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Full Version: 2020-06-01 Nav Fail, Launch and Recovery
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Navigator Fail
Ship still sits and wiggles when following a travel direct to solar system order.

Fixed.

Hold and Fuel Cell Repairs
Someone asked how to manually fix damage to the hold or the fuel cell.

Hull, hold and fuel cell are all considered to be parts of the same "Hull" system. Manual repairs to the hull system are applied to the hull portion until it is fixed, then repairs are applied to the fuel cell, and finally to the hold.

I made a slight change in this update. When you are standing in a room with access to the fuel coupling, manual repairs are applied to the fuel cell first. When you are standing in a room with cargo hold access, manual repairs are applied ot the hold first.

Launch and Recovery Systems
Launch and recovery system of a ship should be split up like other systems with subsystems, so damage to the system doesn't disable all launchers and landers at once.

Launch and recovery systems are now split into separate individual systems.

Launch and recovery systems now appear on the damage report window. No module is associated with them. Each is represented by a different spare part, for part removal and replacement.

The launcher uses a Mechanical Part. A torque wrench is used to remove/replace parts and to repair hit points on a vehicle launcher. Each launcher has only one removable part.

The recovery system uses an Electronic Part. A soldering iron is used to remove/replace parts and to repair hit points on a vehicle recovery system. Each recovery system has only one removable part.

Electronic parts and mechanical parts are now included in the category of Spare Parts.

Manual repairs to a launcher are performed at the launch pad, which is the large icon placed in the blueprint at the beginning of the launch tube. It is not visible in the final model. A visual cue must be designed into the blueprint if one is desired.

Manual repairs to landing systems are performed at space vehicle parking spots. It is impractical to use the landing system icon itself because it is usually invisible outside the space ship. However, the landing system requires space vehicle parking spots for recovered vehicles. Those parking spots are the points of access for repairs to the landing system(s).

When a ship has multiple landing systems, a specific landing system cannot be targeted for manual part removal or repair. Repairs are applied to each of them in turn and parts are removed from each of them in turn.

Launch and recovery systems now fail to operate when they are broken. Previously they never stopped working regardless of damage.

Launch and recovery systems now appear on the power relay station. They can be disabled there. They can also be fixed there, by routing power from a different system.

Delete Manufacturing Process
When a manufacturing process is deleted, it should return the parts to inventory.

When a manufacturing process is deleted, it now returns its parts and money to the inventory of the building. Spacecraft processes already did this but others did not.

Magmium Heat Sink Patent
Magmium heat sink patent should require the cryo heat sink patent as a prerequisite.

Added cryo heat sink patent as a prerequisite to developing the magmium heat sink patent. The magmium heat sink patent was already a prerequisite to developing the vulcium heat sink patent.

Jurisdiction Overlap
New capital and police jurisdiction allowed to overlap existing police jurisdiction.

Fixed jurisdiction overlap test.

Add Patent Process
When adding a patent process, init the values on the dialog to one workshop and limit the output to one.

This is the normal configuration when I set up patent developments and I got tired of always setting them. If this is a bother to anyone, I'll put it back the way it was.

Tool tips were updated to explain how patent processes are affected by the number of workshops and the output limit.

Add Process Confusing
Add production line dialog is confusing when no more can be added. Asks for number of shops and stuff but says I can't do it.

Unneeded controls are now hidden when a process cannot be added.

NPCs Staring at Ceiling
NPCs spend too much time looking at the ceiling or the floor.

NPCs now straighten their head tilt sometimes.
(06-01-2020, 01:49 PM)Haxus Wrote: [ -> ]Add Patent Process
When adding a patent process, init the values on the dialog to one workshop and limit the output to one.

This is the normal configuration when I set up patent developments and I got tired of always setting them. If this is a bother to anyone, I'll put it back the way it was.

Tool tips were updated to explain how patent processes are affected by the number of workshops and the output limit.

I like the idea, but selecting a patent then selecting something else seem to then leave it at 1 workshop and more critically at stock limit of 1. Might need it to retain the numbers put in before changing to a patent in case they change it back.