Hardspace: Shipbreaker

Hardspace: Shipbreaker

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rcizik5519 Aug 31, 2020 @ 11:49am
Mooring Tethers
Please add a way to hold the ship centered in the salvage bay, even if it is as simple as 8 cable winches (1 for each corner of the ship at centerline height and 1 on each jack and 1 each side of the bay between the processors and the hab (to act as work areas) where the shipbreaker at the start of the shift has to fly out and connect them to the ship, and when that panel is going to be sent to the processor/furnace they can disconnect and move the anchor point on the ship. Seems like the rear of the ship always ends up tight to the right furnace (as viewed from Hab), and there is no way to pull the ship back to center.

It would also be nice to anchor sub-assemblies to something while you pull items off the wall, i.e. on Geckos I cut the cabin airlock from the computer room and pull the hull section forward to make it easier to salvage the equipment inside before cutting the aluminum cabin from the hull, but quickly that section is rotated because of loosened items bumping against the walls of the cabin. Only way to prevent this is to constantly retether it to the salvage bay side wall or Hab. These second types of mooring tethers could be either winches or a second version of the current tether that stays active until you cut it with the Stinger.
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Demonocolips Aug 31, 2020 @ 3:42pm 
while mooring lines would work for this my initial idea would be large industrial waldos. this would all anchoring of the ship sections once they fall below the mass movement limit, and would allow finer control of the larger sections to disassemble the outer hull.
honestly either/or just a bit more control would be nice. heck make it a new equipment thing with the lynx points would be good.
Thaxor Aug 31, 2020 @ 5:58pm 
I mean... basically what you want to do is already available via tethers right?

I kinda feel the ship rolling and moving as you dissassemble is working as intended. If you want the ship anchored you can counter tether a portion of it while you do something, re-rotate it after the fact, or even fling a piece of scrap into it since THAT apparently carries more force than the tethers do.
rcizik5519 Aug 31, 2020 @ 8:05pm 
Originally posted by Thaxor:
I mean... basically what you want to do is already available via tethers right?

I kinda feel the ship rolling and moving as you dissassemble is working as intended. If you want the ship anchored you can counter tether a portion of it while you do something, re-rotate it after the fact, or even fling a piece of scrap into it since THAT apparently carries more force than the tethers do.

No im talking about tethers that would last the entire work session or until killed by player. The tethers I am talking about might not even have any retraction, just act like a cable or rope and secure something to the wall.

no amount of tethers will pull the tail end of a 40+% remaining Gecko, and I have had the nacels touching the furnace mouth before the first work session is over. Sometimes even as early as the beginning of the first work session.

With the smaller sub-assemblies, yeh I can see it happening IRL (rotating while being processed), but they would still have someway to secure it while working on it. I think the component inertia transfer is currently too high, after all one youtuber moved and entire Mackeral (I think that is the starter ship) into the processor intact by only using the roof cargo hatch. They repeatably launched it against the side of the ship with the grapple push
Thaxor Sep 1, 2020 @ 9:47am 
So transferred inertia is definitely too high. I still don't see moors being necessary. I think it is a conscious design decision that you have to be careful how you dismantel the ship to avoid it floating into the reactor, etc. It's part of the risk vs. reward of the game.

That said, I think the tethers SHOULD work on, e.g. a 40% Gecko. It seems like there are certain upper limits after which our tethers, grapple, and push have no effect. I hope that's a temporary effect because I think you should be able to tether a 40% Gecko and have it move, albeit slowly.

Basically I think permanent mooring cables would decrease the difficulty, strategizing, and randomness that makes each ship interesting. I feel they would need to include some kind balance to it if they do include it or ideally just make tethers capable of moving ships.
M.V.Petra Sep 1, 2020 @ 11:21am 
What good is anchoring the ship when the whole point of the game is breaking the ship apart? Eventually the part that's being "anchored" is going to be free from the rest of the ship. How are you going to anchor every single loose piece of the ship? That's just ridiculous
Last edited by M.V.Petra; Sep 1, 2020 @ 11:22am
rcizik5519 Sep 1, 2020 @ 11:57am 
Originally posted by M.V.Petra:
What good is anchoring the ship when the whole point of the game is breaking the ship apart? Eventually the part that's being "anchored" is going to be free from the rest of the ship. How are you going to anchor every single loose piece of the ship? That's just ridiculous

Point of tethering the whole ship is so that there is room to work and get parts past the black hole called a furnace. I have started new ships with the right nacells almost in the right furnace and a huge gap between the nacel on the left side and the left furnace (as viewed from Hub). Other times I have been picking apart the front half of the ship that happened to start centered and by the time the second shift has started one the ship is almost in the furnace. Its almost like there is a solar wind programemd into this game pushing everything to the right side of the bay.....

To move the part the tether is connected to you would have to disconnect it to move it in any direction other than towards the anchor. Maybe using tether is the wrong work, think of it more like a mooring line or cable as it would not have any retraction, unless you use a winch. After the line is disconnected the part/hull section can be moved then once out of the way you would grab the tether and anchor it to the keel, cabin wall or some other exposed part of the ship
M.V.Petra Sep 1, 2020 @ 12:24pm 
That's still just some needlessly complicated and time wasting mechanic for a problem that could just as easily be solved by changing certain already existing mechanics in the game (i.e. how hard the furnace sucks things in, how much space there is in the bay, how centered the ships are), you're just overcomplicating it and turning it into something it doesn't need to be.
tran_fors Sep 3, 2020 @ 7:14pm 
*shrug* As long as they'd fix the entire ship sometimes juking HARD when I remove one of the hull's sections I'd be happy. That usually makes it a lot more complicated. :notcool:
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Date Posted: Aug 31, 2020 @ 11:49am
Posts: 8