linuxgurugamer / KCT

Kerbal Construction Time - An addon for Kerbal Space Program
GNU General Public License v3.0
11 stars 15 forks source link

Feature request: Repair and build according to saves #71

Open Artemonim opened 4 years ago

Artemonim commented 4 years ago

I would like to be able to repair vessels that were partially broken during landing. I would also like to be able to click the "Rebuild this vessel as in this saved ship " button. It seems to me that it will be enough to allow open\merge saved vessel, but perhaps it just seems to me.

linuxgurugamer commented 4 years ago

What happens if, the original craft has been changed? You are looking for a "repair" option, there are a number of mods which do that. For now, I'll ping @siimav to see if he has any suggestoins

siimav commented 4 years ago

KCT edit or reuse in general is a mess. For a workaround I would suggest opening up the vessel in edit mode, clearing input locks from the F12 cheat menu (required for making the load button active again) and loading up the same vessel from your saved craft files. I heard that there's another person working on improving the KCT edit feature so we'll have to wait and see how that goes...

Artemonim commented 4 years ago

You are looking for a "repair" option, there are a number of mods which do that.

I landed on a rocket with landing legs. The landing legs were destroyed during landing. I'm recovering the rocket in VAB. The rocket is ready to roll out to the launch pad and is located in the KCT menu. My question is: how do I restore the vessel (return its legs) automatically, and not manually via the editor and not to scrap the vessel completely?

I assume that you disabled the ability to view and to merge saved ships in the editor for some technical reasons, however, it would be very convenient to:

  1. Open the editor via the vessel's contextual menu from the KCT list.
  2. Completely wipe it.
  3. Open the saved vessel.
  4. KCT will process what happened and understand what details were changed.

And in the same way, you can add a launch vehicle to an already built spacecraft, or vice versa, a payload module to the launch vehicle, if the launch vehicle is returnable. But now you need to completely disassemble everything into parts, send them to ScrapYard and then reassemble them, which is a bit unrealistic.

P.S. While I was writing this, @siimav has already described how to do it 😃 . However, I would like to just use KCT, and not resort to using the cheat menu.

DarthPointer commented 4 years ago

KCT edit or reuse in general is a mess. For a workaround I would suggest opening up the vessel in edit mode, clearing input locks from the F12 cheat menu (required for making the load button active again) and loading up the same vessel from your saved craft files. I heard that there's another person working on improving the KCT edit feature so we'll have to wait and see how that goes...

If you are speaking about me, then I have just found out how to build KCT on my own xD I have no plans to add a sort of "restore" button as it will make my current plans even more messy...

@Artemonim, do you really need this feature? You can edit the vessel and add the parts it lacks. Is there anything that makes it difficult/useless?

Artemonim commented 4 years ago

Is there anything that makes it difficult/useless?

First, I may forget to attach some small but important detail, or even not notice its lack. Second, it's easier to click a couple of buttons than manually add a bunch of details. This is a feature that will make KCT more convenient. Instead of "restore" button, you can remove the merge restriction from the editor. (if I chose one of them, it would be preferable to allow merging)