
GetAllSections().ForEach(s => GetAllSections().ForEach(s =>
{ {
if (s.Window != null) if (s.Window != null)
{ {
Object.Destroy(s.Window); Object.Destroy(s.Window);
} }
}); });
   
var handler = SettingHandler.Load("SectionLibrary.xml", new[] {typeof(List<SectionModule>)}); SettingHandler handler = SettingHandler.Load("SectionLibrary.xml", new[] { typeof(List<SectionModule>) });
StockSections = handler.Get("StockSections", StockSections); StockSections = handler.Get("StockSections", StockSections);
CustomSections = handler.Get("CustomSections", CustomSections); CustomSections = handler.Get("CustomSections", CustomSections);
   
foreach (var section in GetAllSections()) foreach (SectionModule section in GetAllSections())
{ {
section.ClearNullReadouts(); section.ClearNullReadouts();
} }
} }
   
/// <summary> /// <summary>
/// Saves the state of all the stored sections. /// Saves the state of all the stored sections.
/// </summary> /// </summary>
public static void Save() public static void Save()
{ {
var handler = new SettingHandler(); SettingHandler handler = new SettingHandler();
handler.Set("StockSections", StockSections); handler.Set("StockSections", StockSections);
handler.Set("CustomSections", CustomSections); handler.Set("CustomSections", CustomSections);
handler.Save("SectionLibrary.xml"); handler.Save("SectionLibrary.xml");
} }
   
#endregion #endregion
   
#region Methods #region Methods
   
/// <summary> /// <summary>
/// Gets a list containing all section modules. /// Gets a list containing all section modules.
/// </summary> /// </summary>
public static List<SectionModule> GetAllSections() public static List<SectionModule> GetAllSections()
{ {
var sections = new List<SectionModule>(); List<SectionModule> sections = new List<SectionModule>();
sections.AddRange(StockSections); sections.AddRange(StockSections);
sections.AddRange(CustomSections); sections.AddRange(CustomSections);
return sections; return sections;
} }
   
/// <summary> /// <summary>
/// Gets a custom section that has the specified name. /// Gets a custom section that has the specified name.
/// </summary> /// </summary>
public static SectionModule GetCustomSection(string name) public static SectionModule GetCustomSection(string name)
{ {
return CustomSections.FirstOrDefault(s => s.Name == name); return CustomSections.FirstOrDefault(s => s.Name == name);
} }
   
/// <summary> /// <summary>
/// Gets a section that has the specified name. /// Gets a section that has the specified name.
/// </summary> /// </summary>
public static SectionModule GetSection(string name) public static SectionModule GetSection(string name)
{ {
return GetStockSection(name) ?? GetCustomSection(name); return GetStockSection(name) ?? GetCustomSection(name);
} }
   
/// <summary> /// <summary>
/// Gets a stock section that has the specified name. /// Gets a stock section that has the specified name.
/// </summary> /// </summary>
public static SectionModule GetStockSection(string name) public static SectionModule GetStockSection(string name)
{ {
return StockSections.FirstOrDefault(s => s.Name == name); return StockSections.FirstOrDefault(s => s.Name == name);
} }
   
/// <summary> /// <summary>
/// Removes a custom section witht he specified name. /// Removes a custom section witht he specified name.
/// </summary> /// </summary>
public static bool RemoveCustomSection(string name) public static bool RemoveCustomSection(string name)
{ {
return CustomSections.Remove(GetCustomSection(name)); return CustomSections.Remove(GetCustomSection(name));
} }
   
/// <summary> /// <summary>
/// Removes a section with the specified name. /// Removes a section with the specified name.
/// </summary> /// </summary>
public static bool RemoveSection(string name) public static bool RemoveSection(string name)
{ {
return RemoveStockSection(name) || RemoveCustomSection(name); return RemoveStockSection(name) || RemoveCustomSection(name);
} }
   
/// <summary> /// <summary>
/// Removes a stock section with the specified name. /// Removes a stock section with the specified name.
/// </summary> /// </summary>
public static bool RemoveStockSection(string name) public static bool RemoveStockSection(string name)
{ {
return StockSections.Remove(GetStockSection(name)); return StockSections.Remove(GetStockSection(name));
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2015 CYBUTEK // Copyright (C) 2015 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Helpers namespace KerbalEngineer.Helpers
{ {
using System; using System;
   
public static class Units public static class Units
{ {
public const double GRAVITY = 9.80665; public const double GRAVITY = 9.80665;
   
public static string Concat(int value1, int value2) public static string Concat(int value1, int value2)
{ {
return value1 + " / " + value2; return value1 + " / " + value2;
} }
   
public static string ConcatF(double value1, double value2, int decimals = 1) public static string ConcatF(double value1, double value2, int decimals = 1)
{ {
return value1.ToString("F" + decimals) + " / " + value2.ToString("F" + decimals); return value1.ToString("F" + decimals) + " / " + value2.ToString("F" + decimals);
} }
   
