Darinth Posted May 15, 2018 Share Posted May 15, 2018 Exotic Solutions features a part capable of launching other parts into the air and continuing to apply forces to them at distance such that they can achieve sub-orbital hops. The problem is that as soon as something hits 25km, it gets deleted. I'm going to guess that this is the result of the standard deletion of anything on rails that leaves the physics bubble. Does anybody know if it's possible (and if so where I'd need to go in the API) to hook into the code and override the delete behavior to ignore crafts on their way up? Alternatives I'm aware of as potentials are to increase the physics range or decrease the atmosphere delete limited. Even a modest increase to the physics bubble of about 35km or a drop in the delete height to between 20-25km would let a craft be high enough up when it leaves the physics bubble to not be immediately auto-deleted. If I can manage it though, I'd prefer not to interfere with either of these mechanics. Link to comment Share on other sites More sharing options...
DMagic Posted May 15, 2018 Share Posted May 15, 2018 I don't know about changing the behavior of a vessel in the atmosphere outside of physics range. But you can selectively change the physics range distance for a given vessel. You need to change a vessel's VesselRanges field to something further away. There are different settings for each flight situation (landed, flying, suborbital, orbit...) and each situation has multiple values (load, unload, pack, unpack). You should be able to just take the Vessel.vesselRanges field and either change it or replace it with a new with different values. It would probably require some tinkering to figure out what the best values are for something like you are describing, I'm guessing you would need to change the values for the flying and suborbital situations so that the vessel doesn't get unloaded too soon. Link to comment Share on other sites More sharing options...
Darinth Posted May 16, 2018 Author Share Posted May 16, 2018 Ohh wow. I had no clue that KSP allowed for the changing of physics ranges on individual vessels. That changes a lot on what I can do and now that I've looked up the specific vessel ranges and physics configuration defaults some of the odd issues I was having make a lot more sense! Thank you. That should be just the tidbit I was needing to fix the rest of these issues. Link to comment Share on other sites More sharing options...
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