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NoseyNick

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Reply with quote  #16 
Quote:
Originally Posted by ogremasch
My wish list items would be
1. larger sectors or maps that automatically load the next sector when you hit the wall.


Some people have SORTA done this in mission scripts, see for example Dave Trinh's https://artemis.forumchitchat.com/post/deep-space-in-openspace-xml-10368426

Not so sure about your 2 and 3, but...

Quote:
4. Being able to play as the bad guys. So if we had PVP I could be the Kraliens and other people could be the TSN.


Ben's Mod can let you play many/most of them, including biomechs, kinda   [crazy]
Probably best to start at http://noseynick.org/artemis/ben/ for that one. You'll need exactly the same version installed on Server and ALL clients. Enjoy!

NoseyNick
ryleyra

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Reply with quote  #17 
Quote:
Originally Posted by ogremasch

4. Being able to play as the bad guys. So if we had PVP I could be the Kraliens and other people could be the TSN.


I've been meaning to post an update for this thread. Be warned, though, playing as the Kraliens would not be as much fun as you'd think it would be. Their speed, firepower and shielding are all terrible compared to a TSN or Ximni ship, and more importantly, they have no built-in FTL drive. So you would basically be chugging around at a snail's pace while your warp and jump driven enemies have free run of the sector.

My mod specifically rebalances the two sides so that the Skaraans and Arvonians are the playable races, with a single Kralien Battleship refitted with Warp Drive as an option. Even so, you can play the Kralien version of the mod to see just how tedious it would be to try and defend the sector without any form of FTL.

If you'll give me a few hours, I can probably go ahead and package up my 2.7 update of the mod and post it. If I do, I'll put a link to it here. It will actually combine the two versions from the post above, so you'll be able to pick either a ship with FTL drive or one without one. I've made some updates to it, so I think I've improved it somewhat.

As for your other suggestions, as noted most of these things can be done with scripts, but I think I would like if Peacetime mode had non-combat missions you could run. The same with support ships designed for those missions. The idea of "sector transitions" would be unnecessary, though, if Thom decided to go through with his plan of just making the sector infinite in size.

I completed the 2.7 version of my Switch Sides mod. Here's the link. It sounds like Ben's Mod will do the job just as well, but I specifically added a new variation of my mod which will let you play any of the enemy races I had implemented previously against a TSN ship in PvP. So you can play a Kralien against a Ximni, a Skaraan against an Arvonian, a Torgoth against a Pirate, or any combination of the above. 

ogremasch

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Reply with quote  #18 

Would it be possible to add in the missing key-binds/hot keys, even if they are just in there for people to reassign themselves it would be great to have the following key-binds included:

Comms:

  • Station>>Station name>>
  •      Please Build Tag ordnance for us
  • Player>>
  •      We're badly damaged
  •      We're headed back to the station
  •      Sorry Please disregard
  • Other Ship>> Adjust Course>>
  •      Turn Left 25 degrees
  •      Turn Right 25 degrees
  •      *Note, Hot Keys 1,8,9 are not used in the sub menu. these hot keys are listed in the previous menu for Other Ship as Hail, Attack Nearest Enemy, Proceed to your destination.
Weapons:
Has all on screen functions set to keys (as far as I can tell) but it would be great to add the select functionality to a key-bind similar to the way that the Science screen has select Nearest, Next and Previous. In terms of total buttons if you include the screen controls, buttons that do not exist yet (Torpedo Tube 5 and 6, weapons types 8 and 9) and the help keys then the count of total key-bind buttons for the weapons console is 38 (if I did my math right). Adding the select Nearest, Next and Previous buttons would be very helpful (if possible). 

For a more detailed breakdown I am working on a list/analysis for my custom controls and am putting my findings in this post:

https://artemis.forumchitchat.com/post/hotkeys-keybindings-deep-dive-2-7-5-10627123?pid=1312431350

EricF

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Reply with quote  #19 

Just popping into this thread to resurface a suggestion that came up in an earlier development thread: add a "Left" / "Right" / "Forward" etc view selector to the observer station, so that it can be locked on a specific point of view as the main screen can. Then, fade the control interface out if there's no mouse movement for a few seconds. This would allow bridge builders to dedicate one PC to being a "porthole" on the ship's left and right to increase immersion. 

It'd be cool if you could actually set the observer station camera focal length or FOV and position in artemis.ini (and any other camera properties easily exposed by the game engine), which would allow the really hardcore bridge building geeks to specifically match the camera's field of view to the size and position of the display they're using, just as flight simulator builders do. This would also allow an immersive curved display using projectors. 

It does seem like these are things the game engine is capable of doing now, we just need a way for the "observer" station to become lockable, instead of always doing the swooshy zoomy automated cinematic behavior it defaults to now. 

[Artemis] 
[FlightSimScreens] 

ryleyra

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Reply with quote  #20 
Well, I was going to write a reply noting that this has been suggested before, but I lost the whole post and I no longer feel like fighting with this forum any more. So here is a link: https://artemis.forumchitchat.com/post/mvm-mainscreen-view-manager-7470121

TL;DR I'd prefer if this was built in to Artemis (maybe 3.0?) but at least there's a workaround which I think still works.
MarkBell

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Reply with quote  #21 
I actually got an email with the text of your first draft, shown here below.

Quote:
Originally Posted by ryleyra
Posted Aug 24 in the Development category
This has been suggested before. It could be part of the Data station/console, either as a new "View" option added to the "TAC", "LRS" and "Status" displays, or as an artemis.ini flag that will lock the station to a forward, left, right or rear view. The Observer station is another option, as before, it could be set with a flag that locks the dynamic camera to a static, first or third person view.

IIRC, the Data station doesn't display the station tabs, although I'm not 100% sure about that. It may display only if another station or stations are also selected. Without the Options button though, there is no way to shut down the application, so I'm not sure if the interface should be completely removed.

The server, of course, hides the interface and only brings it up on the Escape key. The Data/Observer client could do that, too, but that would be inconsistent with the way the other stations work. Meaning, it would have to be coded explicitly to do that.

I do agree that the Mainscreen interface itself (the radar, and damage display) should be hidden, or at least turned on and off with an artemis.ini flag. That would allow it to be usable as a "window" and not just a large visual display.

Also I will point out Mainscreen View Manager, which is here, but I think is not up to date. It may work, but hasn't been tested.

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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra

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Reply with quote  #22 
Oh, thank you. I was going to go ahead and try to recreate it but that'll save me some time.
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