NP, just one of those crazy ideas. Wanted to make a ship that could deploy space stations that didn't have to follow Drone rules and some kewl FX stuff that's probably only doable via code and particle / projectile creation.
Latest update on that: you should be able to detect when stuff explodes. No callback for it, but you can query the state of the engine every frame and figure it out based on that (I.E., is the projectile still in play? If so, does its didDamage() method return true? If so, what did it do damage to?)
Re: hats - Everything is funnier with hats. It's like a universal constant.
Hey Alex can we get a sneak peek at the new ambient combat music?
No
Can you add a Display that shows how much supplies are needed when you want to repair in a station. It's very hard to guess how much you need if you don't have enough and it's kind of annoying to go to the station and buy small amounts of supplies until you hit the magic spot.
I made a suggestion about that some time ago and it was approved. So yeah, a solution will probably be implemented at some point. "when [Alex is] working on that area of the code for some other reason"
Yeah... don't want to spend time reworking a UI that's probably going to get changed beyond recognition.
One of the greatest updates! Now we have access to AI
Just ship system AI for now, mind you
Spoiler
Alex, what regarding making filter for weapons and weapon mounts?
For example adding to weapon.wpn something like "wpnFilters":"hir,idf"; which allow to use this weapon at any mount of same size and mount type that have filters like this:
{"angle": 0.0, "arc": 240.3, "id":"BGIGUN_TUR_M_01", "locations":[76.0,-0.0], "mount":"TURRET", "size":"LARGE", "type":"BALLISTIC", "wpnFilters":"hir"} or
{"angle": 0.0, "arc": 240.3, "id":"BGIGUN_TUR_M_01", "locations":[76.0,-0.0], "mount":"TURRET", "size":"LARGE", "type":"BALLISTIC", "wpnFilters":"idf"}
And vice verse, if mount have "wpnFilters":"hir,idf"; it can mount any weapon of same size and mount type that have "wpnFilters":"hir" or "wpnFilters":"idf"
This would require UI support to work well - especially in conveying these hidden rules to the player. Without that, it'd just be frustrating and appear broken. I'm not saying it's a bad idea, but it's not something I can justify spending time on, given that it's in the "adding
features that only mods can use" category. When I have time to improve the game's modability, I'd rather spend it on exposing existing core features to mods.
I also didn't understood from updates, will some serious size projectiles have more health then some small bullets and missiles?
As far as I remember, nothing has changed about that.