public static string ConcatF(double value1, double value2, double value3, int decimals = 1) public static string ConcatF(double value1, double value2, double value3, int decimals = 1)
{ {
return value1.ToString("F" + decimals) + " / " + value2.ToString("F" + decimals) + " / " + value3.ToString("F" + decimals); return value1.ToString("F" + decimals) + " / " + value2.ToString("F" + decimals) + " / " + value3.ToString("F" + decimals);
} }
   
public static string ConcatN(double value1, double value2, int decimals = 1) public static string ConcatN(double value1, double value2, int decimals = 1)
{ {
return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals); return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals);
} }
   
public static string ConcatN(double value1, double value2, double value3, int decimals = 1) public static string ConcatN(double value1, double value2, double value3, int decimals = 1)
{ {
return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + " / " + value3.ToString("N" + decimals); return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + " / " + value3.ToString("N" + decimals);
} }
   
public static string Cost(double value, int decimals = 1) public static string Cost(double value, int decimals = 1)
{ {
if (value >= 1000000.0) if (value >= 1000000.0)
{ {
return (value / 1000.0).ToString("N" + decimals) + "K"; return (value / 1000.0).ToString("N" + decimals) + "K";
} }
return value.ToString("N" + decimals); return value.ToString("N" + decimals);
} }
   
public static string Cost(double value1, double value2, int decimals = 1) public static string Cost(double value1, double value2, int decimals = 1)
{ {
if (value1 >= 1000000.0 || value2 >= 1000000.0) if (value1 >= 1000000.0 || value2 >= 1000000.0)
{ {
return (value1 / 1000.0).ToString("N" + decimals) + " / " + (value2 / 1000.0).ToString("N" + decimals) + "K"; return (value1 / 1000.0).ToString("N" + decimals) + " / " + (value2 / 1000.0).ToString("N" + decimals) + "K";
} }
return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals); return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals);
} }
   
public static string ToAcceleration(double value, int decimals = 2) public static string ToAcceleration(double value, int decimals = 2)
{ {
return value.ToString("N" + decimals) + "m/s²"; return value.ToString("N" + decimals) + "m/s²";
} }
   
public static string ToAcceleration(double value1, double value2, int decimals = 2) public static string ToAcceleration(double value1, double value2, int decimals = 2)
{ {
return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + "m/s²"; return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + "m/s²";
} }
   
public static string ToAngle(double value, int decimals = 5) public static string ToAngle(double value, int decimals = 5)
{ {
return value.ToString("F" + decimals) + "°"; return value.ToString("F" + decimals) + "°";
} }
   
public static string ToAngleDMS(double value) public static string ToAngleDMS(double value)
{ {
double absAngle = Math.Abs(value); double absAngle = Math.Abs(value);
int deg = (int)Math.Floor(absAngle); int deg = (int)Math.Floor(absAngle);
double rem = absAngle - deg; double rem = absAngle - deg;
int min = (int)Math.Floor(rem * 60); int min = (int)Math.Floor(rem * 60);
rem -= ((double)min / 60); rem -= ((double)min / 60);
int sec = (int)Math.Floor(rem * 3600); int sec = (int)Math.Floor(rem * 3600);
return String.Format("{0:0}° {1:00}' {2:00}\"", deg, min, sec); return String.Format("{0:0}° {1:00}' {2:00}\"", deg, min, sec);
} }
   
public static string ToDistance(double value, int decimals = 1) public static string ToDistance(double value, int decimals = 1)
{ {
if (Math.Abs(value) < 1000000.0) if (Math.Abs(value) < 1000000.0)
{ {
if (Math.Abs(value) >= 10.0) if (Math.Abs(value) >= 10.0)
{ {
return value.ToString("N" + decimals) + "m"; return value.ToString("N" + decimals) + "m";
} }
   
value *= 100.0; value *= 100.0;
if (Math.Abs(value) >= 100.0) if (Math.Abs(value) >= 100.0)
{ {
return value.ToString("N" + decimals) + "cm"; return value.ToString("N" + decimals) + "cm";
} }
   
value *= 10.0; value *= 10.0;
return value.ToString("N" + decimals) + "mm"; return value.ToString("N" + decimals) + "mm";
} }
   
value /= 1000.0; value /= 1000.0;
if (Math.Abs(value) < 1000000.0) if (Math.Abs(value) < 1000000.0)
{ {
return value.ToString("N" + decimals) + "km"; return value.ToString("N" + decimals) + "km";
} }
   
value /= 1000.0; value /= 1000.0;
return value.ToString("N" + decimals) + "Mm"; return value.ToString("N" + decimals) + "Mm";
} }
   
  public static string ToFlux(double value)
  {
  return value.ToString("#,0.00") + "W";
  }
   
