Interim payload implementation#6334
Conversation
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I don't think I've actually played any pioneer under the current/new cargo system, so I can not speak of how well it currently works. With that said, here's my 5 cents:
I believe the limiting factor for a space faring ship is the volume of the cargo hold. How much can you fit in there? You could load it up to the ceiling with lead, but then you can only travel to orbital station.
Yeah, that sounds like it need fixing.
Should not cargo capacity be measured in volume? (and current weight, or some indicator of how much acceleration your ship can squeeze out given current mass, lest be stuck in a gravity well?)
I believe @bszlrd has in Blender made sure where and how to fit passenger cabins in the ships, so they do take up volume in the blender model.
Sounds reasonable.
Really? 2 cabins = 2 people? I have no objections to renaming it "berth" if that makes things clearer
Could be some ship models have a sewage problem, making them smell too bad for anyone but a desperate pilot eager to make money? As mentioned on IRC, slot system is there to make the ships more "different" in roles and purpose. Oh, only one commit? So it's take it or leave it :P Many of the changes seem interesting, I'll have to see what @bszlrd and @sturnclaw thinks, or anyone else for that matter. |
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@sam52796 For the time being, reverting to the old volume-system of Frontier is not on the table, as it is not the direction we wish to take. It is better to work out the current imperfections that you've identified, but in the direction described by @sturnclaw above, rather than what is implemented in this PR. I understand this is not what you want, but I hope you can accept it. From here, you have a few options:
I wish to thank you for your many contributions to the project, they've been very valuable, and we sure would love to keep you, even if this might be a blow to your motivation. There is no lack of other areas of the game where we are in agreement on what needs to be done. |
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Thank you for the answers. In particular thank you to @bszlrd for fixing the Coronatrix cabin issue. As I said before, I don't really like realism based arguments when it comes to discussing Pioneer spaceships, because it feels like we're 12th century peasants arguing over whether men will one day be able to travel to the moon, and you're saying "No, it's obviously impossible, because horses can't fly" and I don't have any concrete counter arguments beyond "You don't know what kind of creatures will be discovered in the future", which is not only weak but also not even relevant, and in the end nobody finds out the real answer. Similarly, maybe it's true that cargo containers don't fit on a yacht, or that seats don't fit into an airplane's luggage section, but so what? If you really need a lore-based explanation for Pioneer ship configurability, then let's just assert that the interior of a ship can disassemble itself and then 3D-print back into any configuration you want. When you buy a passenger cabin you're buying the soft furnishings and a safety inspection by the shipyard to certify that the space is now suitable for human occupation. And converting equipment space to cargo space is as easy as saying "Hey ship, reconfigure this area to store cargo" and it's done. The only real reason for not taking this path is if you instead want to have something like a mini-game where you have to fit different shaped equipment and cargo blocks into a fixed space, Tetris-style. But as far as I can see this isn't part of the design, and the recently rewritten ship equipment capacity is behaving exactly in the way that you're all saying that you expressly don't want. It's come up several times that "you can't just pour equipment into an abstract equipment volume" and yet that's exactly what the equipment capacity pool is. On a Sinonatrix there is 59 cubic metres of equipment space at the front of the craft, and any equipment can go into any part of that, including:
Nonetheless, in the current model, if the player doesn't have enough free equipment capacity to upgrade the hyperdrive, they can sell any one of the above items to get more space. This rather goes against the concept of "you can't just put anything anywhere, because reasons". It also seems to go against the semantic model of having equipment slots in the first place. If there is a shield slot, then presumably that's where the shield emitter has to go. You can't put cargo-bay life support there instead because it would be in the wrong place. As I understand it, one of the sillier aspects of the old Frontier system was that the player could fill the entire ship with shield units and become basically invulnerable. But Pioneer's slot system has now solved that, so I'm not sure why there needs to be an overall equipment capacity pool on top. Okay, that's enough whining from me - what am I actually going to do? Well, it seems that everyone is still in favour of measuring everything by volume instead of weight, and I still think that it's unnecessary, but I am interested in implementing the TWR, so here is my compromise proposal. Compromise proposalConvert cargo to use "cargo units" everywhere in the UI instead of either mass or volume. Under the hood it's done based on volume, because you aren't going to agree otherwise, but initially one cargo unit will be one ton so that we can quickly fix all the UI issues without having to add real mass values to everything first. Remove the "equipment capacity" meter, because it doesn't work conceptually as noted above, and is unnecessary due to the slot system. However, equipment still keeps its volume and takes up space in the ship, so it reduces the amount of other things you can fit in there. I think it's perfectly reasonable if improved thrusters encroach on the corners of the ship so then you can't load as many cargo containers because they don't line up flush with the walls any more. Same goes for reinforced structure. In fact, the reinforced structure NOT reducing available cargo space definitely seems to go against the modular interior design. If the structure around everything, including the cargo hold, has to be reinforced, and you can't put cargo anywhere else, then by definition the volume of cargo that you could carry would have to decrease. There can't be space outside the cargo hold to reinforce the structure, otherwise the cargo hold could have been bigger in the first place, and nobody would design a ship with lots of unused space. Then add the TWR feature, turn off the thrust minimums so that players can get stranded in gravity wells, and see how this all pans out. If it's well received and plays sensibly, then we can worry about changing the mass values. For passenger cabins... ugh... I don't know what to do about those. If you're all still determined to treat them as special case objects that can't go anywhere except into predefined slots then I guess we'll just never agree. But my code to automatically add the cabin slots doesn't change any of the underlying code around cabins. The only thing it does is add some slots depending on the size of the ship. It's one additional function call at ship load time which could easily be removed once all the hull variant plus cabin replacement work is completed, so I don't think there's any downside to it. And there's certainly a player upside. I'll be disappointed if you don't take this easy win to fix an issue that the game has now. Sorry, I guess I had to whine a little bit more. But now that really is enough whining from me. Let me know what you think of the compromise proposal. |





From what I can gather, a couple of years ago there was an effort to convert the ship capacity metric from mass to volume. I must say I don't really understand the reasoning behind this, because mass is far more relevant for gravity wells, delta-V, manoeuvrability, and hyperspace jump range than ship volume. Even here on Earth, with air resistance and friction, vehicle carrying capacity is mainly determined by mass, not volume. But maybe if I could see the final implementation in Pioneer I would get it. Anyway, the work was mostly completed on the equipment side, and then it seems everyone just gave up. This has left the game with a number of issues which I think seriously affect its credibility:
The goal of this pull request is to patch up the above holes in the current code, while leaving open the possibility for someone to come along and finish off the volume conversion, if they want to, at a future date. Therefore it does not introduce any new ship properties or parameters, merely making their current usage more explicit.
I have made the following changes:
I'd like people to try this code out and let me know what they think.
Note that since I didn't change any underlying ship stats, none of this requires a save bump. However, if the player has a full cargo hold when they save with the current code, and then they load the game with this new code, the ship keeps its cargo and it is possible to end up over the payload limit for the ship. As far as I can tell this doesn't cause any problems - the ship behaves as normal, and after you sell or deliver the excess cargo, you can't go back above the payload limit any more.
Also note that since equipment slots are saved in the save file, if you apply these changes and load a saved game, you won't get the new cabin slots. You have to start a new game, or buy a new ship (that wasn't also saved in the save file), to see what cabin slots it gets assigned.
Finally, yes, this change was my secret agenda all along. I only fixed all those bugs so that you would take me seriously when I submitted this pull request! Hah! Surprise attack!