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Procedural fuel tanks, adaptors, struts, wings, etc


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Instead of having dozens of pre-defined parts, why not have certain redundant objects like fuel tanks and adapters use a single configurable object?

So instead of several types of inline fuel tanks, it could work like so:

Pick fuel tank.

A dialog pops up.

Choose diameter (small, medium, large, custom(?) )

Choose length or desired fuel capacity (either a list of presets, a slider, or allow numerical input)

Then choose a skin for the part to get a desired look.

Would this be clunky? Do you prefer to just choose something from the list? What if this was more of a final tier tech that accompanies your other parts, for use in such situations where you want a specific part type?

This could conceivably help with part counts, and of course the stats of the object would all depend on your desired parameters.

What do you guys think? Would you rather stick with working with the part limitations as a challenge, or do you like the idea of having tanks and other structural parts have tweakable dimensions?

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Yeah, I open a discussion about the same thing here:

http://forum.kerbalspaceprogram.com/threads/51390-Procedural-Parts-(The-best-way-to-improve-the-game-experience-)

Many before me also mention similar suggestions.

Also with tanks you would we capable of choose "fuel type".

All this changes will improve the game performance (loading time and frame rate).

Also it will extend the amount of parts with many other benefics.

Is the way to escape to the count part problem, when we are in the position that we can not add more parts without decrease the game performance or the amount of time that you are looking at in the menu part selector.

Why squad does not make any comments about this.. still eludes me.

If squad show some time of attention to this, it will be easy to organize a procedural mod project with many modders involve (guided by squad members) to start remplace the main parts like tanks for procedural, so squad in the mid time can focus in other game problems.

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Keeping part counts to a minimum is a good thing because it improves frame rate, and makes it less likely for hiccups in the physics to ruin your day.

Procedural/scalable parts would seem to be possible because that's more or less what the clamps are with their adjustable height.

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