Hoses

Roxstar shared this feedback 20 days ago
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It would be awesome if we could connect connectors with hoses that acts like conveyors.


Hose creation

A spline path could be used where you press a button on a connector which becomes a source, then you can select a destination (optional with a range) connector of the same size and the game calculates a spine path between them and spawns a hose texture over it.


Hose removal

Pressing the connector button on either connector or the already disconnect button in the control panel menu, the pipe gets disconnected again.


Optional: Spawning and despawning visual

It would be great if instant of plopping the hose into existence, having the pipe "grow"out of the connector and retract towards the source on despawning.


Optional: Physics

Secondly it would be great if the hose could have some physics enabled to enhance the more organic feeling which is the whole point of these hoses. Also if the despawn time is a bit extended after the disconnection, the hose could fall down in gravity before it retracts.


Reason:

While we can archive connection and disconnecting connectors together with rotor's, hinges and pistons. It does require pretty perfect alignment. It also makes the build very blocky and static looking. With the hoses you don't need perfect alignment and it makes the builds a bit more organic.

Replies (6)

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this fits really well with what im imagining things will be like when we get liquid water next year.


drop hose down from ship connector, slurp up some water into a tank, get our h2/o2 generator to do its thing. this would also give us another solid use for parachute canvas. along with sails, and maybe filters.


https://support.keenswh.com/spaceengineers2/pc/topic/55891-liquid-water-and-its-effects-on-the-hydrogen-system-and-resource-balance

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I like this proposal.


For simplicity, it can have no physics, appear instantly upon connection and disappear instantly when disconnected.

Constraints are distance and angle (no more than 180 deg, for example).

At this point, all mechanical blocks can have non-conveyed versions, because you can still pass items through flexible hoses.


The same hose effect might be used to create an airtight bridge between 2 grids. Ideally, you could form a bigger ring around whatever bridge/door/corridor design, and it would connect to another ring of the same size on the other grid. You can leave the ship "floating" nearby or connect with an item-transferring connector on the side. You can also make a series of separate stations/habitats all connected with hoses between them. Make long docking arms/corridors, or even make them retractable/extendable. The list of possibilities goes on and on. Even connecting 2 ships temporary in mid space or to invenstigate an abandoned ship.


Now, once we (I hope) can take off our suits, and wearing a suit all the time might come with disadvantages, using airtight passages between grids will make even more sense.

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For simplicity, it can have no physics, appear instantly upon connection and disappear instantly when disconnected.

That's why I put that part in optional. It would be awesome to see the fuel lines disconnect and fall down but it's not required in my eyes.


And I would specifically allow connectors to connect via a hose and not just any conveyor port, for simplicity. Some blocks have multiple conveyer ports which makes the coding a lot harder.


While I love a way to walk from one (sub-)grid to another, give my my habitation rings, I don't think that is easily done with a spline path. I think the physics required to calculate the air and walking inside the spline is kinda impossible in a grid based game. I Think walk able airtight hinges and rotors are a better solution but that's another request ^.^

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I like flexible hose around grid as it would allow making very customizable internal walkways and airlocks.

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That would allow something I failed to do in SE1 at some point: Build two grids, one level(the main base) and one tilted (a sort of marble run for rocks). Then connect the two.

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This would add so much depth to the game, and particularly useful in connecting areas of a base together - it should be straightforward to treat a cable/hose connection in a similar way to a connector block that only allows specific items to pass through (or none).

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creeloper27 had an interesting additional mechanic to add to this, though i think the control of it would be a bit wonky.


https://support.keenswh.com/spaceengineers2/pc/topic/54550-speed-and-vector-matching-between-ships#comment-117275


basically multiple grids/ships connected by tether and using station jump travel simultaneously.... i think using a faction group system and ready checks and the lead ship making the "engage" decision would be more fitting.

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I believe that hoses could/should be an extension of the “winch – rope/cable/tether – hook/connector – anchor/anchor point” system.

My idea:

- There is a rope/cable/tether—it is an inventory item that creates a temporary connection between the winch and an anchor point or two anchor points. The rope does not have a fixed length, only a maximum possible length and a “current length.” The rope can be shortened by the winch or lengthened by an external force. A rope has a finite maximum length (50–100 meters), a finite tensile strength, and a finite capacity to transmit tensile force. It should also have some elasticity; it is not a rigid rod. A rope stretched between a winch and an anchor point cannot transmit energy.

- A cable is identical to a rope as an object. A cable stretched between two anchor points can transmit electrical energy. The end of a rope or cable is a connection point (similar to the active face of a connector or merge block)

- A hose is an inventory item; it is a special type of rope/cable and requires special anchor points. A hose cannot transmit tensile force (it has low or zero tensile strength). The hose can transport fluids—gases and liquids—similar to a conveyor. A hose can transmit electricity.

- There is a winch with a rope that attaches to a compatible block. The winch can generate a pulling force (pulling only, not pushing) on the rope or cable. Depending on its size, it contains one or more ropes (increased rope length, increased pulling force, or increased rope strength). The winch exists as an inventory item or is created via the “backpack building” process from parts—an electric motor, rope, battery, and construction material. A larger winch requires more parts.

- There is a pump with a hose. This is a special type of winch designed for use with a hose.

- An anchor point is a small object, functionally similar to a connector or merge block. It is placed on a suitable structural block. It is used to attach a rope or cable. It can transmit tensile force and electrical energy.

A rope or cable can be connected to anchor points, as well as to regular connectors or merge blocks. (to the active face—this occupies the connector or merge block and prevents it from being used for other connections)

A hose can be connected to a special anchor point, which must be attached to a tank, storage unit, or conveyor. It can also be connected to a connector. The hose can also be connected directly to a connector.


It is possible to create a connection element for a rope/cable consisting of two anchor points, two connectors, two merge blocks, or a combination of these elements.

It is possible to create a connector for a hose consisting of two special anchor points, two connectors, or a combination of components.


Another option: A rope, tether, or hose could also be a special “tool.” With a single “attack,” the character attaches one end of the ‘tool’ to an anchor point or winch and, by moving through space, stretches the rope to a second anchor point, which they also attach with a second “attack.” This consumes the “tool” and removes it from the inventory. With a reasonably low production cost and a simple manufacturing process, a rope, tether, or hose can be a single-use “consumable.”


Another possibility: a rope or hose is represented by two anchors connected by a flexible element of finite length. However, this requires a “magnetic hand” function—the ability to grasp and manipulate objects in the game world


Translated with DeepL.com (free version)

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