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PadLock - Stop the LaunchPad/Runway from Exploding on Load (10/23/14)


magico13

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Are your rockets just so awesome that the launchpad can't even handle it? Can the runway not support your Single-Stage To Eeloo when it's packed with a full MKS base? Well, now it can!

PadLock is a simple plugin that enables Indestructible Facilities for one second after loading the vessel, then turns it back off. It's a very simple fix.

Download from KerbalStuff

Proof of function:

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License is GPL-3.0, source is on GitHub.

It came to my attention while writing this that Claw had already released a similar fix yesterday. Either way, I'm going to release this in case anyone wants to do anything more with it or can learn from it.

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Ahh Indeed. Someone pointed out this fix to me today. I chose offRails instead of OnRollout for a few reasons, but it looks like we took a similar approach. Good to see other people fixing little (or not so little) things like these. :D

Cheers,

~Claw

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Ahh Indeed. Someone pointed out this fix to me today. I chose offRails instead of OnRollout for a few reasons, but it looks like we took a similar approach. Good to see other people fixing little (or not so little) things like these. :D

Cheers,

~Claw

Yeah, I didn't see it on your thread until I was already done writing this fix, otherwise I probably wouldn't have. I did check your thread like, last Friday, because your fixes are immensely helpful but didn't see this in there yet! I can see why you chose offRails rather than OnRollout, though won't that cause it to activate every time a vessel is loaded into physics range? Though I doubt that will be an issue 99% of the time since it's for such a short time.

I wondered why no one had done this yet, since it's such a simple fix so I decided to do it. Guess you beat me to it! :D Hopefully Squad does something similar for 0.90 (and fixes all of the other bugs you've fixed. The decoupler one is driving me nuts! The Kerbal X doesn't even work in the Stock game because of it). Like I mentioned in the post, the only reason I even decided to release this after seeing yours was in case someone could learn something from it or wanted to do something more with it. If for whatever reason you decide you want me to remove the download, I will :)

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I can see why you chose offRails rather than OnRollout, though won't that cause it to activate every time a vessel is loaded into physics range? Though I doubt that will be an issue 99% of the time since it's for such a short time.

That's actually exactly why I chose it, because you still get a physics drop for something like quickloading.

I wondered why no one had done this yet, since it's such a simple fix so I decided to do it. Guess you beat me to it! :D Hopefully Squad does something similar for 0.90 (and fixes all of the other bugs you've fixed. The decoupler one is driving me nuts! The Kerbal X doesn't even work in the Stock game because of it).

I will keep my fingers crossed. :D

Like I mentioned in the post, the only reason I even decided to release this after seeing yours was in case someone could learn something from it or wanted to do something more with it. If for whatever reason you decide you want me to remove the download, I will :)

Goodness no. I would never ask someone to remove their add-on just because it's similar to something I did (unless someone blatantly stole mine, of course...). In fact, I've added a link to yours on my list. :D

If you have other suggestions that you think should be on my list, please let me know and I will look into adding them.

Cheers!

~Claw

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