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Debris (on land and in orbit)


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I\'m really lousy at this game and either always crashing or getting overly excited and jettison my rockets instead of trying to start them or slow them down. There\'s all sorts of junk just floating around out there and I\'d like it make it go away. It makes me very sad to always look way out there and see one of my green men floating off into the infinite darkness and there\'s nothing I can do to help him. (someone else probably could, but not me - I\'m a moron and would only kill more Kerbals).

Anyway - I have managed to put two crafts in flight around the moon. I want to keep those. Everything else - I want it to evaporate. Poof - gone. Is it possible to do so?

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For stuff that still has a crew, use the observatory to go to those flights, then 'end flight'. This deletes anything associated with the command pod. I think it does not delete anything called 'debris'.

For the 'debris' floating around after a flight, go in the settings and change the 'max persistent debris' setting to 25 then apply. You can always change it back if you want to rebuild Kerbin\'s rings.

Going forward, if your ship crashes in such a way that stuff is still floating around, do 'restart flight', even if you don\'t want a do-over. This has the effect of rewinding time so that the debris never happened.

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In your persistent.sfs file in \KSP\Saves\default\

There should be a bit that\'ll look something like this:


name = LM1 Debris
sit = ORBITING
landed = False
landedAt =
splashed = False
met = 25.5199994295835
lct = 747.657894978483
root = 0
lat = 0
lon = 0
alt = 0
hgt = -1
nrm = 0.2346817,-0.8339807,-0.4994005
rot = -0.4874776,-0.2444381,0.5007009,0.6722457
CoM = -0.0004030367,-2.702126,-0.001496201
stg = 0
prst = False
ORBIT {
SMA = 686522.644843065
ECC = 0.056790084827483
INC = 0.62585617064119
LPE = 136.294885195864
LAN = 231.440224230999
MNA = 1.99312675605197
EPH = 773.097894409855
REF = 1
OBJ = 1
}
PART {
name = stackDecoupler
uid = 4294864034
parent = 0
position = 0,0,0
rotation = 0,0,0,1
istg = 2
dstg = 3
sqor = 2
sidx = 3
attm = 0
srfN = None, -1
attN = bottom, 1
attN = None, -1
mass = 0.8
temp = 161.3903
expt = 0.5
state = 2
connected = False
attached = False
}
PART {
name = fuelTank
uid = 4294863960
parent = 0
position = 3.56165764969774E-05,-1.06625986099243,-0.000182117641088553
rotation = 0.0001399906,-8.734037E-05,-5.284387E-06,1
istg = 2
dstg = 4
sqor = 2
sidx = 7
attm = 0
srfN = None, -1
attN = top, 0
attN = bottom, 2
mass = 0.3
temp = 160.8601
expt = 0.1
state = 2
connected = False
attached = True
fuel = -0.1683977, FLOAT
}
PART {
name = fuelTank
uid = 4294863936
parent = 1
position = -0.000303431006614119,-2.5819890499115,-0.0010031407000497
rotation = 0.0003026263,-0.0001738835,-0.0001152071,1
istg = 2
dstg = 4
sqor = 2
sidx = 8
attm = 0
srfN = None, -1
attN = top, 1
attN = bottom, 3
mass = 0.3
temp = 160.3447
expt = 0.1
state = 2
connected = False
attached = True
fuel = -0.2991953, FLOAT
}
PART {
name = liquidEngine
uid = 4294863912
parent = 2
position = -0.000705582671798766,-4.04639148712158,-0.00243949703872204
rotation = 0.00044756,-0.0001764518,-0.0001538282,1
istg = 2
dstg = 4
sqor = 2
sidx = 9
attm = 0
srfN = None, -1
attN = top, 2
attN = None, -1
mass = 2
temp = 159.703
expt = 0.5
state = 2
connected = False
attached = True
}
}
VESSEL {

Remove the vessel you are interested in removing, and you\'re good to go.

Make sure you\'re not ingame when you do this.

Note: If the name is not '____ debris', it\'s an active ship. Also, keep a lookout for the 'name = mk1pod' bit. That\'ll clue you in that it\'s an active ship.

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Better mention that you shouldn\'t edit your persistence file with wordpad or microsoft word, as it has a tendency to break the file, back up first!

Notepad is supposed to work but you\'ll know if it has gone wrong as the file won\'t load at all afterwards.

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Alternatively, you could just use the [ and ] keys to cycle through all of the things you\'ve put in space - crewed craft or drifting debris - until you find the one you want deleted, and then hit ESC and \'End Flight\'.

Edit : should state that you can only do this when you are focused on a craft that is already in orbit or landed.

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It took me almost four minutes of solid searching to find out what that \'hotlinking disabled\' .gif was, but yeah, that\'s about right. And it even works in the map view! It\'s saved a lot of tiny green virtual lives, that has.

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Very cool! Thank you - this is a big help.

On a different note, have you ever thought about how if the theory about multiple universes is true, then there could very well be a universe somewhere / sometime when those little green guys (Kerbins?) are real and flying in real spaceships exactly like the ones we\'ve put together, but they are the ones playing a game of controlling us typing on our keyboards? And in at least one instance, that little girl from the Exorcist is riding on the back of the rocket with her head spinning around really fast while vomiting pea soup?

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It took me almost four minutes of solid searching to find out what that \'hotlinking disabled\' .gif was, but yeah, that\'s about right. And it even works in the map view! It\'s saved a lot of tiny green virtual lives, that has.

Fix\'d, stupid sites being clever.

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And in at least one instance, that little girl from the Exorcist is riding on the back of the rocket with her head spinning around really fast while vomiting pea soup?

That is an interesting concept, but it would be very un-aerodynamic. It would also make the craft very unstable, unless you symmetrically mounted another little girl from the Exorcist on the other side, to balance it out.

Kerbins?

Kerbals :)

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That is an interesting concept, but it would be very un-aerodynamic. It would also make the craft very unstable, unless you symmetrically mounted another little girl from the Exorcist on the other side, to balance it out.

Kerbals :)

Could you not mount these exorcist girls on turntables and make use of the thrust from the projectile vomit?

Mod makers take note :)

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