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Bulldozing/terrain modifying.


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I would be nice to find a peak on Duna(or wherever) and bring down some equipment to give yourself a nice flat plateau for setting up bases. Or maybe plow yourself a nice flat runway. To make it not so overpowered, the equipment can be very heavy and consume lots of fuel/power. Alternative would be a large platform that unfolds itself and plants down adjustable legs to have a flat horizontal platform.

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I don't think the PQS system could handle that, it's mostly procedural as I understand it and heightmaps don't have the resolution for small, local areas. Sure, it could be done, but a localized, custom heightmap plus the PQS Controller to handle it might tax memory pretty heavily. If you bulldozed enough you'd also have to render it on the map screen as well.

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I can imagine that the same mechanism that is used to add KSC can also be used to do this. If it is solved this way, it should not even be hard to implement planetary constructions of buildings, which I would also like.

If not, it might be hard to implement and hence need a while.

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I can imagine that the same mechanism that is used to add KSC can also be used to do this.
Hrm... Yeah, the MapDecalTangent might do the trick but it's circular, IIRC, so you'd either have to use multiple or change the code to handle irregular shapes. I'm also not sure how it would handle small changes since it's a leveling system that will actually raise terrain as needed. Either way, there's a lot of work in it.
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Some things could be abstracted, or done as "AI" kerbals. Move the appropriate equipment, and so many 10s of tons of building materials to a location (say the Mun), and your kerbals drive the bulldozers around (like the trucks in the VAB) for a certain number of days, then you see a facility start to appear.

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Circular would work just fine as a nice platform for a base or landing/takeoff zone for rockets. I'm playing with KIS and ground anchors to try and make something workable, but it uses too many panels. Gonna make oversized panels and see...

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