#Hello again. Update 3:
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This is exciting stuff. It'd be great to have a big 'ol space station with docking bays for little ships that come and go on their own
Thank you! And I agree, it will be very cool.
So if ships physically connect to a platform, how does that scale? Will there be multiple docks so ships can arrive at the same time? What if the number of docks is insufficient?
Currently there is no "auto" docking. The player gets presented with a highlight of the ship and can move it around to pick where the ship "docks"
As far as the future plans go, yes, I plan on adding auto docking points, and my current idea for handling that situation is to have the ship just sit in orbit and wait for a spot to be open. Similar to how a train would in a buffer station. And probably generate a warning so the player knows there are full stations.
Because the amount of docking point will depend on how many the player adds to there station. So if there is not enough, build more.
What do you mean with ships not interacting sith surfaces? That they cant land on planets?
And I dont see the "set schedules" part ๐ค I'm quite curious. I implemented scheduling for SE spaceships and the custom GUI was a massive amount of work
It's more like set a destination for now. What would be neat would be to be able to pick the features we want on a SpacePlatformHubPrototype. For instance, to disable the logistics part. That would allow us to NOT re-code an entire scheduling gui.
As for the not interacting with surface, from my understanding, a ship wouldn't be allowed to send / receive items from planets. They would only interact with (stationary) platforms.
And the platforms would send / receive items from planets.
Ah so when they said interacting with surfaces they meant "receiving/sending items to planets using rockets"?
Yeah that would be ideal. If you make a forum request I would +1 it. It don't like using bots for mass-produced items, but you're forced to manage at least manage it from the Landing Pad. If I could turn it off (even using a mod) that would be so cool
Currently, the API provides you with enough informations to understand what really is a space platform and how they are made. That's specifically where I stepped in to show Pig Style how things where tied together.
You can basically put whatever you want instead of the platform hub when you create a space platform. But if you do that.. you lose the GUI.
You still can interact with the logic (what OP does) because it's registered as a platform. But I took a look at your GUI in SE's code to see if you built it yourself or if you reused some kind of prototype from the trains and whatnot, and that honestly gave me chills. There is no way in hell I'm doing that from the ground up.
And ofc, stealing code from SE is out of the question.
Could not have done it without CodeGreen who created the initial mockup with styling, which is not too difficult. The difficult part is the plumbing between everything. Refreshing it as the ship moves, keeping the state consistent in multiplayer, making interaction with it barable. But yeah, SE has a strict licence about this type of stuff
if you make the ships platform surfaces when moving between planets then you can control them in runtime like a train. then the only real gui needed is a emulation of what is already on platforms. unless your wanting the whole hub interface, then just create a hub prototype.
if you would like i can send you the logic, and you con look/use whatever you want.
Thanks but that's not required, our GUI is done ๐ . The space platform GUI also won't work for SE ships because we need to specify specific clamps to fly to, and also have nice functionality like `Fly to any planet with the following clamp name which has open slots"
yep yep, all good. figured as much but thought i should offer ๐
out of curiosity, will SE still be using the SE ship style scheduling, or have you guys implemented some of the SA functions into it? looked over the SE scheduling one time, and whooo boy, that's a lot of stuff.
No for the time being gonna stick with the way we do currently. Not sure what Earendel's plans is for the way future though
Appreciate the offer ๐
Btw @true geode @junior cedar while this scheduler in SE is extremely cool, it fills a nice that existed before but no longer. Ships could be configured with circuit logic. It was a bit of a pain when conditions started getting complex. With the new combonators, programming se ships with combinators again would be a breeze. That being said, i'm not sure adding a circuit interface would demande less work than adding a gui for ๐ท Style mod
Fair, but the main benefit of the scheduler is not setting wait conditions (which new combinators make easier), but rather the scheduler part which easily allows having many ships servicing many clamps.
Doing that with circuits is very hard, even with the new combinators