MOARdV
MOARdV
The difficulty I see with this arrangement is there are many button presses involved in changing the step. The alternative I had in mind incorporates the step changes on the...
Here's how I'd propose "auto-targeting" would work, FWIW: - The "auto target" only applies to the active vessel. It will only try to connect a) if there's no connection, and...
To answer (3) - first, I'd make one change from my previous proposal: make it a button that's available when there is no connection (taking Cilph's idea from #111) instead...
@Starstrider42 > My question about intelligent target selection, however, was more along the lines of "can we even write a program that will, for example, know that a relay near...
@erendrake I agree that auto-targeting - as in "completely autonomous targeting, the player doesn't need to do anything" - is undesirable. Maybe I am being misconstrued since the issue title...
@erendrake I won't keep flogging for the "save my bacon" button. :) I think a priority list of multiple dish targets will go a significant way towards reducing the inexperienced...
> Only one problem: what happens if you have Standby Ready on the active vessel, and you have multiple ships with antennas set to target Active Vessel? I'd propose "shortest...
Ah. I haven't looked at the network code. I guess I assumed there'd already be state info available, so all it'd have to do is collect a list of dishes...
> But calculating lowest cost in terms of hops introduces more code and CPU time. With a physics engine already strapped for cycle time when scaled up, we don't want...
I'd be willing to contribute to this, as well (either generating documentation or reviewing/providing feedback). To expand on the documentation theme, the user interface in general should be reviewed with...