I was talking about the heat capacity and transfer rate limits, which are robbing those attributes from existing parts. It's literally in the progress notes.
I'm a bit puzzled. I may be wrong, but right now there's no such things as heat capacity and transfer rates. All I remember there to be is heat generation parameter (expending coolant) and cooling rate (restoring coolant), and if the former overturns the latter, then generators begin to stutter. There's never a case where a generator stores any generated heat, and the only transfer limit is how much coolant the pipe socket can transfer (too great for most reasonable implementations unlike power) from and to the network.
Your description of a heat sink is precisely what I and most people (I guess) expected. Just a pool of heat, a temporary storage device, and nothing else. What they are doing now is making it also capable of higher heat transfer rates, which is fine until you realise this heat transfer rate is what existing parts already had in the first place. They are just putting heat transfer rate from one part to another. Totally unnecessary game design wise, downright disrespectful towards existing designs.
No they didn't. The only values there are are cooling rates, which will remain. Just a pool of heat can be something more than "just" that, depending on which mechanics depend on it.
Nope. I will try to reexplain myself: For every change there are two parts: 1 the decision of whether this change is needed or not, 2 how this change is executed. The examples I gave were cases where I didn't agree with 1, but if it had to be done, the devs did what is the only choice available. In other words I did not agree that APs should be removed, but I agree that if they had to be removed, this change must break old ships.
Fair enough. Don't forget, FB have also introduced the function to remove all APs during beam welding and its still there even after all this time. And yeah, they had to remove them because of all the excessive amount of meaningless objects they produced needlessly. I still believe Plate Welding should be considered, at least for adjacent plates that overlap by at least 4 snap points.
What I have problem with this heat thing is that I can totally see why people want a heat storage device, but the way the devs execute this change I absolutely disagree with. It could have been just a simple addition of a heat sink that only stores heat, which satisfies the need for heat storage, and doesn't change anything about existing designs. I hope this explains my stance on this issue.
Sure, but to just reiterate what I've said earlier, there's no such thing as transfer rate, only the cooling rate - you cannot rob something from devices that wasn't there in the first place. As far as the introduced transfer rate limit goes, it seem that the only purpose of having it is to make the use of Heatsinks an essential part of the ship. Otherwise almost nothing would change and people would just used radiators to do the same thing they always did, and it would become even easier because now devices would have a small heat buffer which they never had before.
And yeah, you've have likely answered your own question about stealth up there. It is probably how they're being designed in the first place. You can use them to contain heat and reduce/break up your heat trail temporarily, though without transfer rate limit most people would just abuse the hell out of cooling cells to the same effect.
Nope. Aesthetic redesigns have no right to affect functionality. If it is different sizes then we should keep all sizes. And normal thrusters are already kinda stackable, at least triangles.
Aesthetics is a very minor part of what I've meant. I mostly meant to emphasize the functional improvements. And yeah, you can stack triangles... side-to-side only, which leads to "thruster wall" ships. This is very poor design state for something that was intended to support modularity. I would much prefer the same triangle thrusters, but which are made out of more solid components, which would allow you to fine tune the power and efficiency of said thrusters using different number of conversion chambers or whatnot, choose the hardpoint location by using different frame variants and scale the power by stacking multiple combustion chambers across the length of the assembly, all from the single nozzle. Much like how Plasma Thrusters work atm, but with fewer and smaller parts. This way, the parts themselves may not be just "better", but have different performance modifiers, requirements and diminishing returns based on the tech level and materials.
Same principle can be applied to generators and (perhaps) weapons to an extent, and when I imagine the potential of customization and more flexible ship design such a renovation would bring, personally I couldn't care less if its going to break the current designs, exactly because the system, where only tier and sheer amount of completely identical devices make a difference, brings me nothing but grief. Aesthetics is just an afterthought.