taniwha / Extraplanetary-Launchpads

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Expanded functionality #166

Open FluffyLogic opened 4 years ago

FluffyLogic commented 4 years ago

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 :

  1. Blueprint data storage module. Either as physical separate part added to vessel's structure (akin to B9 Infodrive) and/or as pure MODULE{} incorporated in part configuration. This module would also offer PAW option for player to manually update vessel blueprint in flight (if for whatever reason vessel has changed its structure).
  2. Transfer vessel blueprints either from VAB/SPH on Kerbin homeworld or from any other vessels using normal data transfers (that require time, antennas, network connection and EC)
  3. EL-specific scenarios that offer player retrieval/salvage missions and reward with custom craft designs or randomly spawned debris / disabled crafts. Could be added to kerbonaut rescue contracts as additional bonus,
  4. Create new vessel blueprints from parts removed as assemblies in EL recycling facility
  5. Transfer vessel blueprint to a specific part to be recovered later (either using above mentioned dedicated Blueprint Drive or by simply executing a PAW option to target part from part list popup). Could be also executed by a EVA Kerbal like transfer of raw science. [NEW:11/20/2020]
  6. Option to allow EVA Kerbal (with Blueprint mod) to repair damaged craft by replacing missing parts with ones from inventory. 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.

JadeOfMaar commented 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!

taniwha commented 4 years ago

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.

FluffyLogic commented 4 years ago

WAAIT ! HOLD UP ! Are you saying UI could be on a display monitor on exterior of some part and accessed by EVA Kerbal !?

taniwha commented 4 years ago

Sure, no reason it could not.

FluffyLogic commented 4 years ago

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.