It would be great if with the funky trees input system, we could read more variables corresponding to certain parts. For example:
42:PitchAngle would return the pitch angle of the part with part ID "42"
Other variables/functions which could be usefull to be made accessable like this (alongside the variables which already exist for the cockpit, which should also be readable from the point of another part): id:Health Returns the health of part with ID "id" id:PartHeading(id2) Returns the heading to part "id2" from "id1" (similar to how TargetHeading returns the heading to the target)
This could be useful in making it easier to keep track of "drones"/"guided bombs" released from the main craft, or measuring the health/state of parts, and adjusting the performance of your craft accordingly to make it more historically accurate.
For shocks (springs), it would additionally be nice to set it in a "tension" mode, where it would start it a compressed state, and be able to stretch further than normal before breaking/losing connection to a different state.
The "angle" feature for fuselage blocks does not play nice with fuselages with a non-zero "Rise" value:
.
When an angle is applied to a non-zero Rise value, the center around which this angle is applied, is not located at the end of the beam itself. Instead, this "center of angling" is located at the same height (in the direction perpendicular to the rear face of the fuselage) as the center of the beam. This means that when an angle is applied to a beam with a non-zero Rise, this does not only change the angle of the front face, but also affects the effective length of the beam. A visualisation (consisting of a beam with non-zero "Rise", and a turnable needle attached to a cylinder at this beams' "center of angling", showcasing how the face always aligns with this center) is present in the example craft linked below.
.
This behaviour is inconsistent with how angles work when the beam has a non-zero "Run". In the case of a non-zero "Run" value, the effective length (the distance to the middle of the front face, A.K.A. the front node, measured perpendicularly to the rear plane) remains unchanged. This difference is once again visualised in the example craft linked below. This behaviour for "Run" is far easier to understand / more intuitive than what happens with "Rise".
.
In other words: if you want to change the front face angle of a Risen part in your build, you will currently also have to change the length of the part to make sure it remains aligned with other parts in your build. This does not make any sense, since you seemingly didn't edit any parameters concerning the length.
.
Suggested fix:
Change the "Angle" implementation, such that the "center of angling" always coincides with the front node, at the center of the front face.
. Example Craft
For shocks (springs), it would be nice to be able to set a compression/extension limit. Once the shock reached either limit, it would not compress/extend any further respectively.
It would be great if the AI of the ships (USS Beast, USS Tiny, the destroyers around the Beast) could be controlled in some way.
In that, I mean especially, the weapons they are allowed to use. Currently, the destroyers will use all weapons against any aircraft they see as hostile. This means they will use missiles against WW2 era aircraft, which makes it close to impossible to pull off an attack run with such an aircraft. At the same time, doing an attack is trivial with "modern" fighter jets since you are only an enemy once you attacked the convoy, and then you can simply outrun the missiles.
To make performing such "missions" more fun, it would be great if you could set the weapons the AI was allowed to use and whether you are their enemy/friend/neutral.
For the Sphere/Hemisphere, the rectangular shape indicating the attachment node should be hidden once the part is attached. Currently, it does not hide, and stays at the original size, which obstructs the view when they are set to smaller sizes, making it hard to see what is going on in that area.
It would be great if with the funky trees input system, we could read more variables corresponding to certain parts. For example:
42:PitchAngle would return the pitch angle of the part with part ID "42"
Other variables/functions which could be usefull to be made accessable like this (alongside the variables which already exist for the cockpit, which should also be readable from the point of another part):
id:Health Returns the health of part with ID "id"
id:PartHeading(id2) Returns the heading to part "id2" from "id1" (similar to how TargetHeading returns the heading to the target)
This could be useful in making it easier to keep track of "drones"/"guided bombs" released from the main craft, or measuring the health/state of parts, and adjusting the performance of your craft accordingly to make it more historically accurate.
+7For shocks (springs), it would additionally be nice to set it in a "tension" mode, where it would start it a compressed state, and be able to stretch further than normal before breaking/losing connection to a different state.
+4The "angle" feature for fuselage blocks does not play nice with fuselages with a non-zero "Rise" value:
+3.
When an angle is applied to a non-zero Rise value, the center around which this angle is applied, is not located at the end of the beam itself. Instead, this "center of angling" is located at the same height (in the direction perpendicular to the rear face of the fuselage) as the center of the beam. This means that when an angle is applied to a beam with a non-zero Rise, this does not only change the angle of the front face, but also affects the effective length of the beam. A visualisation (consisting of a beam with non-zero "Rise", and a turnable needle attached to a cylinder at this beams' "center of angling", showcasing how the face always aligns with this center) is present in the example craft linked below.
.
This behaviour is inconsistent with how angles work when the beam has a non-zero "Run". In the case of a non-zero "Run" value, the effective length (the distance to the middle of the front face, A.K.A. the front node, measured perpendicularly to the rear plane) remains unchanged. This difference is once again visualised in the example craft linked below. This behaviour for "Run" is far easier to understand / more intuitive than what happens with "Rise".
.
In other words: if you want to change the front face angle of a Risen part in your build, you will currently also have to change the length of the part to make sure it remains aligned with other parts in your build. This does not make any sense, since you seemingly didn't edit any parameters concerning the length.
.
Suggested fix:
Change the "Angle" implementation, such that the "center of angling" always coincides with the front node, at the center of the front face.
.
Example Craft
For shocks (springs), it would be nice to be able to set a compression/extension limit. Once the shock reached either limit, it would not compress/extend any further respectively.
+3It would be great if the AI of the ships (USS Beast, USS Tiny, the destroyers around the Beast) could be controlled in some way.
In that, I mean especially, the weapons they are allowed to use. Currently, the destroyers will use all weapons against any aircraft they see as hostile. This means they will use missiles against WW2 era aircraft, which makes it close to impossible to pull off an attack run with such an aircraft. At the same time, doing an attack is trivial with "modern" fighter jets since you are only an enemy once you attacked the convoy, and then you can simply outrun the missiles.
To make performing such "missions" more fun, it would be great if you could set the weapons the AI was allowed to use and whether you are their enemy/friend/neutral.
+2For the Sphere/Hemisphere, the rectangular shape indicating the attachment node should be hidden once the part is attached. Currently, it does not hide, and stays at the original size, which obstructs the view when they are set to smaller sizes, making it hard to see what is going on in that area.