04-05-2017, 07:35 AM
Thank you for the feedback! Those are some good points, particularly about hub/spoke volume not being counted in air mass and cost. We'll look into all of those suggestions, but I'm only going to respond to a few of them here:
Wow! That's a bug. Those are the construction 3D printers that are only supposed to appear for buildings, not for lamp posts. This appears to be an unexpected interaction between the shift-click feature (to place multiple of the same item) and the recently-added construction effect, which slipped right past our QA process. Thank you for pointing this out! (Bug filed here.)
Yes, that's what shift-click is for, and it worked fine until this recent bug. We'll get it fixed for 0.27 (if not earlier).
We spent quite a bit of time working on that for 0.26, and I'm pretty happy with it now. Basically if you drag a part in any direction "away" from another part, it detaches from that other part. But if you initially drag not away from the other part, then they stick together (and after you've started this conjoined drag, you can then move the group any way you like).
We're now able to disconnect parts or move them as a group without even thinking about it, all very efficiently... but I'd love to hear what you think after you've used it a bit more.
It can be, depending on how far you're zoomed in/out. We'll look into it.
As for the tapered spokes:
That's an interesting thought, but I'm not sure I'm buying it. The spokes are tension structures; cables would do the job just as well, except that we want them pressurized, radiation-shielded, and supporting things like elevators inside. And none of those things vary with distance from the hub.
But I'm going to think about it some more!
(04-05-2017, 04:12 AM)Permeable Ceiling Wrote: What are these pillars that are build for $100 when I shift-left-click place a lamp post? And why do they extend into infinity?
Wow! That's a bug. Those are the construction 3D printers that are only supposed to appear for buildings, not for lamp posts. This appears to be an unexpected interaction between the shift-click feature (to place multiple of the same item) and the recently-added construction effect, which slipped right past our QA process. Thank you for pointing this out! (Bug filed here.)
Quote:Well, It’d be nice to have a the ability to place multiple structures in a row, like lamp posts, without always going through the menu for every iteration.
Yes, that's what shift-click is for, and it worked fine until this recent bug. We'll get it fixed for 0.27 (if not earlier).
Quote:Is there a way to detach connected modules from each other? If so, it’s not communicated well. Ah, I found out. Still, not that well communicated. And a bit… arbitrary when a module is disconnected and when the whole structure is moved.
We spent quite a bit of time working on that for 0.26, and I'm pretty happy with it now. Basically if you drag a part in any direction "away" from another part, it detaches from that other part. But if you initially drag not away from the other part, then they stick together (and after you've started this conjoined drag, you can then move the group any way you like).
We're now able to disconnect parts or move them as a group without even thinking about it, all very efficiently... but I'd love to hear what you think after you've used it a bit more.
Quote:Moving the camera position by right-clicking while holding the Option key is hella slow. It’s far easier to move the whole station.
It can be, depending on how far you're zoomed in/out. We'll look into it.
As for the tapered spokes:
Quote:(1) Due to stress of centrifugal force on spoke. Spokes have mass. The longer the spoke, the more mass is pulling the closer to the hub. To have equal stress per cross sectional area, you have to widen the spokes as you get closer to the hub.
That's an interesting thought, but I'm not sure I'm buying it. The spokes are tension structures; cables would do the job just as well, except that we want them pressurized, radiation-shielded, and supporting things like elevators inside. And none of those things vary with distance from the hub.
But I'm going to think about it some more!
Joe Strout
Lead Developer, High Frontier