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Found 1 result

  1. I noticed the following is the default setting for distances while in orbit. I was trying to debug why kOS docking scripts were having such trouble controlling the non-active vessel and realized it happened when the vessel got a short distance away but was still visible and loaded and decided to print out these values: PhysicsGlobals.Instance.VesselRangesDefault.orbit.load : 2250m PhysicsGlobals.Instance.VesselRangesDefault.orbit.unload : 2500m PhysicsGlobals.Instance.VesselRangesDefault.orbit.pack : 350m PhysicsGlobals.Instance.VesselRangesDefault.orbit.unpack : 200m Does anyone know why the pack/unpack distances are so drastically small for orbit compared to the load/unload distances? I think I might understand the need for it with vessels landed on the ground, because as the active vessel moves away from a landed vessel, the ground terrain mesh might become more coarse, invoking Kraken-riffic intersections between vessel and the re-positioned ground polygons. But the pack/unpack distances are *also* very small for ships drifting in orbit, where presumably it's not so bad, and I assume even with single-precision floats you still don't get the Kraken at a mere 350 meters away. Is there a really good reason for the value to be that small, and am I inviting disaster if I set it higher? I'm not talking about setting it super high - just making it closer to the load/unload distances so people can presume "if I can see the vessel on screen and it's not just a single dot, that means the vessel is fully functional."
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