I was putting a fresh coat of paint on my utility SV after a round of upgrades. Imagine my surprise when her landing gear doors were "dirty" before she even left the showroom floor: "Out damn'd spot! out, I say!" Arg, you Eleon guys are cruel! I'm already OCD and this isn't helping! I'm yanking your chain, of course...this doesn't even rank as a minor issue. However, it did make me realize that being able to apply "dirty areas" like this as a texture might make for some interesting creativity, and so I thought it appropriate to mention in this thread. Accordingly, my addition to the wish list is to remove the built-in "dirt" on the landing gear door blocks and allow players to apply that dirt to other blocks at will. Any consideration appreciated!
Yes, Ramps like those of the large Cargo Planes today. Closing at 45° up and opening to the ground to 20° down. In Terms of sizes... just more, many, many more
... and tougher. It is frustrating to have the ramp destroyed by enemy troopers so quickly. You kind of have to ignore the ramps and continue to use armored blocks, instead of the extendable ramps.
You can do it with circuits I make doors like that all the time. Automatic doors with sensors with manual override. Try using Xor And to an Or gate that should do the trick. hmm or was that an Xor nand.. well it's more than doable.
Here how.... Sensor ---------> :::::::::::::::::::::: Xor ------------> Switch ---------> ::::::::::::::::::::::::::::::::::::::::::::::: Or -------------- Door Sensor ---------> :::::::::::::::::::::: And ------------> Switch ---------> Change And for nand to invert the signal Hope this helps
Thanks. I get what your saying here... I think. That 2 different switches or inputs can be unused on a door alongside automatic inputs. But if I flip a switch it has a continuous ON signal. Won't this keep the door open until that is flipped back? How can I change the input ON status of the first switch (inside the ship) from a second input (outside a ship) and visa-versa? Sorry if I've not understood your explanation.
you need to send a pulse for the se delay time and set it to toggle .. this is where a button will be very useful but for now you need to toggle the switch up then down. Delay signal circuit Switch ------------------------------ Or -------> Circuit ::::::::: Delay-------> 1 - Xor------> Try this it'll make a pulse with a delay time to turn back off.
Right, I get what you are saying now. The switch sends a input through a signal-circuit which in turn toggles the door/ramp. The only caveat being that when you flick a switch ON you need to switch it OFF again before the circuit can be triggered again. I haven't done logic gates since college and even then I wasn't great with them. Basically this is why a button would be useful but thanks for explaining it for me
passenger seat to match the style of the new open cockpit. I hardly use the new cockpit, because I like symmetry.. so I end up using the old to match the passenger seat(s) also.. new cockpit is only 90kg and old one 250kg.. by the looks there is not much that makes up for that big weight different (and they even have the same hitpoints?!)
I saw someone recommend somewhere a weapon rack of sorts. I'd like to see a single device, both large and small block sizes that would allow for small arms to be stacked inside it for all BA and Vessel types. Ideally it would have predefined slots and would hold something like 8 pistols, 6 rifles and 6 shotguns or something like that. Another could hold larger weapons like gatling guns, rockets, plasma rifles, etc. Food for thought below.
I would love to be able to place some of the in game (planet terrain) trees as deco on a base. Even if there was a rule that they have to sit on grow plots. Purely as a decoration - not returning wood or anything. In a similar manner, some deco grass would be useful as well!
might be a bit late for that, but may i suggest to design shields like cargo container? meaning especially size and modular construction. like 1x1 shield controller and 1x1 shield extension? this would be ultra flexible and every scenario creator/modder could realize an interesting balance with very simple tools wich wouldnt even need much attention during the following updates, cause its based on basic game features. next thing i really hope for is an projectile setting 'bypass shields' at least for 2 projects i'm working on. well and since i already asked... how about torpedos for exactly that projectile option? beyond that i hope for better performance for multiplayer. sp works fine for me, but mp is so far away from the great potential of this game. maybe by connecting some areas of a structure (like wall made of multiple blocks) to a single block, if that even works on this system... helpfull would at least be to be able to turn of surface reflections. (remembering back the times when even a hand full of size class 30 structures worked well in pvp)
Like to see this for window shapes. Image building a window domed moon base. A very sci-fi image to me.
please make ramps airtight! They often get used as doors! having a floating force field in the middle of your ship is just not very nice looking. In the example screenshot I've shown an ugly work around.. I've chosen the suffocation option eventually.
Only if its an option. Because airtight ramps will thus come with glowy forcefields like all the shutters now have (that you cannot get rid of). And having a 'ramp' protruding out the side of your vehicle, while retracted, with a blue forcefield in its place .... would look terrible.
The ramps can already be made airtight by editing the Config.ecf Just change this IsOxygenTight: false, display: true to IsOxygenTight: true, display: true In the following config blocks: Spoiler Code: { Block Id: 819, Name: RampTemplate Group: cpgRamp Material: hullarmored BlockColor: "110,110,110" IsAccessible: true, type: bool IsLockable: true IsOxygenTight: false, display: true Category: Devices EnergyIn: 1, type: int, display: true, formatter: Watt Mass: 200, type: float, display: true, formatter: Kilogram } Code: { Block Id: 1031, Name: RampBlocks Material: hullarmored Info: bkiBlockGroup, display: true Volume: 80, type: float, display: true, formatter: Liter Mass: 250, type: float, display: true, formatter: Kilogram BlockColor: "110,110,110" StackSize: 25 IsAccessible: false, type: bool IsOxygenTight: false, display: true Category: Devices HitPoints: 100, type: int, display: false } Code: { Block Id: 1692, Name: RampLargeBlocks Material: hullarmored Info: bkiBlockGroup, display: true BlockColor: "110,110,110" StackSize: 25 IsAccessible: false, type: bool IsOxygenTight: false, display: true Category: Devices TemplateRoot: RampLargeBlocks HitPoints: 250, type: int, display: true Volume: 500, type: float, display: true, formatter: Liter Mass: 250, type: float, display: true, formatter: Kilogram UnlockCost: 10, display: true UnlockLevel: 7, display: true TechTreeNames: "Base,Capital Vessel" } Code: { Block Id: 1693, Name: RampSmallBlocks Material: hullarmored Info: bkiBlockGroup, display: true BlockColor: "110,110,110" StackSize: 25 IsAccessible: false, type: bool IsOxygenTight: false, display: true Category: Devices TemplateRoot: RampSmallBlocks HitPoints: 100, type: int, display: true Volume: 30, type: float, display: true, formatter: Liter Mass: 60, type: float, display: true, formatter: Kilogram UnlockCost: 10, display: true UnlockLevel: 7, display: true TechTreeNames: "Small Vessel,Hover Vessel" }