public static string ToForce(double value) public static string ToForce(double value)
{ {
return value.ToString((value < 100000.0) ? (value < 10000.0) ? (value < 100.0) ? (Math.Abs(value) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0") + "kN"; return value.ToString((value < 100000.0) ? (value < 10000.0) ? (value < 100.0) ? (Math.Abs(value) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0") + "kN";
} }
   
public static string ToForce(double value1, double value2) public static string ToForce(double value1, double value2)
{ {
string format1 = (value1 < 100000.0) ? (value1 < 10000.0) ? (value1 < 100.0) ? (Math.Abs(value1) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0"; string format1 = (value1 < 100000.0) ? (value1 < 10000.0) ? (value1 < 100.0) ? (Math.Abs(value1) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0";
string format2 = (value2 < 100000.0) ? (value2 < 10000.0) ? (value2 < 100.0) ? (Math.Abs(value2) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0"; string format2 = (value2 < 100000.0) ? (value2 < 10000.0) ? (value2 < 100.0) ? (Math.Abs(value2) < Double.Epsilon) ? "N0" : "N3" : "N2" : "N1" : "N0";
return value1.ToString(format1) + " / " + value2.ToString(format2) + "kN"; return value1.ToString(format1) + " / " + value2.ToString(format2) + "kN";
} }
   
public static string ToMach(double value) public static string ToMach(double value)
{ {
return value.ToString("0.00") + "Ma"; return value.ToString("0.00") + "Ma";
} }
   
public static string ToMass(double value, int decimals = 0) public static string ToMass(double value, int decimals = 0)
{ {
if (value >= 1000.0) if (value >= 1000.0)
{ {
return value.ToString("N" + decimals + 2) + "t"; return value.ToString("N" + decimals + 2) + "t";
} }
   
value *= 1000.0; value *= 1000.0;
return value.ToString("N" + decimals) + "kg"; return value.ToString("N" + decimals) + "kg";
} }
   
public static string ToMass(double value1, double value2, int decimals = 0) public static string ToMass(double value1, double value2, int decimals = 0)
{ {
if (value1 >= 1000.0f || value2 >= 1000.0f) if (value1 >= 1000.0f || value2 >= 1000.0f)
{ {
return value1.ToString("N" + decimals + 2) + " / " + value2.ToString("N" + decimals + 2) + "t"; return value1.ToString("N" + decimals + 2) + " / " + value2.ToString("N" + decimals + 2) + "t";
} }
   
value1 *= 1000.0; value1 *= 1000.0;
value2 *= 1000.0; value2 *= 1000.0;
return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + "kg"; return value1.ToString("N" + decimals) + " / " + value2.ToString("N" + decimals) + "kg";
} }
   
public static string ToPercent(double value, int decimals = 2) public static string ToPercent(double value, int decimals = 2)
{ {
value *= 100.0; value *= 100.0;
return value.ToString("F" + decimals) + "%"; return value.ToString("F" + decimals) + "%";
} }
   
public static string ToRate(double value, int decimals = 1) public static string ToRate(double value, int decimals = 1)
{ {
return value < 1.0 ? (value * 60.0).ToString("F" + decimals) + "/min" : value.ToString("F" + decimals) + "/sec"; return value < 1.0 ? (value * 60.0).ToString("F" + decimals) + "/min" : value.ToString("F" + decimals) + "/sec";
} }
   
public static string ToSpeed(double value, int decimals = 2) public static string ToSpeed(double value, int decimals = 2)
{ {
if (Math.Abs(value) < 1.0) if (Math.Abs(value) < 1.0)
{ {
return (value * 1000.0).ToString("N" + decimals) + "mm/s"; return (value * 1000.0).ToString("N" + decimals) + "mm/s";
} }
return value.ToString("N" + decimals) + "m/s"; return value.ToString("N" + decimals) + "m/s";
} }
   
  public static string ToTemperature(double value)
  {
  return value.ToString("#,0") + "K";
  }
   
  public static string ToTemperature(double value1, double value2)
  {
  return value1.ToString("#,0") + " / " + value2.ToString("#,0") + "K";
  }
   
public static string ToTime(double value) public static string ToTime(double value)
{ {
return TimeFormatter.ConvertToString(value); return TimeFormatter.ConvertToString(value);
} }
   
