Control mothership from docked ship, hide some docked entities

    Joined
    Mar 31, 2015
    Messages
    281
    Reaction score
    95
    • Purchased!
    • Legacy Citizen 5
    Control mothership from docked ship


    The idea behind this is to have a docked cockpit that you can then undock and use as a shuttle for landing on planets... or potentially use as an escape pod. The idea about how this would work is that you would have to connect the mothership core to the secondary core the same way like you would have to link wireless logic blocks. However, only only one core can be linked this way.

    When the secondary core is docked, it will take over the role of the mothership core, the hotbar will switch to the same one as the mothership, and all systems on the docked ship will be inaccessible when in flight from the hotbar. This means, to undock the docked ship after attached to the mothership, you will have to use logic to trigger the undocking.

    Hide some docked entities by default

    Some docked entities on a ship or station only exist to be moved around by rails via logic. These objects are treated the same as docked ships in the entity lists and HUD currently, but they should be handled differently because nobody really needs to directly interact with these objects. So, I recommend that, if an entity only consists of hull, decorative, or logic blocks, and a rail docker, then it should be hidden from the HUD, and can't be "switched to" from another ship core (nothing is more annoying than accidentally undocking your elevator or door inside a seamless shaft). This will clean up the HUD when designing ships/stations with moving decorative or functional parts (like elevators).
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,167
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    I like the idea of a docked cockpit. That would also allow a ship to dock onto a "warp booster" that has FTL chambers and use it for FTL voyages without having to switch cockpits and fly from the booster itself.

    Some docked entities on a ship or station only exist to be moved around by rails via logic. These objects are treated the same as docked ships in the entity lists and HUD currently, but they should be handled differently because nobody really needs to directly interact with these objects. So, I recommend that, if an entity only consists of hull, decorative, or logic blocks, and a rail docker, then it should be hidden from the HUD, and can't be "switched to" from another ship core (nothing is more annoying than accidentally undocking your elevator or door inside a seamless shaft). This will clean up the HUD when designing ships/stations with moving decorative or functional parts (like elevators).
    Yeah, if we could build doors that don't have cores on them that'd be great. No core, it's not a ship or turret, so it doesn't need to show up on the HUD.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    Turrets are docked to turret-dockers and not to normal rails (why not distinguish by that?)
     
    Joined
    Mar 31, 2015
    Messages
    281
    Reaction score
    95
    • Purchased!
    • Legacy Citizen 5
    Turrets are docked to turret-dockers and not to normal rails (why not distinguish by that?)
    Because docked ships would show up with all other docked entities (hence the thruster/weapon check). Ideally we could just use a rail docker as a dumb core, but this would work within the existing game mechanics.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    Because docked ships would show up with all other docked entities (hence the thruster/weapon check). Ideally we could just use a rail docker as a dumb core, but this would work within the existing game mechanics.
    We could check reactors
     

    Skwidz

    turtleStew
    Joined
    Jun 14, 2017
    Messages
    273
    Reaction score
    148
    Maybe ships can have a transponder that is only active when the ship has a reactor?
     
    Joined
    Oct 8, 2014
    Messages
    138
    Reaction score
    220
    • Community Content - Bronze 2
    • Purchased!
    • Legacy Citizen 9
    This would be all fun and possible (and much more) if they just integrated thrusters and logic.

    Yeah, if we could build doors that don't have cores on them that'd be great. No core, it's not a ship or turret, so it doesn't need to show up on the HUD.
    I think the best thing we can do now is use radar jammers. And yes, it does make sense only on big ships.
     
    Last edited:
    Joined
    Jan 31, 2015
    Messages
    1,696
    Reaction score
    1,199
    • Thinking Positive
    • Likeable
    as reactor chamber

    or is it broken (something else that's broken)?
    Yeah... that's not something you can add to a door. Not reasonably. I thought the point was keeping doors off the NavComp. I might have mistaken.