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KiefferDK

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  1. Thanks for replying. You're right about the advantages of course ;-) As an IRL-developer who has never delved into Unity or KSP coding, it's really interesting to hear about the challenges and peculiarities that modders encounter. I for one will be happy to have recycling available directly in GC and am going to use it heavily. Can't wait to upgrade my older bases through a more sensible process ;-) And btw: GC, Hangar and TCA are (IMO) among the most useful mods around, delivering more flexible and practical gameplay within their subject areas, still working within (or maybe right at) the limits of the framework. So thank you for them and keep up the good work!
  2. Have you thought of combining recycling with Hangar? I.e. docking a vessel in a hangar (maybe a special one), close hangar and recycle vessel. Since Hangar already removes the vessel from the world, this might avoid some of the issues from implementing it physically, and imo., is more believable. Though the satisfaction from imploding things is always nice ;-)...and you can explain it with swarms of nanites or some similar science fiction term. Just a thought.
  3. A tip: Zoom out until you see mostly shadows of crafts , kerbals or other brought stuff.. At that point you will also see smudges of shadow that indicates the new surface features...
  4. I have this as well and have investigated it: When loading a game or changing scene (like from space to space center), docking ports that are docked, changes to a different state than the one they were in when the involved .sfs was written (happens when saving game or switching scene). In this new state the undock action does not work correctly. When I look at any craft in the .sfs files, all its parts have uids set to 0.This seems to cause some issues with docking ports as they apparently need to reference connected parts/root parts correctly to function. I don't know how gagarinekerman creates the craft, or if it's possible to change this so part uids are registered correctly, but my apparently functioning workaround is to not have anything docked when saving game or switching scene. I don't think it's possible to edit the current .sfs files to repair this without knowing how make up uids, that can be used to configure the docked ports correctly, which I don't, unfortunately. Hope this post is useful
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