Open FluffyLogic opened 4 years ago
Complex gameplay items 2, 3 would actually be epic:
You design a new ship at the KSC but your outpost needs to actually receive/download it to be able to spawn it, and until then, would be stuck with nothing on file or obsolete builds. Contract augmentation mods (I'm thinking @ severedsolo's Bureaucracy or a contract pack for Contract Configurator) could very possibly take advantage and spawn pre-made derelict craft with blueprints hidden inside. The blueprints could also "belong to rival space programs" so you could get that feeling of stealing Soviet tech for 'Murica!
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 :
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.