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"Lock" feature in space center


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The problem in asking for confirmation is that it's done way too often. People first learn to expect the confirmation dialog, because it's a part of the normal workflow, and then to ignore it, because it's almost always pointless and redundant. The user should only be asked for confirmation, if he/she is about to do something exceptional, which may have significant consequences.

Too many times I've had this conversation:

User: "I submitted my form, but now the system can't find it.

Me: "Ok, what happened?"

User: "Well, it popped up some error message, and I clicked ignore, and now my form isn't showing up."

Even when the object has been deleted, it should be possible to undo the deletion, if the player notices his/her mistake just a bit too late.

There is an undo. It's called quicksave/load.

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@Sirrobert - I've at least once deleted the wrong craft via clicking on a different craft, but (through user error) not having the click register. The (formerly selected) craft remains selected. Then I click delete, & confirm because I think I'm confirming for the craft I just clicked.

When this happens, it is of course the longest-running craft in my save-game that has trouble.

In fact, its happened to me just often enough that I make sure the first craft in my save is a *flag*, which I can manually edit to put back in if this mistake happens again.

So, I don't think a request for "locking" a specific craft is unreasonable -- certainly anybody in a RemoteTech game wants to make sure that they don't delete any of their key communications-network nodes!!

...

That said, I find Kerbal Alarm Clock's built-in "auto-save" feature to be sufficient, providing me multiple rolling save-game points, so that at most I go back a couple of minutes if I have an error. So, until "lock" is made "stock", my suggestion to the OP is "install Kerbal Alarm Clock".

So you were to lazy to double check before you deleted a ship, and that's somewhow the game's fault?

Holy damn, learn to accept that you screwed up for once. Learn not to do it again

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So you were to lazy to double check before you deleted a ship

I've accidentally deleted or reverted numerous flights due to sleep deprivation + muscle memory from the build-test-explode-revert development cycle.

[noparse][...][/noparse]That said, a little checkbox that makes a ship not deletable would be useful.

There used to be a plugin (for 0.18.x) that did this, but I don't know what happened to it.

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