public static string ToTorque(double value) public static string ToTorque(double value)
{ {
return value.ToString((value < 100.0) ? (Math.Abs(value) < Double.Epsilon) ? "N0" : "N1" : "N0") + "kNm"; return value.ToString((value < 100.0) ? (Math.Abs(value) < Double.Epsilon) ? "N0" : "N1" : "N0") + "kNm";
} }
} }
} }
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{39806613-E0B7-46E0-89A6-A569EC538CBB}</ProjectGuid> <ProjectGuid>{39806613-E0B7-46E0-89A6-A569EC538CBB}</ProjectGuid>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>KerbalEngineer</RootNamespace> <RootNamespace>KerbalEngineer</RootNamespace>
<AssemblyName>KerbalEngineer</AssemblyName> <AssemblyName>KerbalEngineer</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion> <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>false</DebugSymbols> <DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType> <DebugType>none</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>..\Output\KerbalEngineer\</OutputPath> <OutputPath>..\Output\KerbalEngineer\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants> <DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess> <UseVSHostingProcess>false</UseVSHostingProcess>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType> <DebugType>none</DebugType>
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>..\Output\KerbalEngineer\</OutputPath> <OutputPath>..\Output\KerbalEngineer\</OutputPath>
<DefineConstants> <DefineConstants>
</DefineConstants> </DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
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<AllowUnsafeBlocks>false</AllowUnsafeBlocks> <AllowUnsafeBlocks>false</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Control\IControlPanel.cs" /> <Compile Include="Control\IControlPanel.cs" />
<Compile Include="Control\Panels\BuildOverlayPanel.cs" /> <Compile Include="Control\Panels\BuildOverlayPanel.cs" />
<Compile Include="Control\Panels\BuildEngineerPanel.cs" /> <Compile Include="Control\Panels\BuildEngineerPanel.cs" />
<Compile Include="Editor\BuildAdvanced.cs" /> <Compile Include="Editor\BuildAdvanced.cs" />
<Compile Include="Editor\BuildOverlay.cs" /> <Compile Include="Editor\BuildOverlay.cs" />
<Compile Include="CelestialBodies.cs" /> <Compile Include="CelestialBodies.cs" />
<Compile Include="Editor\BuildOverlayPartInfo.cs" /> <Compile Include="Editor\BuildOverlayPartInfo.cs" />
<Compile Include="Editor\BuildOverlayResources.cs" /> <Compile Include="Editor\BuildOverlayResources.cs" />
<Compile Include="Editor\BuildOverlayVessel.cs" /> <Compile Include="Editor\BuildOverlayVessel.cs" />
<Compile Include="Editor\BuildToolbar.cs" /> <Compile Include="Editor\BuildToolbar.cs" />
<Compile Include="Editor\PartInfoItem.cs" /> <Compile Include="Editor\PartInfoItem.cs" />
<Compile Include="Editor\ResourceInfoItem.cs" /> <Compile Include="Editor\ResourceInfoItem.cs" />
<Compile Include="Extensions\FloatExtensions.cs" /> <Compile Include="Extensions\FloatExtensions.cs" />
<Compile Include="Extensions\OrbitExtensions.cs" /> <Compile Include="Extensions\OrbitExtensions.cs" />
  <Compile Include="Extensions\StringExtensions.cs" />
<Compile Include="Flight\ActionMenuGui.cs" /> <Compile Include="Flight\ActionMenuGui.cs" />
<Compile Include="Flight\Presets\Preset.cs" /> <Compile Include="Flight\Presets\Preset.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\SystemTime.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\SystemTime.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\VectoredThrustToggle.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\VectoredThrustToggle.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\TimeReference.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\TimeReference.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\Separator.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\Separator.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\GuiSizeAdjustor.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\GuiSizeAdjustor.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToEquatorialDescendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToEquatorialDescendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToEquatorialAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToEquatorialAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToRetrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToRetrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\AngleToPrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\AngleToPrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeRadialDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeRadialDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\ManoeuvreProcessor.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\ManoeuvreProcessor.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToHalfBurn.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToHalfBurn.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToManoeuvre.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTimeToManoeuvre.