Single ship size limit instead of separate limits for different things.

CalenLoki

Well-known member
Joined
Aug 9, 2019
Messages
519
#1
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.
 
Last edited:

kiiyo

Active member
Joined
Jul 11, 2020
Messages
43
#2
Reminds me of them CPU limits back when Robocraft was installed on my PC, hah. Fairly good idea, though; Also gives less clutter on the SSC screen I suppose.
 

Cavilier210

Well-known member
Joined
Nov 12, 2019
Messages
103
#3
I prefer the limits as they are displayed right now. PCU in SE goes unused and derided in my experience.
 

Cavilier210

Well-known member
Joined
Nov 12, 2019
Messages
103
#5
That's very true. Kinda true here as well. For some reason some peoples ships just plain don't render for me. I have no idea why that is.
 
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