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If the hold is allready over weight/voulme i dont think it does anything if its a base, if its a HV/SV/CV i think you just cant move it until you resolve the imbalance.
(too much minecraft i fear)
I would embrace the wight system more when they change how the factory works.
I suppose no one at an Elion weight and volume meeting said; "but what about the magic factory?"
Just imagine ...
You have to build a huge hangar, with a size of lets say 50x50, so you need 2.500 blocks. JUST for the floor!
With weight limit you can carry about 6 !!!! SIX blocks at ones. So you have to run more than 400 times to fetch the blocks and place them. JUST FOR THE FLOOR.
I swear, i dont want to play like this!
That is why I suggested construction ships for big projects. Bases would need contruction ships so would large CVs. Some of the should be built in space if they are not intended to land on a planet.
Everyone plays the game they want. As long as they have settings people can choose from it keeps the game playable for everyone.
I agree absolutely! It is everyones choice how he plays.
I'm playing with M/V and CPU points enabled at the moment. It does make things less silly. Designing a "hauler" HV/SV actually makes sense now since you can't just toss huge amounts of stuff into a little cargo box. Gotta use strong enough thrusters to carry the load; a few silly small ones won't work. And braindead approaches like bolting on 100 small ones won't work either due to CPU limitations.
If you're an engineer and want to minimize the magic, M/V and CPU enabled seems like it might be up your alley then. Takes some thought and weighing design trade-offs. Need to maximize cargo capacity on your hauler, but those big thrusters required to move it use a lot of CPU, so what do you do? Maybe need to be happy with less carrying capacity. If you add CPU extenders, you won't be able to use it as easily early-game due to material requirements to build it. More advanced stuff also means increasing the minimum level requirement. Do you want a turret on there for some defense? Big CPU requirements there; that means you trade off carrying capacity.
I spent some time designing in creative so I'd have the freedom to spend time without worrying about starving, freezing, etc and could have whatever parts I wanted without having to wait for them to be created in a constructor. I've been building on the planet (instead of space), so it's also useful to be able to control time so you don't have to deal with day/night cycles (you can always see what you're doing!) That means you can focus purely on the creation. But I found creative mode doesn't simulate M/V effects. So I also started a survival game purely for testing and spawned things into it (using some console commands to make it easy) and tested there. That will result in valuable experience and some further tweaks and changes. But when you're done, you know how that vehicle will perform when you spawn it "for real".
Different items have different densities. So in survival mode M/V "testing", I filled up the cargo hold on my test ship with something to weigh it down and understand its performance under those conditions. Copper ore is surprisingly dense, so that's been my benchmark. But I think something like the large optronic matrices (whatever those are called) are really dense, so that's like an ultimate stress test. But it's also an end-game item and I don't know how likely it is for anyone to have large numbers of them. But copper ore is one of the most common things in the game! Very likely to want to have a cargo hold full of it. So I thought it was a good test. Also, I tested on the starter system with normal gravity. My recent designs won't work on 4G planets, but again, that wasn't the goal. It's another thing to try to design an end-game vehicle for the most stressful conditions you can think of! I have not taken that challenge on yet... maybe someday :)
So there are some game "magic" things you will probably need to deal with, but with M/V/CPU on, things "feel" more plausible, less silly, less magic. You might like it!
LOL, not laughing at you just laughing at a concept where a game doesn't contain engineering magic. That game would be a 'reality emulator' and frankly that's what we all live in already :-)
However, I completely agree that when the 'magic' gets above a certain level it detracts from any game that advertises how how it conforms to hard science. Of course, everyone has a different idea of where that level should be.
Maybe a game with sliders to adjust the science/magic components/mechanics/features could be something a developer could try out.
This is 100% spot on. This is the EXACT approach I take when designing my own vessels in creative mode and is exactly what I caution new or inexperienced players about. Getting blueprints off the workshop is fine BUT you really have to know what to look for to have an inkling of whether it will perform or not with regards to cargo capacity versus thrust to weight. What good is 8k storage when the SV can't fly when it's full? As far as M/V/CPU, I definitely prefer to have them enabled as the game is far too easy without them.