Yes, I would hope so.With your suggestion, would power gen on rail docked entities also travel to the main ship?
Yes, I would hope so.With your suggestion, would power gen on rail docked entities also travel to the main ship?
I suspect we might need the HP system for this. How do you "kill" a core-less ship part? will they just float around after disconnected from a ship? Or perhaps they go into "over-heating" when they are disconnected or the rail docker is lost.After some playing around in the dev blog, i think we should be able to spawn in a entity solely by rail docker or be able to remove the ship core after placing down a rail blocker and so have a distinction between entities docked to the ship like turrets or ships and "dumb" entities like doors or elevators. Building would still be easy with build block. This could also provide some help when balancing shields etc...
You are probably right, but i guess it could be just the rail docker working as an alternate version of the ship core.I suspect we might need the HP system for this. How do you "kill" a core-less ship part? will they just float around after disconnected from a ship? Or perhaps they go into "over-heating" when they are disconnected or the rail docker is lost.
Do you have something against debris?I suspect we might need the HP system for this. How do you "kill" a core-less ship part? will they just float around after disconnected from a ship? Or perhaps they go into "over-heating" when they are disconnected or the rail docker is lost.
I love debris, I love jumping in over heating ships and letting them drift. It's just a performance concern if a ship overheats and leaves a lot of random crap floating around.Do you have something against debris?
Personally I'd like core-less non-station entities to over-heat.
But I also think that there should not be a single-point-of-failure at the docking point as it makes big-docked-parts less interesting.
ok I managed to put together a diagram of my argument. Its a pretty big picture hopefully you can all see. and again sry if im derailing (pun not intended) this thread.
Sven_The_Slayer I would definitely appreciate it if you could at least get the devs to look at this
I'm sorry, but you're wrong here. It's quite easy to create a universal dock for any ship. In fact, it's so easy, I don't understand why people haven't already figured it out. Check out my suggestion for docking on the suggestion forum.The problem with relying simply on the rails and their point to point docking is it will be impossible to make universal docks. Most docks will have to be specially built for specific ships and even ships in the same fleet by the same builder might not even be able to share docks properly depending on build style. Rails also have their own logic interface so docked ships cannot be automatically launched from rails.
At the very least this needs to happen:
Your suggestion is for a user created universal docking collar, which will not work in small fighters. I fully intend to be able to dock my larger ships airlock to airlock in space but this does not help me make a station which can dock a wide variety of ships including small fighters. Why do I need to have flat landing pads? I want to, my hanger bay was designed to land a dozen ships on it's flat deck, any additional docking structure would not be possible.I'm sorry, but you're wrong here. It's quite easy to create a universal dock for any ship. In fact, it's so easy, I don't understand why people haven't already figured it out. Check out my suggestion for docking on the suggestion forum.
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Why does any ship need to dock on a flat surface? It's space. Just have a walkway or ramp extend to any point on the ship that you want it to connect to. The old way of thinking about docking is about to be dead altogether.
Creating docking standards for factions or just your own shipyard is a great idea... it still doesn't fix not being able to dock certain ship types on flat ground.Perhaps we need faction-specific docking standards to encourage creativity? :D
Just make an universal-docking stick at your dock.Creating docking standards for factions or just your own shipyard is a great idea... it still doesn't fix not being able to dock certain ship types on flat ground.
What part of flat confuses people so much? Any structure required to dock a specific ship makes it no longer universal.Just make an universal-docking stick at your dock.
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Now we are just arguing semantics... I want the ability to land any ship on a given flat platform, be it a hanger or just a landing pad, regardless of the size and shape of the ship (based on location of the core for reference) as long as it fits based on collision without any fancy docking arms, docking collars, tubes, branches, cod pieces, whatever. Universal! If it fit's it docks, no questions asked.The term universal doesn't mean it works with absolutely everything. You have to design your ship with universal standards in mind. USB is a universal data plug, but that doesn't mean you can jam a VGA plug into it....
The "any structure required" part of your statement gave me an idea.Any structure required
A very interesting proposal indeed.The "any structure required" part of your statement gave me an idea.
To be a truly universal docking method, there should be no requirement on the entity being docked to to have any specific block anywhere. The docking ship is the entity that would need the blocks needed to connect the 2 entities together. Such as landing gear ( either fixed or retractable) to land/dock on any sufficiently flat surface.
Those ships that were never designed for or intended to 'land' only need a way to 'tie-off' to either a station or another ship, actual physical contact not really required, in which case the current ship's core docking works fairly well.
Why not just allow ships to latch onto other entities much like astronauts do when you press the space bar while looking a any nearby entity, but do away with the whole aligning snap motion. Target what you want to you want to 'tie-off' to, bring your ship close ( a few meters, or actual contact if landing) then press a specific keyboard key and your ship will maintain that set distance, facing and orientation no matter what movement the other entity makes. The other entity will of course have its movement capabilities affected by the extra mass of your ship. Either entity should be able to break the connection or disconnect by simply targeting or selecting that entity in the navigation listing then pressing the disconnect key.