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Spawning ship and


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I was thinking about mod using kethanes resource grid system, but with different scanning mechanim - studying surface samples in (possibly) remote lab to indicate resource presence or absence, instead of scanning specific grid segment from orbit/surface.

Since license prohibits me from modifing kethane and default scanner module wont be good for what i want, i was thinking about walkaround - spawning dummy ship with dummy scanner part over specific grid segment, when player analyses sample. And than, removing this ship of course.

Is this possible? Woudl this be performance heavy?

edit: actually this wont be probably necessary, since kethane provides appropriate API

Edited by kiwiak
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Disclaimer: I have not played with the Kethane API, so you can discard anything I say... BUT, if I was faced with this problem, what I would do is make a detector module (I think the Kethane API has interfaces/abstract classes for the detectors & extractors that you're supposed to implement/extend) and make it so the start detector event was only enabled if the vessel was landed (vessel.Landed). That way you at the very least have to be on the surface to scan, while technically you could be on a rover moving around that's probably not too big of a deal considering how big the land masses are.

You could also have a bit on either the OnUpdate or OnFixedUpdate method that turns off the scanner if the vessel.Landed ever turns false (turn off the scanner if the ship takes off again)

EDIT: Also, re-reading what you're asking... you could make use of the Science Experiment system to unlock the extractor, or possibly your own custom MonoBehavior to store global state if one of your detectors have successfully done some action on the planet's surface.

Edited by notfirestorm
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