Couldn\'t you theoretically not even make it have to be a vessel? Just by calling it in the 'OnPartLoad' function, you could just perform the necessary actions and abort the function before the 'part' loads, I think.
Causeless: I don\'t care if you think I\'m wasting my time. I don\'t feel like I am, and I enjoy working on this, even with the difficulties. Everyone else: Thank you for the support. This thing has been a nightmare to code at times.
PUBLIC SERVICE ANNOUNCEMENT I\'ve recently become aware that my DAE exporter was incredibly outdated, and as a result, nearly all my models are liable to import incorrectly (generating a dummy with the name of the object, and the object itself with '-Pivot' appended to its name. This shouldn\'t affect your average user, but I think anyone importing models to learn from them* should know! *Not steal!
Have patience, it\'s not nearly done. I want to make it so if you tumble your capsule, it burns up very quickly. Also, the effect needs to always point behind the ship (right now it will just be locked to the capsule)
It\'s only a heat shield. I could add the code to a capsule fairly easy I believe. But, it uses a non heat-related system to simulate it. It works pretty convincingly, as long as you attach a shield to the capsule. Next up: Make it explode quickly if you\'re facing the wrong way, and orient the effect along the direction of travel rather than part-relative!
Eh, it might be possible. But, I want to wait for tweakables to come about (they have to, someday), then you\'ll be able to customize the amount of RCS, normal fuel, and life support equipment.
I am unfortunately not one to support autopilot modules. It takes the fun out of the game, at least for me, if it\'s just something that does it perfectly almost every time... I\'d imagine official navigation systems being based on the crew\'s piloting abilities - get a dumb crew, and they\'re liable to try to fly backwards. (For unmanned missions, I\'d guess they would be remote controlled by kerbals on the ground)