Jump to content

Give a warning when unconnected fuel lines and struts


Recommended Posts

Sometimes when you use x-times symmetry to connect fuel lines or struts not all of them connect correctly (because something is blocking the path), and there's no warning or anything. This doesn't happen with other parts: if one of the parts gets blocked then you can't do the connection.

Sometimes, the fuel lines are broken after placing other parts in the path and you may not realize until you already launched.

My suggestion is to give a warning when fuel lines and/or struts are not connected correctly so we can realize on time and correct the error.

Link to comment
Share on other sites

Defining correct connections depending on the case may be or may be not easy to realize for a program I guess. Another easier solution I'm thinking is being capable of seeing the fuel flow in the VAB (like highlighting the tanks a given engine drains fuel of for example)

Link to comment
Share on other sites

The problem is that the game thinks what it's doing is right, and it obviously doesn't understand what you want. How would that be implemented? What constitutes a correct connection?

It would be very easy.

All struts and fuel lines that are connected to the same part with both ends are badly connected (Btw it would also be nice to be able to remove all of these with one button).

Also for symmetry struts, if any strut point doesn't connect to the same symmetry group that you selected for the main strut.

Edited by maccollo
Link to comment
Share on other sites

The latter there is a lot harder to define. If a three-way-symmetry array of struts is connected to a single stack, that might break the logic all too easily. If you have a four-way symmetry group of struts attaching to four perfectly identical assemblies built off the different nodes of the HubMax, it would also break the logic, since the HubMax doesn't actually use symmetry at all, at this point in the game.

Link to comment
Share on other sites

Items can already receive a glow effect as seen in the action grouping screen. Selected items/groups glow blue.

Why not have a "Highlight fuel flow" button. When active, selecting a tank makes it the source, it then glows red. All tanks receiving fuel from that tank then glow green. This should make it very easy to spot a bad connection.

Link to comment
Share on other sites

That's a decent proposal, but I think it could be a bit more clear and intuitive. That'll quickly get messy on larger craft (see: Whackjob). I'm thinking have two modes -- one displays the fuel flow regardless of whether the tank is visible or not, and another display the fuel flow at the same depth as the tank it's showing (as in, if the tank is hidden behind something else, that segment of flow doesn't show either). Fuel flow should (in my opinion) be displayed as a line textured with arrows pointing in the direction of fuel flow. Selecting an engine should draw the lines along all available paths of fuel flow for that engine, but also conversely, selecting a fuel tank should indicate which engines will draw fuel from it. When an engine is selected, each fuel tank should be numbered in the order that they will be drained, first to last (thus those with the highest numbers will be drained last and will generally be close to the engine or directly connected).

In my mind, that would be the most intuitive way to do it.

Link to comment
Share on other sites

Why not have a "Highlight fuel flow" button.
Selecting an engine should draw the lines along all available paths of fuel flow for that engine, but also conversely, selecting a fuel tank should indicate which engines will draw fuel from it. When an engine is selected, each fuel tank should be numbered in the order that they will be drained, first to last (thus those with the highest numbers will be drained last and will generally be close to the engine or directly connected).
Tweakables could be used. You right click an engine and there's an option to highlight the fuel tanks that engine will use.

I like all these things. :)

Link to comment
Share on other sites

How about an actual fuel flow simulation. Have tanks almost transparent and then a 'play' button which shows the fuel emptying out of the tanks as they would in game. Maybe speeded up as there's no need for a real time playback.

I've no concept of how hard this would be to implement, and it would probably ony be able to simulate the bottom stage of the vehicle, but it could show movement of centre of mass over time and reveal any other issues. It would also be clearer than a static diagram with arrows or whatever as you would actually see the fuel draining.

This could be overkill for something as 'simple' as fuel flow, but no harm suggesting it! ;)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...