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Expanded functionality #166
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Complex gameplay items 2, 3 would actually be epic:
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Actually, I've been taking some care to make it so EL'smain UI elements aren't dependent on any windows and thus any particular canvas setup. This means the UI could be used on a world-space canvas such as one used to implement an IVA display. |
WAAIT ! HOLD UP ! Are you saying UI could be on a display monitor on exterior of some part and accessed by EVA Kerbal !? |
Sure, no reason it could not. |
Also, there could be contracts that require use of vessel built using a specific blueprint to execute a mission, an extension to @JadeOfMaar proposal for spy missions. Both as condition to use blueprint to fly craft to mission target or using a retrieved blueprint to fly a specific craft to finalize contract. |
One possible way to expand EL functionality is to add a new Blueprint mod that would serve a reference craft design to be used in EL.
Purpose of Blueprint mod is to store the original craft design in the craft file (and conversely later in persistence file as well) to enable tracking all changes of parts and resources of the vessel in question.
In case of EL, the Blueprint data would be used to both construct new vessels or repair/upgrade existing ones.
I haven't played KSP for a while now, but i heard that recycling in EL supports removing parts of target vessel. What i don't know is does it support storing removed parts in KSP stock or KIS inventory. The EL's recycling facility would call Blueprint's Store() method with new craft data to update design structure.
Problem is part removal that can have several solutions (these asre not the ONLY solutions ofcourse) :
Also, for more complex gameplay (optional ofcourse) these might be added to EL as well :
[NEW:11/20/2020]
This will enable player to perform in-flight repairs to craft. Repairs can be limited to Engineer class and only an Engineer Kerbal could collect data about current craft structure and update the Blueprint for that craft. Every time a Blueprint is modified, its GUID should change to reflect incompatibility with original Blueprint, until the updated data is sent to central Blueprint archive in KSC. Currently, KAS mod does allow altering crafts in flight, but AFAIK does not have precision required to exactly place parts to original craft design, making repairs a hit-and-miss. With Blueprint added, KAS could have the new mode that shows missing parts as hologram so player can attach a replacement on the exact position and orientation. Note in advance that TweakScale users will have problems with resized parts, i'm not sure KAS even supports it (player would have to place the part in editor, scale it, then drag it into KIS container making it available for later - IIRC this last operation isn't supported). Similar problems (even with standalone KIS) is with part variants and other in-editor modifiable parts.
Additional:
Outside the scope of EL (but might coexist / complementing it) is a IVA MFD display that can show current vessel configuration similar to Kronal Vessel Viewer. Useful for IVA playthroughs where player can be informed about destroyed parts of vessel in flight (and maybe take alternate course of action to recover vessel rather than just doing the abort sequence).
Also, all part targeting could be done either by using Kronal Vessel Viewer style OR by using custom part highlighting system from Configurable Containers mod by Allista.
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