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Arkantos

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Reply with quote  #61 
That's the plan.
Newcommerin

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Reply with quote  #62 
If you post/send something to translate, I would be happy to help.

But please use English because hablo muy poco espanol. [wink]

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Sorry, English is not my native language, I am German.
(* I wish I would live in America, I wish I would... *)
Any mistakes you can find, you can keep and with the spelling mistakes you can cook you an alphabet soup.

My Artemis Homepage: https://star-ship-academy.jimdo.com/
Arkantos

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Reply with quote  #63 
When I publish it, there will be instructions on how to create and test a translation, and it will provide a template file which will be in English.
Lightwave_Gecko

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Reply with quote  #64 
Just found this, and I'm super excited to see it!  I'd love to help out testing it if you want.

Was wondering if there was a way to have a tactical map that follows a fighter?  That's the one extra screen I most need.  Every time we launch a fighter on a solo mission, they seem to get disoriented easily.

-JP
Arkantos

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Reply with quote  #65 
An interesting idea. The main problem would be that ships can launch more than one fighter. So how would Artemis Display know which one to show if you launched more than one?

You mention that the fighters tend to get disoriented. Are the colored arrows that indicate the direction of offscreen objects not enough to orient the pilot? Can you describe the scenario that causes the pilot to have trouble?
Gypsyjuggler

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Reply with quote  #66 
The colored arrows give you an id number of the ship when you within a certain range. But some times you not sure which ship you are chasing at first.
Lightwave_Gecko

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Reply with quote  #67 

Solution for multi fighters would be to push a button to cycle through launched fighters, if possible.

On our bridge, the Science officer and the Fighter pilot (we only use one) are on opposite sides of the bridge.  Any bearings given out usually get distorted, and since they can fly upside down and do bank things the ship can't, holding a heading can be a pain, especially if they're sent off on solo missions or shopping runs.  We tend to let our auxiliary craft have a bit too much mission freedom methinks.  😉

The obvious cool factor though would be an instant addition to any fighter "cockpits" that get made.  Right now, there's not much need since it's all of one screen.  Having a working "radar" basically would increase the cool by an enormous factor, and that's the whole point, right?  [wink]  

Artemis's HUD arrows are very basic and only give a vague direction to anything near, and no sense of what it is that's out there.  Heck, we don't even get the target designation.  Seeing out even just a little farther on a flat map could mean the difference between a useful or useless station for me.

-JP

Arkantos

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Reply with quote  #68 

The tactical view currently will show launched fighters as long as they don't stray too far from the mothership. What I could do is make it so that the tactical view will display arrows showing the locations of launched fighters that are out of range, so that the tactical view will always be useful to fighter pilots for determining where they are in relation to the mothership.

A tactical view for fighters would certainly be helpful, especially since they can't look behind them. I could do the button to cycle through fighter views, although I was intending for these displays to require no input at all. Also, I don't think we'd want fighter pilots, er, fighting over the use of the display.

Another possibility would be that it could do a "split-screen" view if multiple fighters are launched. The first fighter that launches would get the whole screen. If more fighters are launched, the screen would divide to show them all. The transition could be rather jarring if it happened instantly, so I think I could animate it: if a second fighter is launched, the first one shrinks down from the full screen view smoothly so that they can track it more easily.

In any case, I don't think I want to get into all this until after the initial release.

The only task I have left is rendering beam arcs, and it's turning out to be more difficult than I had anticipated. Hopefully I can get that working soon.

Lightwave_Gecko

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Reply with quote  #69 
Mine was a wish list item for sure, don't sweat it unless you want to.  Either way, don't let it slow your roll, I'm sure we'd all like to see a released version to play with more than any extra bells and whistles for now!

-JP

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