|
|
|
 |

January 25th, 2007, 05:37 PM
|
 |
First Lieutenant
|
|
Join Date: May 2003
Location: Gettysburg Sector
Posts: 785
Thanks: 7
Thanked 5 Times in 5 Posts
|
|
Re: What is the problem with SE5?
actually it is with a little forethought. Basically it would have to be modified so that when I drag an engine and it's not placed in an engine spot, it pops to a free engine spot automatically. Or if I grab 3 engines, support components like bridge, life support, etc, and some weapons and then a slab of armor, those would automatically drop into their required places.
As for populating components, perhaps a "fill to max" toggle on the design screen to load up components in multiples. there are a couple ways of resolving that issue. (double click & auto-placement comes to mind as the best solution)
|

January 25th, 2007, 05:55 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: What is the problem with SE5?
The point is that you CANT grab multiple copies of the same item using a drag and drop system.
And if you are going to have automatic placement of the items, then you should go with SE4's superior tap-to-add system.
You also seem to forget that there are no engine slots... there are only Inner Hull, Outer Hull and Armor.
Some mods have only one or two slot types, and some components can be placed in multiple slot types.
Fill to max dosen't have much use outside of stock engines... And it would get really confused over the requirements in GGmod.
----
You could do:
- Tap to add. (Auto placement)
- Drag and drop to shuffle components already added.
- Tap to remove (drag/drop with no movement)
If the placement were smart, say, placing the components in locations similar to the positions used in other designs, that might be decent.
__________________
Things you want:
|

January 25th, 2007, 05:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: What is the problem with SE5?
There are no "required places" though. Anything but armor can be placed in any slot.
The best solution for a slot layout is to keep what we have now, though maybe add a double click to auto add to a random slot... There are far more important, actually effectual things Aaron should be spending his time on than a drag and drop that at best equals what we have now.
|

January 25th, 2007, 06:00 PM
|
 |
First Lieutenant
|
|
Join Date: May 2003
Location: Gettysburg Sector
Posts: 785
Thanks: 7
Thanked 5 Times in 5 Posts
|
|
Re: What is the problem with SE5?
lol, I've been playing starfury a wee bit too much now I think (btw, let's hold an online poll to get Aaron to port that to the console!  )
As i said, people have made up their minds on this issue and so be it. Whatever.
|

January 25th, 2007, 06:13 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: What is the problem with SE5?
It should be easy enough for Aaron to add the functionality where double-clicking a component puts in the appropriate slot automatically - the AI scripts already contain functions that do that sort thing.
|

January 25th, 2007, 07:21 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What is the problem with SE5?
I suggested that a looooong while ago and he said it can't be done. No explanation. Go figure. 
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

January 25th, 2007, 08:06 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: What is the problem with SE5?
The UI part could almost certainly be done...
I imagine the problem would be in that the AI script dosen't deal with single components, but rather creates an entire design on its own.
Which is why the "place it as close as possible to where other existing designs have placed theirs"
IE, if all your designs to date have the engines in the bottom middle, then autoplace the engines in the bottom middle.
If you've got lots of ships with supply tanks symmetrical on the left and right sides, then doubleclicked supply tanks should go to the left or right (whichever has unused slots).
__________________
Things you want:
|

January 25th, 2007, 08:16 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: What is the problem with SE5?
The AI places each component individual in a slot when making the design. It is told if the component is placed on armor/inner/outer slots and if it should be spread from the bottom or not. Using the same logic, I don't see why Aaron couldn't duplicate it in game unless it can't read the component to see if it's a innie or an outie - which it is implicitly told in the design script. 
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|