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeHalfBurnTime.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeHalfBurnTime.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeBurnTime.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeBurnTime.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToRetrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToRetrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeNormalDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeNormalDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToPrograde.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeAngleToPrograde.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTotalDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeTotalDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeProgradeDeltaV.cs" /> <Compile Include="Flight\Readouts\Orbital\ManoeuvreNode\NodeProgradeDeltaV.cs" />
<Compile Include="Flight\Readouts\Orbital\MeanAnomalyAtEpoc.cs" /> <Compile Include="Flight\Readouts\Orbital\MeanAnomalyAtEpoc.cs" />
<Compile Include="Flight\Readouts\Orbital\MeanAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\MeanAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\EccentricAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\EccentricAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\ArgumentOfPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\ArgumentOfPeriapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\CurrentSoi.cs" /> <Compile Include="Flight\Readouts\Orbital\CurrentSoi.cs" />
<Compile Include="Flight\Readouts\Orbital\TrueAnomaly.cs" /> <Compile Include="Flight\Readouts\Orbital\TrueAnomaly.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToEquatorialAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToEquatorialAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToEquatorialDescendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToEquatorialDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeSpeed.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeSpeed.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeVelocity.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeVelocity.cs" />
<Compile Include="Flight\Readouts\Rendezvous\SemiMinorAxis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\SemiMinorAxis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\SemiMajorAxis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\SemiMajorAxis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeDescendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeAscendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToRelativeAscendingNode.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactBiome.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactBiome.cs" />
<Compile Include="Flight\Readouts\Surface\Slope.cs" /> <Compile Include="Flight\Readouts\Surface\Slope.cs" />
<Compile Include="Flight\Readouts\Surface\Biome.cs" /> <Compile Include="Flight\Readouts\Surface\Biome.cs" />
<Compile Include="Flight\Readouts\Surface\HorizontalAcceleration.cs" /> <Compile Include="Flight\Readouts\Surface\HorizontalAcceleration.cs" />
<Compile Include="Flight\Readouts\Surface\VerticalAcceleration.cs" /> <Compile Include="Flight\Readouts\Surface\VerticalAcceleration.cs" />
<Compile Include="Flight\Readouts\Surface\MachNumber.cs" /> <Compile Include="Flight\Readouts\Surface\MachNumber.cs" />
  <Compile Include="Flight\Readouts\Thermal\CriticalPart.cs" />
  <Compile Include="Flight\Readouts\Thermal\CoolestPart.cs" />
  <Compile Include="Flight\Readouts\Thermal\CoolestTemperature.cs" />
  <Compile Include="Flight\Readouts\Thermal\CriticalPercentage.cs" />
  <Compile Include="Flight\Readouts\Thermal\CriticalTemperature.cs" />
  <Compile Include="Flight\Readouts\Thermal\InternalFlux.cs" />
  <Compile Include="Flight\Readouts\Thermal\RadiationFlux.cs" />
  <Compile Include="Flight\Readouts\Thermal\ConvectionFlux.cs" />
  <Compile Include="Flight\Readouts\Thermal\HottestTemperature.cs" />
  <Compile Include="Flight\Readouts\Thermal\HottestPart.cs" />
  <Compile Include="Flight\Readouts\Thermal\ThermalProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\AttitudeProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\AttitudeProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVCurrentTotal.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVCurrentTotal.cs" />
<Compile Include="Flight\Readouts\Vessel\PitchRate.cs" /> <Compile Include="Flight\Readouts\Vessel\PitchRate.cs" />
<Compile Include="Flight\Readouts\Vessel\HeadingRate.cs" /> <Compile Include="Flight\Readouts\Vessel\HeadingRate.cs" />
<Compile Include="Flight\Readouts\Vessel\RollRate.cs" /> <Compile Include="Flight\Readouts\Vessel\RollRate.cs" />
<Compile Include="Flight\Readouts\Vessel\Roll.cs" /> <Compile Include="Flight\Readouts\Vessel\Roll.cs" />
<Compile Include="Flight\Readouts\Vessel\Pitch.cs" /> <Compile Include="Flight\Readouts\Vessel\Pitch.cs" />
<Compile Include="Flight\Readouts\Vessel\Heading.cs" /> <Compile Include="Flight\Readouts\Vessel\Heading.cs" />
