ATM we run into problems of running out of one limit (usually pipes, cables and voxels) while almost never out of others (objects, weapons, bolts, attachment plates). And they often don't really represent which parts really affect FPS more.
So I suggest giving each component an specific PCU cost (SE style), and having single PCU limit per ship.
i.e. bolt would be the reference point at cost of 1 PCU
5 PCU for cables
10 PCU for pipes
15 PCU for attachment plates
20+voxel volume/1000 for plates
30+voxel volume/1000 for frame pieces
40+voxel volume/1000+(however heavy they are for game engine) for functional components
Those are just example numbers, but you get the idea.
Don't try to use in-game object values for that, just the raw game performance impact.
Side idea: give us longer pipes and cables (up to 96cm). Just replace those 8 12-cm pieces with longer ones if the straight piece is long enough.
So I suggest giving each component an specific PCU cost (SE style), and having single PCU limit per ship.
i.e. bolt would be the reference point at cost of 1 PCU
5 PCU for cables
10 PCU for pipes
15 PCU for attachment plates
20+voxel volume/1000 for plates
30+voxel volume/1000 for frame pieces
40+voxel volume/1000+(however heavy they are for game engine) for functional components
Those are just example numbers, but you get the idea.
Don't try to use in-game object values for that, just the raw game performance impact.
Side idea: give us longer pipes and cables (up to 96cm). Just replace those 8 12-cm pieces with longer ones if the straight piece is long enough.
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