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U.E. Admiral

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Reply with quote  #16 
Quote:
Originally Posted by LawsonThompson
There are a couple settings I wish would "stick" between missions, or could be set in artemis.ini or the registry:

Show Beam Arcs: On EVERY mission, I have to step up behind Weapons and switch this to "Player Ship Only" to de-clutter the screen. 

Damage effect: On some of my lower-CPU hardware, this needs to be set defaulted to off. Again, I have to tweak it every time.

Pretty please?


I will echo this request, but with a tweak: I want this to be keybindable so the Helm and Weapons Officers can change beam arc display on the fly without going out to options.

It's generally poor practice to fly around without being able to see whether the ship is entering an enemy beam arc or whether the enemy is in your own beam arc; but often enough there's just so much clutter that you need to turn them off to see target ID designations or target silhouettes to select particular targets called by the Captain or XO. Going into the main menu is far to clumsy for an action that can be very time-sensitive.

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notsabbat

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Reply with quote  #17 

My fighter pilots would like me to continue suggesting a "target lock" button. Ie a button they can hit that once they have an enemy ship targeted, they can keep that ship as the target even if something else moves closer.

Great update though!

 


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LawsonThompson

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Reply with quote  #18 

Would it be possible to reveal the systemCurCoolant*, systemCurHeat* and systemCurEnergy* properties for conditionals?

I was hoping to write a script which could react to certain engineering settings, but find the properties are presently "write-only". 

At least, this command never triggers to detect if Science (Tactical?) power is over 99%:


<if_object_property comparator="GREATER" property="systemCurEnergyTactical" name="Artemis" value="0.99" />


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ryleyra

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Reply with quote  #19 
Quote:
Originally Posted by LawsonThompson

Would it be possible to reveal the systemCurCoolant*, systemCurHeat* and systemCurEnergy* properties for conditionals?

I was hoping to write a script which could react to certain engineering settings, but find the properties are presently "write-only". 

At least, this command never triggers to detect if Science (Tactical?) power is over 99%:

 <if_object_property comparator="GREATER" property="systemCurEnergyTactical" name="Artemis" value="0.99" /> 



Are you sure you are using the right format? The value may be an integer from 0-300, not a float from 0.00-3.00.

Try setting the value first and observe the results.

LawsonThompson

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Reply with quote  #20 
Quote:
Originally Posted by ryleyra


Are you sure you are using the right format? The value may be an integer from 0-300, not a float from 0.00-3.00.

Try setting the value first and observe the results.



After some experimenting... I think it's actually a float 0.0 to 1.0, so 100% power is actually about .33. Now it's working!


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Xanthus

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Reply with quote  #21 
I don't know if this is some sort of bug or something that could benefit from a change, but the "canBuild" property of stations is a little confusing. According to the wiki: 
Quote:
If set to 1 (the default), the station can build missiles normally.  If set to 0, the station can still work on building a missile and the build timer will continue to count down (even showing up as a large number of minutes when it's actually negative), but the missile will only appear once canBuild is then set back to 1.


It seems more intuitive (to me at least) that canBuild being set to 0 means that a station cannot build at all. It would stop producing anything it currently is making and would have a different response to new requests and status (e.g. "We are currently unable to produce munitions." in response to both).  It could still have an inventory (this is currently editable via mission scripting), and at a later point you would have to switch canBuild back to on before it began to produce anything / respond to requests.

Having this option would make it more intuitive when canBuild is set to 0 so the player knows exactly what's going on when this option is used in mission scripts.

MarkBell

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Reply with quote  #22 
2.7.1 is released!  Since it's an incremental update, please continue development suggestions in this thread.
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ryleyra

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Reply with quote  #23 
I just checked out the new 2.7.1 changes, and I definitely like the new distribution of probes, beacons and tags to the various classes. They're fairly low numbers in all cases, but the Scouts and Cruisers get the most, with the production rate at bases presumably still extremely high. So they can be easily replaced, but the long range patrol ships will get the most out of them.

I still have a couple of suggestions, though:

First, the Longbow's restriction to 2 of each seems excessive for a Scout class. It's not like the Longbow is any more capable in combat than any other faction's Scout, and its additional speed doesn't fully compensate for its inability to use beacons and tags for alternative strategies. I would make it 5 of each, the same as the other factions' Cruisers.

