Originally posted by Dakili:You can place a module, add the subsystem. After that, right click the module and hit modify. Replace it at the same spot but use the [CTRL] key at the same time. Every module placed while holding the [CTRL] should have the subsystem in them.
Originally posted by JIHAAD Draco:So what about the ship builder do not not like? I is for the most part kinda simple to use. But then again I have been with this prodject for awhile. Basicly I am asking how you feel the Dev can improve on in other then it justs need to be improved.
Originally posted by Thurnok:haha...4) Ability to add your own node points to any module. This way, if you want to attach at a slightly different spot than was available with the original object, you could add your own attachment location to it.
Originally posted by jim:Here is a little list of suggestions, which comes up to my mind:- It could be interesting to add some static weapons like fighter guns, missile launchers, torpedoes pods and some really big guns like those you can find in halo's universe ( the ships are built around a large Magnetic Accelerator Cannon, from frigates to cruisers ) - Adding the possibility to put some kind of stickers on the ships with names symbols or numbers would certainly be useless but could complete the personalization aspect of your shipyard and I find this idea seducing. - The miscellaneous part of the shipyard is almost empty, I don’t know if you plan to fill it but anyway, here is my idea: I think that sensor subsystems shouldn’t be hosted on the bridge of the ships, you could add some modules with antennas, parabolas, radars and then add a command bridge subsystem and maybe a firing bridge subsystem for the biggest ships that require more than a little bridge to manage the weaponry. It could also solve the crew size issue, and mobilize more people on biggest ships: You won’t get a tiny frigate with 14 crew members and a huge cruiser with only 50. ( it’s my opinion) Once again these are just suggestions and not request or anything else.