Parachute repack by engineer
Jimbodiah opened this issue ยท 2 comments
Thanks for helping me stay organized :)
Will take a look at this for a near-future release. Cannot guarantee it'll be done for the -next- release, but will be done soon.
Requirements:
- Config field to determine if the chutes on a part can be repacked.
- Use game-settings to determine if engineer is required (sandbox vs career/tech)
- Can repack from inside vessel, or requires engineer to be on EVA?
Code:
- On chute repack -- how to reset model / recreate the jettisoned meshes?
- On jettison, clone the meshes, disable original; jettison the clones.
- On repack, simply re-enable the originals.
- New button for 'repack', only active when chutes are cut.
- Needs to be linked into initialization code for initial state.
- Needs to be linked into state-changes to determine when to activate/deactivate the button.
Would-be-nice:
- Rework module to use separate modules for each set of drogues and mains. Would greatly simplify the module, needing to only store data for that specific setup.
- Would require some interconnects between parts with multiple parachute modules?
- Is it actually a problem if someone wants to deploy both drogues and mains at the same time?
- How important is it to have replica-like functioning for parts with drogue/main chute deploy sequences? - at least somewhat important, would be nice to still ensure that the Apollo/Orion setups function as intended regarding cap jettison.
- Would be a craft-breaking change
- Parts would need to be reworked with separate module configs.
- Existing parts would lose their persistent state regarding chute deployment/etc.
- Would require some interconnects between parts with multiple parachute modules?