Cyclops Launch Bay and Bulkheads
SporkWitch
Rochester, NY, USA Join Date: 2016-01-11 Member: 211254Members
First the easy fix: the bulkhead doors on the bottom level of the cyclops should all have their directions reversed. You always want your doors to open out into the areas that flood so that in the event of uncontrolled flooding the water pressure helps you close them, rather than preventing you from closing them. As it stands, the doors open away from the flooding, which would make it so that the water itself would prevent closing the door until no more water could get in and pressure equalized.
The harder one would be improving the launch bay doors themselves. Right now it's effectively just a texture swap, making it look like the doors are open. If you park the seamoth so the doors open, then get in the cyclops, you can open the doors and walk through the launch bay as normal, with an invisible floor and walls as if the doors were closed, and no flooding of the bay or rest of the ship. This should be modified so that the doors actually open, and the launch bay actually floods. The light above the launch bay bulkhead doors should turn red, or some other indicator panel added to show that the chamber is flooded and so you shouldn't open the doors or start flooding the rest of the ship (likewise for the hatch allowing access to the seamoth on the main deck).
The harder one would be improving the launch bay doors themselves. Right now it's effectively just a texture swap, making it look like the doors are open. If you park the seamoth so the doors open, then get in the cyclops, you can open the doors and walk through the launch bay as normal, with an invisible floor and walls as if the doors were closed, and no flooding of the bay or rest of the ship. This should be modified so that the doors actually open, and the launch bay actually floods. The light above the launch bay bulkhead doors should turn red, or some other indicator panel added to show that the chamber is flooded and so you shouldn't open the doors or start flooding the rest of the ship (likewise for the hatch allowing access to the seamoth on the main deck).
Comments
The bulkhead doors though, that should be a pretty easy fix and they should definitely do it.
It all comes down to identifying issues. Half the point of testing is doing weird things and looking for the flaws. This is a flaw, though admittedly a relatively low priority one. It does, however, fall into the same category as the enter/exit animations.