<Compile Include="Flight\Readouts\Vessel\PartCount.cs" /> <Compile Include="Flight\Readouts\Vessel\PartCount.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnDeltaV.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnDeltaV.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnAltitude.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnAltitude.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnDistance.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnDistance.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVCurrent.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVCurrent.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirUsage.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirUsage.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirDemandSupply.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirDemandSupply.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirSupply.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirSupply.cs" />
<Compile Include="Flight\Readouts\Vessel\IntakeAirDemand.cs" /> <Compile Include="Flight\Readouts\Vessel\IntakeAirDemand.cs" />
<Compile Include="Flight\Readouts\Miscellaneous\SimulationDelay.cs" /> <Compile Include="Flight\Readouts\Miscellaneous\SimulationDelay.cs" />
<Compile Include="Flight\Readouts\Vessel\SimulationProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\SimulationProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\Acceleration.cs" /> <Compile Include="Flight\Readouts\Vessel\Acceleration.cs" />
<Compile Include="Flight\Presets\PresetLibrary.cs" /> <Compile Include="Flight\Presets\PresetLibrary.cs" />
<Compile Include="Flight\Readouts\Vessel\SuicideBurnProcessor.cs" /> <Compile Include="Flight\Readouts\Vessel\SuicideBurnProcessor.cs" />
<Compile Include="Flight\Readouts\Vessel\SurfaceThrustToWeight.cs" /> <Compile Include="Flight\Readouts\Vessel\SurfaceThrustToWeight.cs" />
<Compile Include="Flight\Readouts\Surface\Situation.cs" /> <Compile Include="Flight\Readouts\Surface\Situation.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustOffsetAngle.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustOffsetAngle.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustTorque.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustTorque.cs" />
<Compile Include="GuiDisplaySize.cs" /> <Compile Include="GuiDisplaySize.cs" />
<Compile Include="Helpers\AngleHelper.cs" /> <Compile Include="Helpers\AngleHelper.cs" />
<Compile Include="Helpers\Averager.cs" /> <Compile Include="Helpers\Averager.cs" />
<Compile Include="Helpers\ForceAccumulator.cs" /> <Compile Include="Helpers\ForceAccumulator.cs" />
<Compile Include="Helpers\TextureHelper.cs" /> <Compile Include="Helpers\TextureHelper.cs" />
<Compile Include="Helpers\Units.cs" /> <Compile Include="Helpers\Units.cs" />
<Compile Include="Helpers\TimeFormatter.cs" /> <Compile Include="Helpers\TimeFormatter.cs" />
<Compile Include="KeyBinder.cs" /> <Compile Include="KeyBinder.cs" />
<Compile Include="Control\ControlCentre.cs" /> <Compile Include="Control\ControlCentre.cs" />
<Compile Include="UIControls\DropDown.cs" /> <Compile Include="UIControls\DropDown.cs" />
<Compile Include="Logger.cs" /> <Compile Include="Logger.cs" />
<Compile Include="EngineerGlobals.cs" /> <Compile Include="EngineerGlobals.cs" />
<Compile Include="Extensions\DoubleExtensions.cs" /> <Compile Include="Extensions\DoubleExtensions.cs" />
<Compile Include="Extensions\PartExtensions.cs" /> <Compile Include="Extensions\PartExtensions.cs" />
<Compile Include="Extensions\PartResourceExtensions.cs" /> <Compile Include="Extensions\PartResourceExtensions.cs" />
<Compile Include="Extensions\RectExtensions.cs" /> <Compile Include="Extensions\RectExtensions.cs" />
<Compile Include="Flight\ActionMenu.cs" /> <Compile Include="Flight\ActionMenu.cs" />
<Compile Include="Flight\DisplayStack.cs" /> <Compile Include="Flight\DisplayStack.cs" />
<Compile Include="Flight\FlightEngineerCore.cs" /> <Compile Include="Flight\FlightEngineerCore.cs" />
<Compile Include="Flight\FlightEngineerModule.cs" /> <Compile Include="Flight\FlightEngineerModule.cs" />
<Compile Include="Flight\IUpdatable.cs" /> <Compile Include="Flight\IUpdatable.cs" />
<Compile Include="Flight\IUpdateRequest.cs" /> <Compile Include="Flight\IUpdateRequest.cs" />
<Compile Include="Flight\Readouts\Orbital\ApoapsisHeight.cs" /> <Compile Include="Flight\Readouts\Orbital\ApoapsisHeight.cs" />
<Compile Include="Flight\Readouts\Orbital\Eccentricity.cs" /> <Compile Include="Flight\Readouts\Orbital\Eccentricity.cs" />
<Compile Include="Flight\Readouts\Orbital\Inclination.cs" /> <Compile Include="Flight\Readouts\Orbital\Inclination.cs" />
<Compile Include="Flight\Readouts\Orbital\LongitudeOfAscendingNode.cs" /> <Compile Include="Flight\Readouts\Orbital\LongitudeOfAscendingNode.cs" />
<Compile Include="Flight\Readouts\Orbital\LongitudeOfPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\LongitudeOfPeriapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\OrbitalPeriod.cs" /> <Compile Include="Flight\Readouts\Orbital\OrbitalPeriod.cs" />
