Dunbaratu Posted August 3, 2016 Share Posted August 3, 2016 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." Link to comment Share on other sites More sharing options...
nathan1 Posted August 24, 2016 Share Posted August 24, 2016 This is a bit of a late reply, but I'm pretty sure BDArmory increases those values. I've made my own mini-mod that increases them to about 3km and I haven't noticed any problems with it. Link to comment Share on other sites More sharing options...
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