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Remove invalids from vessel switch list


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Is there a reason for switching into the vessel being a single stack separator? I have not seen that suggestion before yet, maybe I miss some configuration option or there is a second pair of keyboard actions?

In most cases players would only want to switch into a vessel that either houses at least one Kerbal (or is a Kerbal on EVA itself) or has a working drone core on-board. Switching to every single part laying around a ground base that is in construction is very annoying. Using a mod like "Vessel Switcher" makes picking individual Kerbals more easy, still its selection list is cluttered with uncontrollable parts as well.

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I also don't see why switching to an uncontrollable piece of debris could be useful. A used separator, for example, is entirely useless regardless of what you do. I suppose you could recover it, but equipping a craft with the means of recovering the separator is more expensive than the separator is worth. There is literally no point in being able to control such debris.

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2 hours ago, eloquentJane said:

I also don't see why switching to an uncontrollable piece of debris could be useful. A used separator, for example, is entirely useless regardless of what you do. I suppose you could recover it, but equipping a craft with the means of recovering the separator is more expensive than the separator is worth. There is literally no point in being able to control such debris.

Because the code does not determine if you are in space or landed before switching.  True it might not be useful in space, but a bit more so on the ground for recovery.  Also, some people (especially certain YouTubers with a penchant for breaking the game) like to see how many pieces got left behind.

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In stock, flags and/or deliberately dropped parts can serve a purpose for getting specific camera angles, or getting a ground view of a landing location. The purpose is then not to 'control' a craft but rather the camera. Please don't remove that feature (but I'm fine with 'hiding' it behind a second set of keys, and making the standard switch vessel key only go to controllable craft).

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10 hours ago, Martian Emigrant said:

Hi.

Welcome to the forum.

I don't think there 's a real reason. Except the parts could be useful for some user.

You could always go to the Tracking Center and destroy the Debris.

 

ME

Thank you :-)

Well, the situation in which it annoys me the most is base building.

Destroying what shall become the base is not an option. In that scenario the "debris" is produced by an engineer dismounting the parts and storing them on the ground before reassembly.

Edited by Fendrin
grammar
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2 minutes ago, Fendrin said:

Thank you :-)

Well, the situation in which it annoys me the most is base building.

Destroying what shall get the base is not an option. In that scenario the "debris" is produced by an engineer dismounting the parts and storing them on the ground before reassembly.

Well yeah, that actually. As well as flags, which may be useful as camera positions, but in a lot of situations you don't want to switch to inert objects like flags or debris. They have no way of interacting with the outside world, so what's the point? I can see the point in switching to 'debris' when it's a payload that is deliberately left in orbit so you can monitor the approach, but that's about it.

Flags are useful as targetable waypoint markers, and perhaps as camera locations but as nothing else. Having a separate set of keys that *does* allow switching to flags or debris would be great, with the default only being controllable vessels.

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