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node coverup, invisible-non-existant part


KerbMav

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I think there's a couple of mods, rocket parts with complicated assembly, that already supply such a part, so it must be useful for certain things.  I doubt it's enough in itself to make a mod from though, as it could be achieved using an existing part and a MM cfg for a cfg and texture change

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Just now, KerbMav said:

@SpannerMonkey(smce) @Alshain

I am not even sure if it had any real value (performance?) for the game.

It mainly was a thought to get ExLaunchPad to build the vessel in a certain orientation, leaving it only one open node to do so.

HI, i get that it can be useful , back when i last used ELP there was only one pad and one node so it wasn't an issue, I'm a it puzzled as to why the ELP would have more than one spawn node, it would seem to make for a very annoying experience, how does it know which node is up? As that seem like the only valid one to use.

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38 minutes ago, SpannerMonkey(smce) said:

HI, i get that it can be useful , back when i last used ELP there was only one pad and one node so it wasn't an issue, I'm a it puzzled as to why the ELP would have more than one spawn node, it would seem to make for a very annoying experience, how does it know which node is up? As that seem like the only valid one to use.

I found no way to define a spawn node.
My first attempt (using SimpleConstruction btw) put the craft docked to the docking port I was building from, but meters away, and I guess oriented like in the VAB relative to the port. Second attempt was a small capsule with engine, got build directly from the port connected to the engine, so ideal case really.
Somehow I expected to be able to set a docking port/decoupler in the VAB to be the node that connects to the building port.

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