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October 16th, 2006, 01:01 AM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: Maxium ship slots for SEV mods
So is 165 the hardcoded limit on number of slots? Oh that is per deck, so 165*3=495 total available slots...probably on a Dreadnought, or a Starbase...
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October 16th, 2006, 01:41 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Maxium ship slots for SEV mods
Its not so much hardcode, as the most you can tile on the screen without overlapping any.
If you want to allow overlap while still retaining enough room to be able to use the slots, you can increase that by a factor of almost 4x.
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Things you want:
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October 16th, 2006, 12:43 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Maxium ship slots for SEV mods
I'd think it would be a UI improvement in minimizing mouse clicks if this were used as a new agreed-upon standard so as to minimize the need to use middle and lower decks. Those that like to use middle and lower decks would not be inconvenienced any more than they are now. But for me personally, I like to see all the components on one screen.
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Slick.
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October 16th, 2006, 02:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Maxium ship slots for SEV mods
According to the posted patch history, there will be a way to specify a slot layout override file to override the slot layouts in ship hulls. The default setup for this can be made a screen full of slots, so you can get that easily now (well, after the patch is out).
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October 19th, 2006, 10:05 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Maxium ship slots for SEV mods
Does the slot name matter, or only the slot type? If I make a slot named "Engines" of type "Outer Hull", could I then restrict engine components to only be placeable in "Engine" slots?
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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