Lasers Mod (v1.0.0)

How should the new Nuke part be added

  • Just a prop

    Votes: 0 0.0%

  • Total voters
    6
  • Poll closed .
Hey Wurnace do you think you could make this mod open source, as in upload the project files? The plasma gun is awesome and I want to know how you made it, and make something similar on my own
It's pretty easy actually, using the split module, if you just make sure that the "turret" fragment has an empty name property, sfs still treats it as a "full part". It is literally just a modified side separator using some of the activate and deactivate functions of the split module.
 
I feel that passive lasers (those that serve only as aesthetics) should not consume any fuel (or at least an almost imperceptible portion) since when using them constantly, I consume fuel very quickly when their function is not even to provide thrust, it has happened to me that I leave them on to mark something specific, and in a while the fuel is already depleted, I would recommend increasing the ISP in enormous quantities and reducing the thrust to zero if possible (if not, to 0.00000... and so on) Just so the lasers can stay on for much longer.
 
I feel that passive lasers (those that serve only as aesthetics) should not consume any fuel (or at least an almost imperceptible portion) since when using them constantly, I consume fuel very quickly when their function is not even to provide thrust, it has happened to me that I leave them on to mark something specific, and in a while the fuel is already depleted, I would recommend increasing the ISP in enormous quantities and reducing the thrust to zero if possible (if not, to 0.00000... and so on) Just so the lasers can stay on for much longer.
Fair point, however, I enjoy using lasers for destruction more than aesthetic. Maybe I'll tweak the RGB lasers to stop using fuel, but other than that I think the other lasers will probably continue using fuel and producing thrust. I appreciate the feedback also :cool: