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Post by docfizzix on Nov 6, 2016 20:51:24 GMT
- Don't require remote controls for fusing of projectile payloads. This kills my nuke cannon designs. - Adaptable remote controls that I can make thinner or fatter. - Ability to make concave and convex-shaped radiation shields so I can make better EFP designs. - Gun struts for the love of God. - Gun vs armor test in component designer. - Better handling of KKV payloads (e.g. only track them if they have a remote control) - Better way to share designs. - Fuel cells so I don't have to spend absurd amounts of money on a 100 watt RTG. - Drones that, if they have a warhead and run out of ammo, switch to Controlled Homing - Minimum fuel size of 10 grams for the RTGs. - Turrets that use azimuth/elevation instead of reaction wheels, as reaction wheels are invariably at least 50% of the cost and mass of any turret. - Armor with visual thickness.
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Post by teeth on Nov 6, 2016 21:10:01 GMT
Along with more accurate selections of quantities, I assume some limits will be removed so we can make smaller RTGs with the next update. No idea when it will drop, but I assume it's soon since qswitched has been talking about it quite a bit.
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Post by coaxjack on Nov 6, 2016 21:45:51 GMT
The ability to modify RC units would be real nice for making really small drones and missiles. I don't really know how this would constrain the actual computer that goes into the unit, but I assume something the size of an SD card could feasibly control a drone or missile even now, let alone 200 years from now
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Post by someusername6 on Nov 6, 2016 22:29:31 GMT
I suspect most of the mass and come goes into "remote" (long range comm, sensors), not "control" (digital circuits, processors).
I do not know enough about electric engineering, but neither did I know about lasers. Being able to exactly model the subcomponents would be great for micro missiles / drones / payloads.
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Post by zuthal on Nov 10, 2016 17:15:16 GMT
I would like to be able to attach muzzle brakes to conventional cannons.
This is because the reaction force from the expanding combustion gases makes up a significant fraction of the recoil, and a muzzle brake would serve to significantly reduce it (and thus the beam deflection stress).
In addition, I would like, for all guns, for both the recoil impulse (in kN*s) and the average recoil force while firing at the maximum fire rate to be displayed.
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Post by teeth on Nov 10, 2016 23:52:34 GMT
In addition to showing recoil, we need something that shows accuracy in degrees of dispersion.
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Post by dragonkid11 on Nov 12, 2016 2:08:16 GMT
Okay, I found another suggestion that I REALLY want to be implemented.
Make it so that we can save armor composition for future use.
So instead having to change the armor composition for all my drone to be laser proof for TWO HOURS, I just need to do it in twenty minutes with this.
Also, it seems like that everytime the gun fire, the ship will use 100% of thrust to negate the recoil when it's WAY too much for it.
The ship should use way less thrust than that to save on fuel.
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Post by Durandal on Nov 12, 2016 4:10:14 GMT
Don't know of its been posted before, but it would be a nice feature if when you disabled a module, say, a a group of 150 GW lasers, it automatically retracted any and all radiators linked to that system.
*edit*
To clarify, that would be when you manually disable a subsystem rather than when a subsystem is destroyed.
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Post by dragonkid11 on Nov 12, 2016 5:23:07 GMT
Maybe choose the orientation in which the payload of your launcher will come out in.
Because sometimes you just want the payload to launch in reverse or horizontally.
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Post by tessfield on Nov 12, 2016 15:38:25 GMT
Hi all, first post here! Been lurking for a while and haven't seen these suggestions around, though sorry if I missed anything. Cluster Modules. The ability to put a large amount of small modules within a larger container, where they are not individually simulated, but their output is combined/averaged out. This would allow easier and more performant (FPS/CPU-wise) scaling with e.g. Fission Reactors. Add inefficiency or weight increase as needed. Bonus is that it would make some economic sense to be able to mass-produce small redundant systems (e.g. 100MW reactors) and cluster (100 of) them together than custom-make a 10GW reactor for a single ship. (Or, you know, 200.000 tiny 5KW reactors ). Solid Rocket Fuel. Smallest possible missiles/one-use drones, with a more or less decent ISP. Bonus being that they'd be cheap and easy to mass produce compared to other, more complex ones. EDIT: Two more suggestions User-shareable Per-select-box Material Bookmarking User-shareable Per-select-box Custom Material Ordering Perhaps an in-game spreadsheet popup instead of a select box would work better as well, or, at the very least, having the values all appear on fixed locations. This would make comparing materials much easier. I'd also personally prefer to have all value labels visible with their value set to '---' or similar when not available as well, to make sure everything is on the same place as you switch materials (since some have certain extra or unavailable properties).
