We already make part out of struts and fuselages as if they're polygons, and Jundroo put planned flag on my suggestion to make grouping or welding parts in designer.

What if we take it as a general way of making parts in SR2?

A part, saying Crew Capsule, is consisted of several parts with realistic and detailed functions: Front Plate, Back Plate, Heatshields, Glasses(transparent!), docking ports, and all the IVA gadgets including seats and sticks. To reduce complexity and annoyance, they come as a single part as if they're welded or grouped - but could be disassembled in several ways.

In several ways I'm thinking of these:
1. Factory Joint: Can only be disassembled in designer, never be in flight without tremendous shock.
2. Field Joint: Can only be disassembled with great heavy-equipment a.k.a. VAB or such.
3. Welded Joint: Not as hard as field joints but not meant to be disassembled in flight.
4. Assembled Joint: Can be disassembled in field with proper tools for maintenance.
5. In-flight Maintenance Joint: Can be disassembled by crews with handheld tools in flight.
6. Driver Joint: Can be disassembled with a screw driver.
7. Plug joint: Can be unplugged casually.
8. Not-actually-a-joint: You can put a photo frame or such on your cabin, right?

Benefit of this is
- You can upgrade your parts in designer like, saying, replacing a thick and massive nozzle bell of your engine or backplate of your cabin with a thinner and lighter one
- You can maintenance your craft in flight and fix it as if Mark Watney did!
- And so on

Wouldn't be much performance-demanding since SR2 already have a awesome function like grouping parts into one to reduce calculation. The whole part would be considered as one group until you disassemble it.

If I'm being more greedy, the joints can have different health points that a tough landing can displace your plugs while your factory joint would survive a massive explosion. This will help reducing calculations, not adding it, since you can ignore all interactions below certain point!

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7 Comments

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    507 swope

    @AnotherFireFox - maybe the penalty curve is flat at that end of the sliders.

    But making a joint in a high pressure vessel that carries high loads, and is quickly removable and easy to reassemble... That sounds heavy and expensive.

    Cryo tanks tend to be monolithic.

    +1 6.0 years ago
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    @swope I'm more thinking of re-designing or modification penalty - I don't see any particular reason for a welding joint should be cheaper than a field joint, since they'll be carried out by same personnel at the same time. However, if you want to modify your craft before launch, it would be super important if it's a welding joint or field joint - or if you redesign it, your engineers should take more time to replace field joint with another than welding joint.

    6.0 years ago
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    507 swope

    One more caveat... If the joint must hold pressure, then the cost & mass penalty must go up for each of my three parameters.

    +2 6.0 years ago
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    507 swope

    ComplexJoints for SimpleRockets! 😁

    Maybe these ideas could be boiled down to 3 sliders:
    - Strength
    - Ease of disconnect
    - Ease of reconnect

    If ease of disconnect is over 100%, it's an explosive separator like a stage separation. If the ease of connect is over 100%, then it's a magnetic attractor like a docking port. The higher the slider goes, the more powerful the force becomes.

    This would include everything from fused-in-the-factory (only to be separated by catastrophic accident) to docking ports, grapple points, stage separation, and refrigerator magnets.

    Cost and mass should go up as the sliders go higher, especially for large joints.

    +2 6.0 years ago
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    Dev Pedro

    Check this post and the comments

    6.1 years ago
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    @pedro16797 True, I put that for nothing but the plush a.k.a. zero gravity indicator - was a joke :P

    6.1 years ago
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    Dev Pedro

    The not actually a joint make a big hit in performance with things moving around, I would like to see something like this but not necessarily in the default editor, but more like a xml or hidden property thing for part packs

    +2 6.1 years ago

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