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Hammerhead Atmos and Hangar Rebuild #2387
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FAQ Q: Why didn't you just reopen the other PR? Or the one after that? Q: Why haven't you added forward-firing primary weaponry? Q: I noticed bug X, will you fix it? Q: I dont like the way that X is designed, will you fix it? |
Not sure what the current standard is for launch tubes, but any reason you've removed the atmos piping from them here? |
The short version is lack of ATC players, and that launch tubes don't really function without ATC. The longer version is that the original version utilized the ATC as the one who would control this, and independently controlled the blast doors so that the Pilots could not depressurize the hangar. In order to make this functional in the same way without ATC, I would need to build it into multi-door airlocks, which I avoid on the principle of how much these break if we're doing anything particularly heavy (such as PVP or events). On a related note, I would kill for code that activates blast-doors as the buttons do, only with airlocks, as I think it likely that it would break less often (being one action rather than a series of actions that have to run correctly in order). |
The code to operate airlocks remotely like blast doors does actually exist already, we could also make airlock controllers remotely accessible with a few lines of fighter code, like how the buttons work. Besides that I still don't understand the complete removal of the cycling system, even if there is no ATC or AI to operate it actively, it can still be turned off by the pilots themselves if it's not used. (iirc the air alarms there are unlocked by default) |
I will preface this with- I'm entirely fine with re-adding the air system, it wouldn't take me long and I'd even give it more air and pipe it so it actually works efficiently, if you still disagree with my reasoning.
I removed it because I didn't predict it actually being used. Pilots tend to disregard atmos differences unless it affects them in the airlock system, normally preferring a vacuum. I set the hangar Air Alarm to all access so that they could elect to turn off the hangar atmosphere for that reason.
That'd be neat, how does one make that work on mapping? Legitimate question, as I don't know how. Also, if such exists, why do we not use it for all airlocks with multiple doors?
I am all for this, but I am not a coder and have absolutely no idea how I would make this work. I also know that the function to activate buttons from your fighter is currently bugged and does not work. |
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Mapping approved, if you're wondering why it's not testmerged that will be because pf conflicts with faxes
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About The Pull Request
This PR applies a number of mapping fixes to the hammerhead. The only one pictured is the hangar, as atmos changes affect the whole ship.
Why It's Good For The Game
Fix man good. See above.
Testing Photographs and Procedure
Changelog
🆑
fix: Added Cargo Accept/Reject stamps, Xenobio Console, and tiny-fans to the HOS office doors on the Hammerhead
fix: Removed heavy firelocks from the Hammerhead's Hangar
fix: Placed supply piping properly on layer 2 and the scrubber network on layer 4 on the Hammerhead
fix: Minor atmos adjustments throughout the map on the Hammerhead
/:cl: