ec429 / SPEngine

Yet another half-baked KSP mod.
MIT License
4 stars 8 forks source link

First iteration feedback #1

Closed Cristiksp closed 5 years ago

Cristiksp commented 5 years ago

Good idea to use already created engines, stick to it, at least for the moment.

Short term: UI side - have minimum and maximum possible values shown for thrust and ignitions

Test flight - separate data for every design will be nice, with maybe some 10-20% flight data taken from the maximum engine config in the same family and tech level

Long term: KSC integratation - A new design will take an amount of time until it's available depending on some variables (number of ignitions, tech level, burn time, maybe thrust) Visual - increase/decrease the engine depending on the thrust level, just an idea, definitely not essential

Bugs: Setting ignitions to 0 means infinite ignitions.

ec429 commented 5 years ago

Thanks for your feedback!

UI. If I can figure out tooltips they'll be useful for a lot of this "squeeze in extra information".

TF: I looked into the possibility of separating designs, but that (or anything else that procedurally creates TF configs) would be a mountain of work and I'm still not sure if it's actually possible with the TF API as it stands. That sadly rules out burn time as a design parameter too. Maybe one for the far future (or after I rewrite TF better and stronger in my own image :rofl:).

KCT: if we ever have build times for regular (tank, fairing etc.) tooling in RP-0, I'll try to integrate with / copy that. Visual scaling: already tried to do that the easy way (setting part.scaleFactor) and it didn't work. Given how much trouble TweakScale causes, and how much complicated-looking code it seems to need to accomplish that, I'm tempted to just not bother. But if someone comes along later who knows how to do it, I'll happily take PRs :wink: Engine models: for the short term I'm assuming anyone who wants a different model can just alter the cfgs to use it. The part cfgs in SPEngine are really simple, just change the +PART[somePartName] in the first line. I don't really want to create configs for every model, otherwise someone who has all of those mods installed will not only have five J-2 parts, they'll have five J-class proc engine parts as well, cluttering up their VAB, which seems antisocial.

Ignitions bug: derp. Some classes (eg A, K) are supposed to (at least initially) be ground-light only, and on those, ignitions=0 really does mean zero ignitions. I need to make the others (upper stages) refuse to set ignitions to 0, because a ground-light-only AJ10 is the silliest idea ever.

ec429 commented 5 years ago

Several of these are now done:

ec429 commented 5 years ago

Anti click through now also done (and I'm finally happy with how unconfigured parts behave in the VAB), so I think all the stuff from this issue that's on the roadmap is done; closing.