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Post by tessfield on Nov 12, 2016 17:41:29 GMT
Non-global modules. The ability to install e.g. a radiator on a ship, and quickly modify it's length/width, only for that module, on that ship. This would make the user interface much cleaner, where you can have "base" modules (what we have right now), and if you need only slight modifications that aren't going to be used anywhere else, you can just go ahead and change things in the Ship Designer. Change default user-designed section to "Ungrouped", and add standard and expandable/customizable groups for modules. Example: - Radiators
- High Temperature/High Performance Radiators (For those nuclear reactors or launchers with a very high output temperature)
- Low Temperature/Cheap Radiators (Aluminum or similar cheap material)
- RFEP (For those radiators that aren't really radiators, a user-created group)
[/ul] A pre-rendered miniature that showed a side view in a single color of a module would help in visually searching for a specific module (e.g. by quickly letting you know if a radiator is long or wide, both, and how many panels it has. Or by showing you the layout of a Fission Reactor, since all of them have their own layout.) Add visual scale indicators/percentages next to the module names, such that if you're designing a missile, or a drone, you can tell which modules are 500% your current volume/weight, and probably something you don't want to use. Basically, comparison between your current ship and each module, where 100% is the current volume of your ship. Probably color code these, making anything above 100% gold, above 250% orange, above 500% red? Anything 5-100% current color, then below 5% gold, and 1% orange? A sense of scale when selecting modules help, numbers are useful, but take a while to actually transmit the information you're seeking (since you need to picture the radii and compare mentally vs a quick color/visual search or a percentage). Miniature, color, and percent are probably too much and would make the interface too cluttered. On the other hand, I wouldn't mind the clutterness, more information is always good
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Post by tessfield on Nov 12, 2016 18:16:42 GMT
Carpet Bombing Launching. The ability to shoot a constant stream of missiles/drones towards a fleet, with the missiles/drones aiming and correcting course on their own. This would be extremely useful when you're trying to send groups of 5 nukes every minute, as a human can only do so much, and the game grinds down to a halt very quickly if you need to click 'intercept' for every group of missiles several times before you get to the enemy fleet just because they're evading. The idea of getting on a higher orbit than the enemy and simply start sending missiles at them until they die makes a lot of sense, and is certainly doable as is, although the system currently favors launching a large amount of missiles/drones at once (if only to avoid having to aim 20 groups of 5 missiles [100 total] vs 5 groups of 20 missiles [100 total]).
Alternatively, the ability to choose how to spawn in your ships/missiles/drones, such that you can send a group of 100 missiles, but have them spawn in at an arbitrary rate/distance. Again, this can be done manually with the current system, by intercepting at a slow speed, setting their orders to none, then change them to homing in groups/one by one. And again, this slows down the game down.
If we were to get to an intercept with 100 missiles, then be able to spawn in 10 missiles each time we click a 'spawn' or such button, we'd be able to easily bombard an enemy from afar, with a single intercept of hundreds of missiles, without slowing down the computer to a halt, given that even if your fleet was composed of a million missiles, only a few at a time would be rendered. Currently very large swarms are unfeasible due to lag, and this wouldn't fix that issue if you wanted all missiles to hit at once, but if you wanted them to be more of a stream... Specially useful to use 'streams' of missiles given the current targeting system (nobody wants to see fifty nuclear missiles all aim and detonate at the same target. Well, unless it's the only target. Or you're feeling particularly blood thirsty).
An order to "keep X distance from the enemy/target", useful for drones or ships with enough DeltaV and acceleration to slow down the intercept velocity, and remain in the perfect range against the enemy. Or even for missiles, if they are to surround the target before attacking from all directions (although this would be more feasible if the missiles were to use DeltaV before spawn to start in a given location, covering a target in a sphere well beyond the target's weapons can hit them, then spawn in the tactical view and watch the enemy become swiss cheese.)
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Post by tessfield on Nov 12, 2016 19:52:20 GMT
What about a "Delete All Unused Designs" button?
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Post by teeth on Nov 12, 2016 20:37:03 GMT
Also, lets get the ability to have ammo and propellant lighter than 1 gram, barrel thickness below 1mm, length down to 1 cm, and energy input all the way down to a single watt. Additionally, radiators smaller than 10x10 cm and the ability to remove the battery from our remote control to reduce its weight but takes energy from reactors/RTGs, perfect for super small drones but not so much for missiles. I'm not stopping until my drones can fit in the palm of a hand and cost less than a candy bar.
EDIT:Also, minimum RTG fuel size down to just a few milligrams. Polonium-210 has plenty of energy density to produce a single watt at those sizes. I'd put 2 watts just as a buffer for the decay, and that can be gotten with only 14.2 at 100% efficiency, realistically it'd be about 30-60 milligrams on a super efficient bismuth-selenium thermocouple.
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Post by tessfield on Nov 12, 2016 21:11:25 GMT
A "Ignore Warnings" checkbox to disable the ugly warning icon on modules where e.g. a slow turret turning speed is irrelevant.
Undo button / Ctrl+Z / Cmd+Z
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