(04-07-2024, 01:46 AM)Ivan Wrote: but the second seems redundant if the first one is implemented because there are many types of ammo, so you'd need to pick them from a list anyway.
Depends on implementation.
Ex 1: If your ship has only a kinetic gun, if it automatically filters to heavy ammo for you to pick from it's going to be more convenient.
Ex 2: Option to specify to just pick best ammo that matches the guns won't need to specify ammo, just give an order (or based on what already in the cargo or just pick enough of every lens type).
Ex 3: Specify default loadout as a part of blueprint (as with mass distribution), so a resupply order will simply aim to match that with little to now setup (if autonomous cargo/trade ships are planned they probably will need something like this either way).
(04-07-2024, 01:46 AM)Ivan Wrote: I even made 2 sequences that load everything (crew, troops, cryopassengers, guns, ammo, lenses, fuel, food, tools, construction mats, pharmaceuticals, cryo passengers...) for 2 different ship types. So I just have to put the officer onboard, load and activate the mission and turn on power (and the transporter, if you have those ofc) if ship is not near a station/landed at an airport, or move the ship to a station/airport. officer takes care of the rest.
At least half of the actions are 'standard' for every vessel and even stations, player shouldn't have to bother with making lists of orders just to make a ship combat ready.
P.S. And warehouse needs same type of UI upgrade.