aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 29, 2016 4:06:17 GMT
Currently the workflow for self propelled ordnance is both very clunky and difficult to iterate upon.
Take my latest missile design, a flak missile playing on lessons learned from my solid KKVs.
First, under modules, I must make my warhead.
Then, I go to ships to design the missile itself.
A trip back to the module tab to make the launcher.
Finally, back to ships to put it on something.
And the slightest change to the warhead means I get to repeat ALL these steps. Frustrating when all I need to do is experiment with proximity fusing.
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Post by qswitched on Aug 29, 2016 4:13:18 GMT
It is a lot of steps to set up, however, if you are iterating on a single design, it shouldn't be an issue, no? Or are you mass producing multiple similar warheads?
Also, I usually find duplicating existing designs to be fastest when making new warhead/missile/launcher systems, you just duplicate what's there and tweak one value on each.
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Post by Easy on Jan 28, 2017 13:13:57 GMT
qswitched I request one little feature. I love editing and iterating modules that are on a ship I am editing. Could I have a way to duplicate and replace a module directly from that screen? The duplicate button could be on the module edit/view screen. I might have two similar missiles or drones but want their fuel tanks to differ by a few kg.
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Post by Easy on Jan 28, 2017 13:38:25 GMT
Alternately allow a save as duplicate option from the module edit screen to not overwrite the open module.
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Post by lieste on Jan 28, 2017 19:04:31 GMT
Ammunition creation from the ship/modify weapon (or a "new" item from within the 'attach ammunition' option).
It is a pain to duplicate a ship to install modified weaponry, then to discover that you need to still exit to modules only in order to duplicate an existing ammunition tank and link it to the new weapon.... and then to remember that you also need to update the secondary weapons, and wander back to repeat the process.
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Post by the_Demongod on Jan 31, 2017 23:50:58 GMT
I just think it would be ideal if we didn't have to go create a new standalone module for each vessel. Yeah it's nice to be able to save a good general purpose engine for my capships, but if I have 5 different types of drones and missiles of similar mass and fuel type, I end up with 5 different engines with the same exhaust velocity ±0.1 km/s, the same thrust ±200kN, and the same materials, all of which serve their purpose well but won't necessarily work on anything else. It's especially bad when I have a good engine that I use in a cluster of 3 for one vessel, but need to duplicate it just to slap a gimbal on it to use it singularly. Don't get me started about fuel tanks...
I'm basically saying I just wish the system was a little more conducive to purpose-built modules without creating absurd amounts of redundant clutter in the modules list. Maybe if there was an option to hide a given module from the list as long as it was used on a vessel? We could have a separate tab in the modules screen to reveal them on a ship by ship basis. It would reduce clutter tenfold (for me at least) and still allow modules to be built as standalone parts like they are currently.
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Post by teeth on Feb 1, 2017 0:02:10 GMT
There should be an option for attached fuel tanks to automatically adjust their mass to get a desired amount of delta V.
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Post by Enderminion on Feb 1, 2017 20:03:09 GMT
I just think it would be ideal if we didn't have to go create a new standalone module for each vessel. Yeah it's nice to be able to save a good general purpose engine for my capships, but if I have 5 different types of drones and missiles of similar mass and fuel type, I end up with 5 different engines with the same exhaust velocity ±0.1 km/s, the same thrust ±200kN, and the same materials, all of which serve their purpose well but won't necessarily work on anything else. It's especially bad when I have a good engine that I use in a cluster of 3 for one vessel, but need to duplicate it just to slap a gimbal on it to use it singularly. Don't get me started about fuel tanks... I'm basically saying I just wish the system was a little more conducive to purpose-built modules without creating absurd amounts of redundant clutter in the modules list. Maybe if there was an option to hide a given module from the list as long as it was used on a vessel? We could have a separate tab in the modules screen to reveal them on a ship by ship basis. It would reduce clutter tenfold (for me at least) and still allow modules to be built as standalone parts like they are currently. Why do you have 5 different engines, I have 2 missiles and three drones that use the same motor.
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Post by the_Demongod on Feb 2, 2017 5:46:35 GMT
Why do you have 5 different engines, I have 2 missiles and three drones that use the same motor. I have plenty of drones and missiles that use the same motor too, but it's not always worth it to sacrifice optimization for convenience so that only works sometimes. My comment applies more to things like spacers and fuel tanks and ammunition magazines but should be applied to everything else if it were to be implemented.
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