At least between weapons and other equipment, if not with subunits. This would allow more control than just "N upgrades of subtree S".
Right now it would enable at least better handling of thrusters and more elaborate ship equipment handling and wider variety of ship properties.
In the future it would allow things like handling of equipment hits depending on the place hit, better armor handling, things like antennae, placing thruster fires in proper places, up to having killed thrusters dim.
Unified slot system
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Unified slot system
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Re: Unified slot system
The whole upgrade system is data side Python to accommodate the various mods but it will need close attention in the near future as the current code was written pre version 2.5 of Python there are already several Python errors because of this just have a look at stdout/err most aren't fatal but it sure clutters the logs making bug stomping much harder ATM :twisted:So any Python hackers willing to take it on would be welcome IMHO.
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Re: Unified slot system
I was thinking of proposing that things like engines, weapons, sensors, etc., be tied directly to fully modeled sub-units on ships, and the sub-units could be destroyed separately.Turbo Beholder wrote: In the future it would allow things like handling of equipment hits depending on the place hit. . .
The only reason I haven't already brought this up though is because such heavy use of sub-units puts some limits on how artists can define smooth areas for how their models are shaded and lit in the game. Might stand out especially for the Aera with their highly integrated style of design.
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Re: Unified slot system
Yes, it's fairly obvious approach, as it would imitate sane weapon control system, allow to stick scripts to upgrades (subunit AI)... here was "replace autotracking mounts with autotracking subunits" proposal already. Problem is in engine: subunits are not handled well right now. Look at your ship with turrets, hit "SPEC", wince. And that's the least of all troubles.Deus Siddis wrote:I was thinking of proposing that things like engines, weapons, sensors, etc., be tied directly to fully modeled sub-units on ships, and the sub-units could be destroyed separately.
Subunits are placed to pre-defined spots. Big deal, now there are turrets, and later there will be antennae as well. Also, subunits' size and look are just as arbitrary as ships'. E.g.: Franklin's Pd with only barrels sticking out.Deus Siddis wrote: The only reason I haven't already brought this up though is because such heavy use of sub-units puts some limits on how artists can define smooth areas for how their models are shaded and lit in the game. Might stand out especially for the Aera with their highly integrated style of design.
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