Hey.
I'm using the Aircraft mod and I saw that Krastorio has it as an optional dependency, but somehow, they don't seem to work quite well together. What I mean is, Aircraft can use Krastorio's equipment but is not balanced around it grid-wise. Also, they can't use Krastorio's ammos. More information and balance suggestions below.
- Ammos
Aircrafts can't use Krastorio's Ammos. Namely:
- Flying Fortress (Rocket Launcher) can only use the two basic Rockets (Rocket/Explosive Rocket) not the heavy rockets introduced/modified by Krastorio (Heavy Rocket, Nuclear, Antimatter). I assume that this one might be a design choice on your end, but the Flying Fortress is intended as an endgame vehicle so it would make sense that it can hold its own against Krastorio's tanks.
- Flying Fortress (Cannon) has the same issue as the Rocket Launcher version. It can only use vanilla ammos but not the cannon shells introduced by Krastorio (Large Caliber, Explosion Large Caliber and Antimatter Large Caliber.) The logic behind allowing it - in case it were a design decision on your part - is the same as the Rocket Launcher version.
- Gunship (Rocket Launcher) can't use heavy rockets just like the Flying Fortress. But it makes sense here since it's a medium-sized vehicle intended for midgame so I think it's just fine and logic as it is.
- Equipment Grids
That's actually the reason I made this thread in the first place. So, to be blunt… they are too small.
Here is a comparison of the Flying Fortress' equipment grid with Krastorio's tank:
https://steamcommunity.com/sharedfiles/filedetails/?id=1834050696
The Tank has a grid large enough that I can put everything I need in there and still have room left for some more.
https://steamcommunity.com/sharedfiles/filedetails/?id=1834051851
The Flying Fortress in comparison is basically full with just the bare minimum - an endgame power source, a large battery and an afterburner.
So I think that the Flying Fortress should have a (much) larger grid. As large, or at least close to what the tank has to justify its role as an endgame vehicle. If one just want the speed of an aircraft, there is always the jet.
Likewise, the Tank has a huge inventory while the Flying Fortress has an extremely small one in comparison. (2 Rows vs. 13.) Adding in some slots might make sense.
Speaking of the jet:
https://steamcommunity.com/sharedfiles/filedetails/?id=1834053319
Given the size of its equipment grid, it could as well have none at all. It's supposed to be the fastest aircraft, but given the fact that its grid is vertical, you can't even fit in an afterburner. And even if it were horizontal, you would have no room left for a power source. In order to compete (in speed) with other aircrafts, it should probably have at least room to fit 2-4 afterburners and a power source. (Thus being able to keep up with a Flying Fortress if you enlarge its equipment grid.)
Now the Gunships… One has a 4×6 grid while the other has a 8×4 one. The 8×4 actually sounds alright for a midgame vehicle. Not so much room so it's not OP, but not too little to allow a bit of customization.
As for the Cargo Plane…
https://steamcommunity.com/sharedfiles/filedetails/?id=1834055495
It's quite small, but there is enough room for an afterburner and something to power it. But a 4×6 or a 6×4 grid might be better so it allows to actually put some shield for the occasionnal hit.
(On a side note, I actually tried to use Optera's vehicle grids (https://mods.factorio.com/mod/VehicleGrid) but it turns their grids into general purpose ones, which don't work with Krastorio's stuff.)
TL;DR: make Flying Fortresses able to use Krastorio's ammos, and make the equipment grid of all ships larger so they can fit Krastorio's equipments. Optionally, make the Flying Fortress' inventory larger.
To conclude… I'm posting it here in Krastorio's discussions, but should I have suggested it to Aircraft's author instead? (Can he even make this kind of changes from his side?)