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Using the claw a a means for basebuilding


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I have no clue what the architecture is for the claw, but could it be possible to use it to 'dock' to planetary bodies? Open it up, smack it against kerbin (or Tylo or Duna or the Mun), and the vessel locks in as a permanent base? Removes part calculations, turns it into a single body and doesn't run physics on it?

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I don't think we know for sure yet, but the signs point to the claw not being able to attach to bodies that are always on rails (i.e. all celestial bodies except for asteroids).

No, I get that. It's essentially a docking port with gimbal that doesn't need a mate.

I'm more asking if it would be possible to add that functionality to it.

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No, I get that. It's essentially a docking port with gimbal that doesn't need a mate.

I'm more asking if it would be possible to add that functionality to it.

I personally think its possible to add that function to it, but should it have that functionality?

Wouldn't it make more sense to make an anchor type claw that is used to attach to planet bodies, which I believe would be easier to make rather than a one size fits all claw.

Also what is the gameplay point of having this? Turning off physics means turning off gravity, you also can't make the whole ship one part without big engine changes. This is all for a base that can sit there and look cool already and stay attached because of gravity.

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Also what is the gameplay point of having this? Turning off physics means turning off gravity, you also can't make the whole ship one part without big engine changes. This is all for a base that can sit there and look cool already and stay attached because of gravity.

This would primarily allow us to build 100+ part science labs, refueling depots, or, yes, decoration (since there is very little gameplay in the game), without bringing our computer to a screeching halt as it runs movement calculations and interactions for a vessel that's not going to move.

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This would primarily allow us to build 100+ part science labs, refueling depots, or, yes, decoration (since there is very little gameplay in the game), without bringing our computer to a screeching halt as it runs movement calculations and interactions for a vessel that's not going to move.

That makes sense calculation wise. But it could also create some problems. Say you wanted to dock/attach a claw to it to extend the base. Wouldn't you have to calculate the physics of that object? What if you hit the object with a large craft or an asteroid (lulz)

Turning off calculations makes sense but it seems like its "no more physical interaction" can be somewhat touchy when it comes to coding it and implementing it. Especially since all "Ship Parts" react to physics the same.

The idea of making build able bases that don't rely on huge part counts and useless movement calculations is pretty cool. But im sure it is a difficult thing to implement for the Dev's and modders. Since it requires a "ship" to act differently than anything else in the game.

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I have no clue what the architecture is for the claw, but could it be possible to use it to 'dock' to planetary bodies? Open it up, smack it against kerbin (or Tylo or Duna or the Mun), and the vessel locks in as a permanent base? Removes part calculations, turns it into a single body and doesn't run physics on it?

The feature you request has nothing to do with the Claw part.

It could be implemented e.g. as an option available on any command pod/probe core of a landed vehicle. It would not, however, relieve your graphics card of any stress given by the complexity of your base and it would need to be "exploded" to its original full structure every time any other vessel has physical contact with it, including your landers, rovers, or Kerbals. Because without that it would not react realistically. And with that I'm not sure it's really worth the effort.

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They need to add something like this, i mean i already thought it worked this way from the start. This would be great for base building but their is that one problem with physics load and stuff. Maybe it should just freeze in place if the claw is form a certain distance from the planets surface (ie a few inches above). Then it would stay that way until the claw is unlocked. Physics wouldn't be completely off though. Damage could be done and you would need multiple claws to support the structures.

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Actually as soon as something becomes "landed" it should go physicsless and remain perfectly stationary relative to the ground. If something touches it or it moves (say with wheels or by lighting up an engine) it should then go back into having all physics calculated for it.

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