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Rescaling the structural parts to 100.000 feet and a mod that extends the physics range?


Cloakedwand72

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Physics range likely isn't possible as you'd have to address krakensbane which is read only. You could likely do it another way, but with floating origin, you normally set a physics range.

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Also, this really should be in general add on affairs, for future reference.
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[quote name='Cloakedwand72']Can i just use procedural parts?Or part Wield?[/QUOTE]
I think there is a limit on that. The issue is also that there is a physics range which might screw up the game. Again as JebKerboom said, you will have EXTREME lag.
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[quote name='CliftonM']Physics range likely isn't possible...[/QUOTE]

I've seen many a mod to extend the physics range, BDArmory being one of them. However, BDA's author limits the loading of landed vessels to ~11km being beyond that the ground colliders get a bit lax. However you are right about Krakensbane because going 750m/s (or was it 850m/s?) and loading a landed vessel is a great means of making a land torpedo. AFAIK distant loading of vessels in orbit seems to be fine.
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[quote name='artwhaley']You may get more useful ideas from the cloud if you tell us a bit more about what you want to do with these giant parts? Attempting to hook Duna from Kerbin and tow it around to make transfers easier? :P[/QUOTE]

No i want to try to build a Kerbaled space elevator.Like what Arthur c Clark wrought about.
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There has been many a discussion on space elevators in KSP, but they have almost all concluded with the idea being impossible in KSP. The best I can say is that the only way this would be possible is if it only acted like a space elevator (allowing resupply and whatnot) but was merely a normal station in keo-stationary orbit with a special part or two. However the limits of KSP would prevent the cable from being a tangible object, and wouldn't really support the existence of an actual elevator either.
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