Block sizes, some controls, and a proposition for air vents in the future
Hello!
I have things I want to talk about, ideas to share, and well, naturally, this is the place to do so!
First, the gyro. I believe we should get a 1.5m or 2m variant, for ships that need good gyro strength but aren't quite large enough to fit the 2.5m gyro. One example is my first SE2 ship - A decent shuttle with good thrust and maneuverability, but to achieve that with two 1.5m and one 2.5m cargo containers at high load, I need a lot of gyros - I don't have the exact number right now, but I estimate 8-12 0.5m gyros. That ship is too small for me to reasonably fit a 2.5m gyro without significant redesign - As such, a 1.5m (or 2m) gyro size would probably be sufficiently scaled for that vessel.
I would very much like a smaller Reactor, like we have in SE1 - perhaps a 0.5m variant that burns very little uranium, has very small internal storage, and generates low power. I feel small ion/atmo scout ships intended to go very long distances and return would benefit from this, as well as fighters and drones.
On the topic of reactors, unless I missed it, there should be something to tell the player that the small reactor uses normal uranium for fuel, whereas the large variant requires enriched uranium, made in a refinery.
The way that the toolbar "next/prev item" keybind and the scrollwheel is coded means that it is impossible to change controls to match SE1, wherein scrollwheel cycles between block variants (and in SE2's case, sizes). If you try to, well, scrolling up OR down will swap variants in ONE direction only. Please change this, I want my SE1 control scheme...:(
As I said in a prior post, it's currently impossible to add blocks to a block group. I hate this. It's very annoying to have to ungroup, then select everything again, then group. And why can we add GPS signals to a group in the GPS menu? The inconsistency is insane.
I brought this up before as well, but changing modes from FILL, EMPTY and AUTO should be able to exist in a single keybind, like in SE1 - where, if you set a toolbar action to "Toggle Stockpile", for example, pressing that when the tank is on AUTO sets it to Stockpile, and vice versa. This is a minor gripe though - using an event controller to handle battery/tank modes when docked/undocked makes this whole point moot.
Now, for air vents, I did some thinking. In SE1, I had an issue with them - We only get oxygen tanks in one size, and that size doesn't have very large capacity. Often, I'd be unable to depressurize a room because all of my o2 tanks were full, and the o2/h2 gens would fill them soon after adding new ones anyways. So, when making an automatic depressurization sequence, I have to include an extra timer, set to roughly 2x the time it takes that room to depressurize, that will open the doors regardless of pressurization if depressurization fails.
Instead, I propose that air vents get their own oxygen storage, but a storage that is not filled by tanks. Essentially, when an air vent is set to depressurize, it stores oxygen inside its own internal tank, and if that fills, the rest goes to tanks on the grid. When pressurizing, the air vent then uses that stored oxygen first.
The base idea is to give air vents a buffer, such that they should be capable of depressurizing regardless of if the grid's oxygen tanks are full or not. If that all makes sense.
I'd also like to ask that air vents get a small port instead of a large port for conveyoring, to make that piping more easily compact, and also because, even if conveyor restrictions are planned, I can safely assume that gas will be allowed to travel through any port size.
By the way, why isn't the Half Slope Inverted block in any block groups, but still exists? I can see how it's easily replaced by the unified grid system being how it is, but in that case, why do we still have it? lmao
I like this feedback
Replies have been locked on this page!