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Non-vanishing parts


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Whenever a part explodes it dissappears and the rest of the ship is now disconnected of it, in as many pieces as that part was attached to. For example: before the radial decoupler bug was fixed, if the boosters hit, say, an orange tank and made it explode we got a flashing explosion and the ship separated into two (or more) parts. The engine is now disembodied and there's a gap between it and the rest of the rocket.

Where did all that mass go? Where are all the little orange bits of metal and fuel?

Or, should the engine still be attached to a different fuel tank, it would close the gap and press against the top, maybe even exploding more parts and making them vanish.

I'm not asking for procedural damage, like a scratch on the side after two ships bump into each other. I'm thinking of the same effect we get when solar panels enter the atmoshpere, all the bits and pieces fly scattering everywhere but don't actually have any physics for them. It's just a visual thing.

When a part explodes, it could be followed by bits of metal going in all directions that last a bit more than the explosion flash does. There needn't be a different effect for each kind of part, just a generic effect with a different magnitude based on part size

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But then blowtorch staging wouldn't work:

http://giant.gfycat.com/ConfusedVibrantAndalusianhorse.gif

(Not mine, please do not rep me for the work of others)

That's the first time I see that! That's a very interesting concept. I guess I thought of a similar thing, but never tried to make that. Although, aparently it wouldn't work anymore.

But really, what I'm proposing is just a visual effect, it wouldn't change the gameplay in the least.

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I just found that what you are talking about is already in-game by using time control mod to do slo-mo. Sadly i am not able to post pictures right now

I'll try it with the mod and check it out, but I suspect what you mean is part of the explosion effects, which have just a little amount of debris, but the effect is the same for every explosion

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