Second, it seems to me the Mine Layer would be the perfect platform for beacons. In my headcanon, the beacon is a modification of a standard issue distress beacon, so it would make sense if all ships have them. And it's a dropped weapon, which means if a Mine Layer had access to a lot of them (5) it could augment its minefields with patrolling monsters. Tags being unavailable I could get behind.

Finally, while the Missile Cruiser had way too many probes and beacons before, it may have gone too far in the other direction to leave them with 2 of each. The Missile Cruiser is a Cruiser class, after all. Maybe 3 of each, or 2/5/2 like the Strongbow? It's not like there is a lack of storage space. 😃
Matsiyan

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Reply with quote  #24 
The return of the ability to define torpedo damage would be greatly appreciated. It has changed the play balance of the mod we use.
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Lightwave_Gecko

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Reply with quote  #25 
I absolutely love the fact you've made it so we can load straight to the game, join a ship, and be only one station right out of the gate.  This is good.  However, I can't use it.  At all.  Reason?  Pretty much every computer here is running more than one instance of Artemis on multiple monitors.  There's no way to tell Artemis you want to load up on a different screen than the primary one, and even with third party scripting or windows shortcut keys (move key doesn't work on the loader!) there's no way to do it so it works.  I have no idea why, but applications made to shift monitors and windows shortcut keys that do same don't affect the loader at all.  And obviously, once it's full screen it's not moving.  I would kill for a "start on monitor" option somewhere.  It could be in the .INI, it could be a command line pass, I would even be fine if the windows shortcut keys or third party apps work.

Any ideas here?  Hard to implement or easy change that would make big setups with lots of screens more manageable?

-JP
ron77

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Reply with quote  #26 
Please bring back the delay between individual beams fired and the damage of torpedoes. In previous versions, this could be found in the .INI file.

Not having it means that modding has become much less flexible, to the point where some people might stop modding altogether and turn to one of the available alternatives to Artemis SBS out there.
MarkBell

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Reply with quote  #27 
@ron77 - are you saying the playerBeamDelay in artemis.ini is missing in 2.7.1?  It's there and functional in 2.7.0. The torpedo damage adjustment was gone in 2.7.0, as has been noted elsewhere, but this is the first I've heard of the beam delay.
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Mike Substelny

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Reply with quote  #28 
Quote:
Originally Posted by Lightwave_Gecko
I absolutely love the fact you've made it so we can load straight to the game, join a ship, and be only one station right out of the gate.  This is good.  However, I can't use it.  At all.  Reason?  Pretty much every computer here is running more than one instance of Artemis on multiple monitors.  There's no way to tell Artemis you want to load up on a different screen than the primary one, and even with third party scripting or windows shortcut keys (move key doesn't work on the loader!) there's no way to do it so it works.  I have no idea why, but applications made to shift monitors and windows shortcut keys that do same don't affect the loader at all.  And obviously, once it's full screen it's not moving.  I would kill for a "start on monitor" option somewhere.  It could be in the .INI, it could be a command line pass, I would even be fine if the windows shortcut keys or third party apps work.

Any ideas here?  Hard to implement or easy change that would make big setups with lots of screens more manageable?

-JP


When you first launch Artemis you need to move it to a secondary screen. Once you are on the screen to select server or client it is too late.

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MarkBell

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Reply with quote  #29 
Mike, I think he's referring to the Startup Resolution Settings in artemis.ini - these settings allow you to bypass the initial startup screen entirely and lock into a particular station and ship, which is helpful for large event bridge setups.  Lightwave_Gecko was asking if a monitor number setting could be added to that setting list.
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ryleyra

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Reply with quote  #30 
Quote:
Originally Posted by MarkBell
Mike, I think he's referring to the Startup Resolution Settings in artemis.ini - these settings allow you to bypass the initial startup screen entirely and lock into a particular station and ship, which is helpful for large event bridge setups.  Lightwave_Gecko was asking if a monitor number setting could be added to that setting list.


Actually, if the procedure is to use the resolution settings dialog to select the monitor in a multiple monitor setup, then bypassing the dialog by setting those values in artemis.ini makes that impossible. There should therefore be a monitor setting in artemis.ini to allow that input.

Of course, it's possible that such a setting is difficult to define in Windows. I know how to do it in Unix, but even at work I haven't needed to do that in ages. 😃

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