Comment on Crimson Fleet Captain ship
all-knight-party@kbin.cafe 1 year agoI assume whatever wizardry is going on with the auto placement of ladders and doors gets much more complicated if you were allowed to flip them, but I agree, it really sucks being pretty heavily led to make long ass ships because making them wide is not as natural or means using multiple smaller habs instead
FuglyDuck@lemmy.world 1 year ago
it’s just a path-finding algo. It takes the first solution it finds that doesn’t include loops. Which, if there’s more than one solution (lets say you stack 2x1’s on top of each other,) it’s going to be mostly random as to which solution it finds.
which is why I want a module that behaves a bit like the equipment plate. The equipment plate converts connection nodes that don’t normally accept weapons to a weapons mount, it doesn’t take up any space like other modules would. Such a module could be used to tell the game to slap in whatever kind of door or hatch goes on that connection; including the ability to specify an open passage or what kind of door.
Such a change would allow us to create pathing options that actually make sense to us as individuals rather than the veritable maze it takes to get through now.
all-knight-party@kbin.cafe 1 year ago
I'd really prefer being able to load into your ship interior during construction and marking ladder or door points that way, but having the ability to do it from the exterior view would be handy too. I'd assume the ability to move facilities within a hab would also be extremely useful so you didn't have to choose between losing a workbench or putting a door where you want it.
It's just difficult to imagine what it's like walking through your ship and just how far it feels to walk certain distances.