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OXCE Suggestions OK / Re: Multi-Craft Hangars, Craft Sizes, Custom Craft Classifications & More...
« on: September 29, 2023, 03:07:44 am »
For what is worth, here is my two cents on my understanding of the hangar problem.
The idea was to approach it like in real life, like storing stuff in a warehouse (or even a large US supercarrier), this is using available square footage area.
A global variable is defined which is the square area per craft size. Example for an array with five class sizes: [100,5,2,10,500], where craft size 1 is 100 area (default), size 2 is 5 area, size 3 is 2 area, and so on. Default array would be [100] in this example.
Each applicable facility will have a number than indicate a total footage area (say 100 default) that can be used to store vehicles, and an array of 1 or 0 indicating if a certain craft size will be allowed to "park" in the facility or not (e.g. [1,0,0,1,0] ). Alternative this array can be used to limit the number of crafts per size class, overruling area limitations (e.g. [1,0,0,3,0]).
Each craft will be assigned a size based on the array position (eg. size=1).
Then then game, once every in a while (once a day, or hour, or when there is a need for a check), will allocate the crafts sorting them across all facilities per base.
Of course this approaches doesn't solve graphics or user specific assignments.
The idea was to approach it like in real life, like storing stuff in a warehouse (or even a large US supercarrier), this is using available square footage area.
A global variable is defined which is the square area per craft size. Example for an array with five class sizes: [100,5,2,10,500], where craft size 1 is 100 area (default), size 2 is 5 area, size 3 is 2 area, and so on. Default array would be [100] in this example.
Each applicable facility will have a number than indicate a total footage area (say 100 default) that can be used to store vehicles, and an array of 1 or 0 indicating if a certain craft size will be allowed to "park" in the facility or not (e.g. [1,0,0,1,0] ). Alternative this array can be used to limit the number of crafts per size class, overruling area limitations (e.g. [1,0,0,3,0]).
Each craft will be assigned a size based on the array position (eg. size=1).
Then then game, once every in a while (once a day, or hour, or when there is a need for a check), will allocate the crafts sorting them across all facilities per base.
Of course this approaches doesn't solve graphics or user specific assignments.