AG 1 - NEXT
AG 2 - PREV
AG 3 - SLCT
AG 4 - BACK
Executable subroutines with interruption habilitation, easily configurable hierarchy (by default it's 10 options in each layer but you just have to change 1 number to make that value bigger or smaller), adaptative cycle for partially empty layers.
Known issues: Entering an empty layer gets you stuck (relatively easy to fix) and cycling a layer to find valid entries is kind of slow (this one is hard to fix but doesn't break anything)
Current hierarchy:
A
-A.A (subroutine if selected)
-A.B (subroutine if selected)
B
C
D
E
F
G
H
I
J
You can add as many layers as you want (the only limit is the game int variable size). If you find a bug or have any suggestion please comment
GENERAL INFO
- Successors 1 craft(s)
- Created On: Windows
- Game Version: 0.8.400.0
- Price: $500k
- Number of Parts: 1
- Dimensions: 1 m x 2 m x 2 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 0N
- Engines: 0
- Wet Mass: 1,003kg
- Dry Mass: 1,000kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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1 Comment
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Interesting... That's some cool programming, hopefully I could mess around with more advanzed stuff later.