<Compile Include="Flight\Readouts\Orbital\OrbitalSpeed.cs" /> <Compile Include="Flight\Readouts\Orbital\OrbitalSpeed.cs" />
<Compile Include="Flight\Readouts\Orbital\PeriapsisHeight.cs" /> <Compile Include="Flight\Readouts\Orbital\PeriapsisHeight.cs" />
<Compile Include="Flight\Readouts\Orbital\SemiMajorAxis.cs" /> <Compile Include="Flight\Readouts\Orbital\SemiMajorAxis.cs" />
<Compile Include="Flight\Readouts\Orbital\SemiMinorAxis.cs" /> <Compile Include="Flight\Readouts\Orbital\SemiMinorAxis.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToApoapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToApoapsis.cs" />
<Compile Include="Flight\Readouts\Orbital\TimeToPeriapsis.cs" /> <Compile Include="Flight\Readouts\Orbital\TimeToPeriapsis.cs" />
<Compile Include="Flight\Readouts\ReadoutCategory.cs" /> <Compile Include="Flight\Readouts\ReadoutCategory.cs" />
<Compile Include="Flight\Readouts\ReadoutLibrary.cs" /> <Compile Include="Flight\Readouts\ReadoutLibrary.cs" />
<Compile Include="Flight\Readouts\ReadoutModule.cs" /> <Compile Include="Flight\Readouts\ReadoutModule.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToPeriapsis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToPeriapsis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TimeToApoapsis.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TimeToApoapsis.cs" />
<Compile Include="Flight\Readouts\Rendezvous\PeriapsisHeight.cs" /> <Compile Include="Flight\Readouts\Rendezvous\PeriapsisHeight.cs" />
<Compile Include="Flight\Readouts\Rendezvous\ApoapsisHeight.cs" /> <Compile Include="Flight\Readouts\Rendezvous\ApoapsisHeight.cs" />
<Compile Include="Flight\Readouts\Rendezvous\InterceptAngle.cs" /> <Compile Include="Flight\Readouts\Rendezvous\InterceptAngle.cs" />
<Compile Include="Flight\Readouts\Rendezvous\OrbitalPeriod.cs" /> <Compile Include="Flight\Readouts\Rendezvous\OrbitalPeriod.cs" />
<Compile Include="Flight\Readouts\Rendezvous\Distance.cs" /> <Compile Include="Flight\Readouts\Rendezvous\Distance.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AltitudeSeaLevel.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AltitudeSeaLevel.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeDescendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeDescendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeAscendingNode.cs" /> <Compile Include="Flight\Readouts\Rendezvous\AngleToRelativeAscendingNode.cs" />
<Compile Include="Flight\Readouts\Rendezvous\PhaseAngle.cs" /> <Compile Include="Flight\Readouts\Rendezvous\PhaseAngle.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RelativeInclination.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RelativeInclination.cs" />
<Compile Include="Flight\Readouts\Rendezvous\RendezvousProcessor.cs" /> <Compile Include="Flight\Readouts\Rendezvous\RendezvousProcessor.cs" />
<Compile Include="Flight\Readouts\Rendezvous\TargetSelector.cs" /> <Compile Include="Flight\Readouts\Rendezvous\TargetSelector.cs" />
<Compile Include="Flight\Readouts\Surface\AltitudeSeaLevel.cs" /> <Compile Include="Flight\Readouts\Surface\AltitudeSeaLevel.cs" />
<Compile Include="Flight\Readouts\Surface\AltitudeTerrain.cs" /> <Compile Include="Flight\Readouts\Surface\AltitudeTerrain.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactLatitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactLatitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactAltitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactAltitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactLongitude.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactLongitude.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactTime.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactTime.cs" />
<Compile Include="Flight\Readouts\Surface\AtmosphericProcessor.cs" /> <Compile Include="Flight\Readouts\Surface\AtmosphericProcessor.cs" />
<Compile Include="Flight\Readouts\Surface\AtmosphericEfficiency.cs" /> <Compile Include="Flight\Readouts\Surface\AtmosphericEfficiency.cs" />
<Compile Include="Flight\Readouts\Surface\GeeForce.cs" /> <Compile Include="Flight\Readouts\Surface\GeeForce.cs" />
<Compile Include="Flight\Readouts\Surface\HorizontalSpeed.cs" /> <Compile Include="Flight\Readouts\Surface\HorizontalSpeed.cs" />
<Compile Include="Flight\Readouts\Surface\ImpactProcessor.cs" /> <Compile Include="Flight\Readouts\Surface\ImpactProcessor.cs" />
<Compile Include="Flight\Readouts\Surface\Latitude.cs" /> <Compile Include="Flight\Readouts\Surface\Latitude.cs" />
<Compile Include="Flight\Readouts\Surface\Longitude.cs" /> <Compile Include="Flight\Readouts\Surface\Longitude.cs" />
<Compile Include="Flight\Readouts\Surface\TerminalVelocity.cs" /> <Compile Include="Flight\Readouts\Surface\TerminalVelocity.cs" />
<Compile Include="Flight\Readouts\Surface\VerticalSpeed.cs" /> <Compile Include="Flight\Readouts\Surface\VerticalSpeed.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVStaged.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVStaged.cs" />
