If it's here and readable, what is the reason to write it anywhere?
Good point , 15 / 0 ....
I try to respect the "logic" of VS , that's why i wanted to write his definition in the units.csv , for example .
But i could rewrite the way VS loads units , to make it read one .csv file in his folder instead of in units.csv
But that mean open and close a file each time a vessel is loaded ( i hope the actual initialisation keeps the units.csv opened while it loads all the vessel ...) .
It's a minor improvement while there are other things that don't work well - subunits, [weapon] effects and location/repair equipment system, just to name the most painfully obvious bottlenecks.
I agree .
If you could develop what is the problem and your idea to fix it , we could work on that with priority set to high .
If you want , take a
ticketin the evolved site , we could work on that now .
For the 3d bases , it's clear it is not my first objective .
Now that i have made a menuBuilder.py that helps to create menuPages , i want to improve it to manage efficiently " rooms " .By doing minor things , i'm learning how VS works , that allows major graphical improvement in the gui system,
and later a better use of the python code .
I'm working on the RPG side of vegastrike , and in VS evolved , you could choose your faction before start a new campain.
So it should be possible to choose a type of character and even tweak it ( outfits , skin color , race etc ... )
That is an RPG attribute i'd like to implement now .
An other thing i think about , is your old idea to use the gui rooms to serve while in simulation as ship interiors .
That is a clever idea that would add some visual pleasure ( or not ...

) to the gamers .
We could set autopilot on , and go to the cargo panel see them in 3d ( like the ship in the landing pad you know )
Or go to the electrical system panel , and play with buttons ...
Some long flight are so annoying , there must be something to do .