Hello, I am dying to have air lock systems. Waiting for this, i made an air-lock system for my small vessels. I have standardised this on all my CV and SV. Here it is : The rear of this SV is equiped with two landing gears and it will snap on the air lock. If you plan to put it on the side of the SV, it will work. I tested it with the Eagle below and it's because this example show a wall near CV air lock. Here is an example of it with a SV locked on the side of a CV : The pictures speak from themselve isn't it ? Hope that we will have an air lock and pressurize systems soon. It is really missing to assure a game play a little bit realistic. Byebye !
I actually really support this idea, hopefully they can make it so; if your ship is capable (i.e no openings), you can take your helmet off and still be able to breath whilst in space, or a planet with no oxygen.
Simpler yet, just have a new item (shield), if shield is in place you have an internal atmospshere. Then you don't have to worry about the ship being 100% sealed, shield goes down, you lose the atmosphere. Patwar, that is so kewl what you did.
It's a tough choice for air on ships. The devs could simply keep the current 'tank' system and make air refilling more automatic, or they could make it area-of-effect device-based like the gravity generator, or they could make volumetric air inside spaces, or something else. Pros and cons for each possibility
Yes, a system to make discussions, a agree. But i think, the best way is to do this like in Space Engineers. And the Structural Integrity of Empyrion is the way to do this.
+1 Air lock merge CV to BA docking joint. With spring absorbing impact jizzy bling bling sparks and all, would look very sick. Will tell the devs !
Doesn't SE physics engine start choking to death if you make it process anything bigger than a bread box?
There are ways to do it without trying to be too realistic. I am leaning toward the FTL-style room idea. Calculated rooms and air contents per room.
FTL is 2D AFAIK, so there is an order of magnitude less complexity in their "room" calculations than would be necessary for and 3D representation of volumetric space. Even so, what if someone builds a ship with 100 rooms, or even 1000 thousand? (Don't say that's not possible, or that no one would.) Every time that ship takes damage, a potentially complex and time consuming calculation has to be solved.
Not necessarily. Ships can be divided into smaller zones like decks or sections logically for processing. The subdivision can even be simple like every 10 rooms or something and thus it would be automatic. So if super larger ship takes damage the entire ship isn't part of the damage calculation. Just the zone where the damage is occurring. Even if multiple zones are damaged at once the game still doesn't have to deal with a 1000 rooms. Its like on star trek, "we've got a hull breach on deck 5." Not, "we have a hull breach in ensign smith's bathroom." You can even follow through the logic with bulk head designs (this forces the player to make his own sub divisions to deal with air loss and what its consequences might be, at the moment they are minimal) so that if there is a breach that room is automatically removed from the calculation section or deck as far as the air calculation is concerned but air can then be restored logically to the rest of the effected (but now not effected) section if a bulkhead can close off the busted area.
You can simplify these things. Rooms can be defined as the walls that make up the room. So then you have a list to check to see if a room has been compromised after a block has been removed. We could just assume that a compromised room leaks to space. Not ideal, but it's an option.
I began to write a book but i suppressed all of it. Just to say it : I think developpers already have their ideas to have a correct pressurization system not too much complicated. Just wait and see...