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Activating Deactivating stack nodes ?


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Hi

I'm new to modding for ksp and as any noob i started with parts for a station ring i would like to have, the ring will have stack node every 15 degree around it and that makes it really dense when it comes to nodes, i was wondering if there is a way to enable/disable some of the nodes by a toggle in the right clicking the part menu?

thanks for help

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I am not new to coding for unity but ksp api documentation is almost not existing. I emailed the support group for this feature, in reality, for them, it should be much easier than what people think, after all, for nodes they are keeping them in sort of list and then check each of them for seeing if the nodes should magnet to eachother. with little change in the way we define the nodes in config files now, it should be fairly simple for them to select what nodes to show and check and add toggle buttons, i was hoping that there was an easy way right now, but if it needs coding, well, i would do it if there was enough info on the ksp api :(

Here is what i sent them : if we change the config file's structure like this :

NODE

{

DEFAULT

{

stack_1 = x,y,z,upX,upY,upX,size

stack_2 = x,y,z,upX,upY,upX,size

}

blah

{

stack_3 = x,y,z,upX,upY,upX,size

stack_4 = x,y,z,upX,upY,upX,size

.

.

.

}

blah2

{

stack_a* = x,y,z,upX,upY,upX,size

stack_b* = x,y,z,upX,upY,upX,size

.

.

.

}

}

The DEFAULT group would be those nodes that will always be active, other than that the parser would create toggle buttons for each name we gave to the groups (here they are blah and blah2). after that, when they are checking the nodes in the back end, they can see if the flag for the group is true or not and only show and activate the nodes when the flag is true. As i said, for devs on the back end it should be fairly simple, but for mod community it should be as close as hacking the code for it :(

* : a and b are the numbers being continued from above list, or each group could have it's own index from scratch (0 base)

Edited by Jiraiyah
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