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Konchog

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Posts posted by Konchog

  1. I actually have mixed feelings about this.

    It would definitely be good to have some number-based work (eg. decrements / foreach are a pain) - and the ability to access switches/variables as inputs, rather than build-time settings would be sweet - but I really like the 'scratch' style of using logic parts.  However, I think we do need logic container parts - (along with component libraries) - and then we can work on our own cool logic modules without having to breakout into code.

    I code for work 40+ hours a week. I would then want an IDE, and a RT debugger and an oscilloscope.. Would just begin to be a different game...

    There's some awesome physics engines out for that sort of stuff.

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  2. So with VTOL and directional sensor, the TILT/Steer is a straight heading to (or away) from the target.

    However, and especially with planets, terrain, (and racetracks) - this is far from being the optimal course.

    This becomes especially relevant when trying to get to an objective the other side of the planet.  In the real world, digging through the centre of the planet is about the least efficient way of getting from Switzerland to New Zealand.  

    So, in Nimbatus, the ability to switch between 'course' and 'heading' would be really useful. Course involves avoiding climbing out of gravity holes, tunnelling through terrain, etc.  Otherwise, we have to build large drones just do deal with the course logic.

     

  3. Even if it comes at a cost (explosive value, low HP, etc), being able to contain larger logic components in a bag, or module would be super-cool, especially with more complex drone systems.

    It could have three regions (inputs, outputs, and internal), then it would be easier also to hide internal messaging (ie, have local variables) within the part, but keep external facing inputs and outputs available too...

    module-part.png

  4. This is probably the second-most important additional feature I can think of (whereas most of what I want is just tweaks). 

    Being able to see what tag/key bindings are actually set to in the drone builder, and even better being able to see the activation network in the Testflight area would cut out a huge amount of debugging grind, which just isn't really very fun.

    The first-most important is what Micha has mentioned before - about being able to import/export subsystems - so one can develop a library of drone subsystems.

  5. Some things can be seen but not targeted.  It's confusing!

    It doesn't help, when there's a direction sensor which can only sense targetable things!

    Maybe this is a bug rather than a feature.

    It's not just confusing - it would be useful, for instance when making an autonomous mining drone, to be able to target resources.

     

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