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This repository has been archived by the owner on Oct 26, 2020. It is now read-only.
Or at least when it's "On the Pad". Might be able to load the ship with Contract Configurator's Spawn Vessel code. Not 100% sure how to keep things synced if the player manually switches to the craft and launches it or if they completely destroy it. Just check if there is still a Vessel landed at the launchpad and assume that's correct? What about if they roll back? Do we try to convert the Vessel to a ShipConstruct and hope that code doesn't fail? Could just store it as a Vessel instead?
Also an issue of how to handle multiple launchpads and what to do about Kerbal Constructs and RSS.
The text was updated successfully, but these errors were encountered:
Or at least when it's "On the Pad". Might be able to load the ship with Contract Configurator's Spawn Vessel code. Not 100% sure how to keep things synced if the player manually switches to the craft and launches it or if they completely destroy it. Just check if there is still a Vessel landed at the launchpad and assume that's correct? What about if they roll back? Do we try to convert the Vessel to a ShipConstruct and hope that code doesn't fail? Could just store it as a Vessel instead?
Also an issue of how to handle multiple launchpads and what to do about Kerbal Constructs and RSS.
The text was updated successfully, but these errors were encountered: