ezee wrote: If you could describe with more details your ideas
It was discussed a bit, but the point is, there are mount points and Upgrades categories that by virtue of appearing in Prohibited Upgrades count as de-facto slot types.
Further enhancement beyond explicitly allowed / explicitly prohibited would be better after overhaul of ship part system, if we'll need more than that earlier,
a few optional refinements can do.
Thus, right now we have a list of goods on the left and already categorized list of installed upgrades on the right... To replace the mount selection window, we'd need to have mounts as separate entries on the right list (to handle removal), then include empty ones and while focus is on the left list, use selection on the right, along with mount type validation (to buy).
The same mechanism can be used for goods in multiple holds, like on Llama and including "Hidden_Hold_Volume".
As to the baseinterface, it already has "simulate_while_docked" confvar, so theoretically a default (later, to be expanded into cockpit- and/or unit-dependent) baseinterface room plus bound key to access the ship's own "cockpit/bridge room" and back at any moment would do, then it's a matter of adding control elements on Python side.
This would also remove some clutter from the current controls - it's easier to choose a turret from pictograms than find the right one by cycling.
At this point, nav screen, cargo manifest, etc could be absorbed into this interface and called with one line -
Base.Comp (room_nav, 'navcomp', X,Y, W, H, 'Navigation', 'SystemMap JumpMap')
Or from any base at all, via either importing the part of PDA "rooms" and node-connecting, or shortcut.
Saving configuration may be tricky, but all we need is to have a
fixed subset of confvars written to separate XML file and made to override on game load; perhaps it could even be stored as an extra savefile (currently there's universe status text dump + CSV for each player ship).
Which is a good idea anyway, so we'd have:
- ruleset XML (server-side stuff) in data/mod root
- user controls (interface colors, joysticks if any, binding) in user dir.
- saved vars (cockpit dependent, perhaps extras like weapon groups) in savefile dir.
ezee wrote: ( to first check every point you will expose with code " how to " )
I would already have it written if had a
clear idea how.

Right now, it's in a gap between general concept and implementing specific details.