<Compile Include="Flight\Readouts\Vessel\DeltaVTotal.cs" /> <Compile Include="Flight\Readouts\Vessel\DeltaVTotal.cs" />
<Compile Include="Flight\Readouts\Vessel\Mass.cs" /> <Compile Include="Flight\Readouts\Vessel\Mass.cs" />
<Compile Include="Flight\Readouts\Vessel\Thrust.cs" /> <Compile Include="Flight\Readouts\Vessel\Thrust.cs" />
<Compile Include="Flight\Readouts\Vessel\SpecificImpulse.cs" /> <Compile Include="Flight\Readouts\Vessel\SpecificImpulse.cs" />
<Compile Include="Flight\Readouts\Vessel\ThrustToWeight.cs" /> <Compile Include="Flight\Readouts\Vessel\ThrustToWeight.cs" />
<Compile Include="Flight\Sections\SectionEditor.cs" /> <Compile Include="Flight\Sections\SectionEditor.cs" />
<Compile Include="Flight\Sections\SectionLibrary.cs" /> <Compile Include="Flight\Sections\SectionLibrary.cs" />
<Compile Include="Flight\Sections\SectionModule.cs" /> <Compile Include="Flight\Sections\SectionModule.cs" />
<Compile Include="Flight\Sections\SectionWindow.cs" /> <Compile Include="Flight\Sections\SectionWindow.cs" />
<Compile Include="LogMsg.cs" /> <Compile Include="LogMsg.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Settings\SettingHandler.cs" /> <Compile Include="Settings\SettingHandler.cs" />
<Compile Include="Settings\SettingItem.cs" /> <Compile Include="Settings\SettingItem.cs" />
<Compile Include="TapeDriveAnimator.cs" /> <Compile Include="TapeDriveAnimator.cs" />
<Compile Include="UIControls\WindowObject.cs" /> <Compile Include="UIControls\WindowObject.cs" />
<Compile Include="VesselSimulator\AttachNodeSim.cs" /> <Compile Include="VesselSimulator\AttachNodeSim.cs" />
<Compile Include="VesselSimulator\EngineSim.cs" /> <Compile Include="VesselSimulator\EngineSim.cs" />
<Compile Include="Helpers\Pool.cs" /> <Compile Include="Helpers\Pool.cs" />
<Compile Include="VesselSimulator\PartSim.cs" /> <Compile Include="VesselSimulator\PartSim.cs" />
<Compile Include="VesselSimulator\ResourceContainer.cs" /> <Compile Include="VesselSimulator\ResourceContainer.cs" />
<Compile Include="VesselSimulator\SimManager.cs" /> <Compile Include="VesselSimulator\SimManager.cs" />
<Compile Include="VesselSimulator\Simulation.cs" /> <Compile Include="VesselSimulator\Simulation.cs" />
<Compile Include="VesselSimulator\Stage.cs" /> <Compile Include="VesselSimulator\Stage.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Reference Include="Assembly-CSharp"> <Reference Include="Assembly-CSharp">
<HintPath>..\Game\KSP_Data\Managed\Assembly-CSharp.dll</HintPath> <HintPath>..\Game\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
  <Private>False</Private>
</Reference> </Reference>
<Reference Include="System"> <Reference Include="System">
<HintPath>..\Game\KSP_Data\Managed\System.dll</HintPath> <HintPath>..\Game\KSP_Data\Managed\System.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="System.Xml"> <Reference Include="System.Xml">
<HintPath>..\Game\KSP_Data\Managed\System.Xml.dll</HintPath> <HintPath>..\Game\KSP_Data\Managed\System.Xml.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>..\Game\KSP_Data\Managed\UnityEngine.dll</HintPath> <HintPath>..\Game\KSP_Data\Managed\UnityEngine.dll</HintPath>
  <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup /> <ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="PostBuildMacros"> <Target Name="PostBuildMacros">
<GetAssemblyIdentity AssemblyFiles="$(TargetPath)"> <GetAssemblyIdentity AssemblyFiles="$(TargetPath)">
<Output TaskParameter="Assemblies" ItemName="Targets" /> <Output TaskParameter="Assemblies" ItemName="Targets" />
</GetAssemblyIdentity> </GetAssemblyIdentity>
<ItemGroup> <ItemGroup>
<VersionNumber Include="@(Targets->'%(Version)')" /> <VersionNumber Include="@(Targets->'%(Version)')" />
</ItemGroup> </ItemGroup>
</Target> </Target>
<PropertyGroup> <PropertyGroup>
<PostBuildEventDependsOn> <PostBuildEventDependsOn>
$(PostBuildEventDependsOn); $(PostBuildEventDependsOn);
PostBuildMacros; PostBuildMacros;
</PostBuildEventDependsOn> </PostBuildEventDependsOn>
<PostBuildEvent>xcopy "$(SolutionDir)Output\*" "$(SolutionDir)Game\GameData\*" /E /Y <PostBuildEvent>xcopy "$(SolutionDir)Output\*" "$(SolutionDir)Game\GameData\*" /E /Y
del "$(SolutionDir)Release\*" /Q del "$(SolutionDir)Release\*" /Q
xcopy "$(SolutionDir)Documents\*" "$(SolutionDir)Release\Documents\*" /E /Y xcopy "$(SolutionDir)Documents\*" "$(SolutionDir)Release\Documents\*" /E /Y
7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Output\*" 7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Output\*"
7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Documents\*"</PostBuildEvent> 7z.exe a -tzip -mx3 "$(SolutionDir)Release\$(ProjectName)-@(VersionNumber).zip" "$(SolutionDir)Documents\*"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild"> <Target Name="BeforeBuild">
</Target> </Target>
<Target Name="AfterBuild"> <Target Name="AfterBuild">
</Target> </Target>
--> -->
</Project> </Project>
 Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