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ItsAPotato!

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  1. Last time I used KW, you plopped a fairing "base" down, which had several attachment nodes hovering in the air above it, and you constructed your fairing by attaching the walls to these nodes. By doing it that way, you don't have to do many calculations to determine how to "stitch" parts together in order to break them apart in halves or quarters. I don't expect squad to go that route (pre-determined attachment nodes which are tied to a base). I'm not saying it's impossible or even terribly hard to do, just that it's an extra thing that would need to be done to an already-very-large update. I'm 99% sure he specifically said they were not going to be procedural. And you are certainly correct about procedural fairings still having boundaries. I didn't mean to imply that they had no constraints at all on size and shape. Perhaps I should have worded better.
  2. To Update: I believe it was mentioned in the Squadcast last night that the fairings would NOT be procedural
  3. I can't speak to how this "grouping" functionality is coming along, but I can speak to why it is the way it is right now. If you watched the squadcast, max mentioned that they are NOT doing procedural fairings. Procedural fairings is how most mods handle fairings. Using procedural fairings, you can create a fairing of almost any shape or size based on your payload. This isn't strictly realistic as the limits placed on these fairing boundries usually far exceed those that are realistically possible IRL (not meaning to criticize those mods, I've used several of them. Doing fairings procedurally has other benefits). SO, since they aren't done procedurally, that means you must construct the fairing walls using fairing parts (with the same diameter options as fuel tanks, it seems). As such, these fairing walls will break apart like individual decouplers unless some kind of specific grouping code is written to piece them together into half or quarter sections (tougher than it sounds, given the range of ridiculous creations and uses players are capable of coming up with). I can't speak to the progress of that functionality, as this is the first I've heard of it, but at least this should shed some light on why it is the way it is (someone correct me if I'm wrong). Bonus: fairing-walls-as-parts allows some more emergent gameplay, allowing you to attach things to the walls (not sure why you would, but still) or use walls in ways they were not originally intended for, while keeping the idea of "fairings" reasonably grounded in reality. *deep breath* Note: Long time lurker, first time poster
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