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ogremasch

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Reply with quote  #46 
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Originally Posted by ogremasch
These are for the consoles and I have small ones that can be worn to match, that way if players aren't sure or are having trouble deciding the small ones go into a bag and it's luck of the draw. I have a fighter badge but I didn't get it 3d printed yet. https://www.thingiverse.com/thing:1450246 https://artemis.forumchitchat.com/post/3d-printable-badges-all-stations-8445931?highlight=3d+printed&pid=1297871129
Fighter Badge-Thingiverse.png 
Mike Substelny

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Reply with quote  #47 
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Fighter Badge-Thingiverse.png 

That looks great!

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Angel of Rust

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Reply with quote  #48 
The lights, core, and other set dressing are looking great! Thanks for posting the photos!
ogremasch

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Reply with quote  #49 
Thanks for the compliments, I really appreciate this forum and all the cool people on it that have helped me and served as inspiration to keep me tinkering away at this bridge.

I have noticed something on my bridge, the plastic pallets I have used as deck plating are starting to have "soft" spots that flex more than I think they should. Around the edges of the pallets where they get the most wear from foot traffic. Im thinking of a thin sheet of diamond plate or some such metal or possibly just thin plywood to help spread the pressure out which should both fix the problem and give me a more uniform floor. If I do it right I should be able to attach it across two of the pallets so that would also stop them from drifting apart over time.

Another thing that the players have asked me for is new missions. I have been tempted to install new missions but having recently upgraded to 2.7.1 on all the machines I will have to install compatible missions. I was thinking of writing my own as a side project... does anyone have missions that they would recommend for the latest iteration of Artemis or a good walkthrough on mission scripting?

I watched the mission scripting overview for the Artemis Mission Editor tool and first let me say that tool looks amazing and incredibly detailed as well as very well designed. I think the videos did a great job introducing me to the functions of the tool. I need a little hand holding when it come to making my first mission. I like to tinker with thi gs so I may try to create a few tiny missions and then make a how to video of my own if one doesnt exist but that will be awhile as it would be unhelpful for me to try at this point, the blind leading the blind essentially.

A thought I had was to maybe take a look at an existing mission and rewrite it until I understand how it all works in the mission editor then I can produce my own missions. Im thinking of making some very basic missions that I can add layers of complexity to over time. One thing that keeps me from getting into that though, having to redo the work each time Artemis is upgraded. I guess it wont hurt to have multiple versions of Artemis in different folders to be able to play different missions/online with other players.

Anyway for the TL:DR crowd...
1. Plastic Pallets for deckplating need somekind of covering to spread weight across a larger surface
2. Artemis Mission Editor is a great program
3. Any good guides out there for newbie mission scriptors?
4. Bonus: work continues on my bridge and custom missions is next, then back to physical set building stuff.
RockStar

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Reply with quote  #50 
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Originally Posted by ogremasch

So, An expensive lesson and an important one. Look before you leap.

So true.
I messed around with some super-cheap interfaces before landing on the ENTTEC.
Now I have two of them and these little fellas rock.

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ogremasch

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Reply with quote  #51 
While planning out the custom controls for my bridge my first step was to get the Keybindings and set aside some time trying to figure out how to determine which keybindings were used most. I decided to start with the Controls file for Artemis and see what was listed. breaking them down I see that the Comms section is rather thin. I am going to keep trying to build the list of the Keyboard buttons for all stations but I wanted to check and see if this already existed out there somewhere or if there was a better way of doing what I plan on doing. 

I have an excel file (attached) that lists all the controls in their own separate tab for each station. I am not 100% certain that they are in the right place and that there isn't either some missing or from one station or another, this is a work in progress.

My plan is to use a keyboard emulator from http://www.desktopaviator.com/ ( probably one of these specifically  https://www.desktopaviator.com/Products/Model_2230/index.htm  )  and once I have all the buttons mapped out use physical buttons for the action desired. I'd like to have one button be one action or associated with one specific desired result as though you were pressing that button on the keyboard. In my head this should work but I am just beginning this phase so I may be incorrect in my thinking. I don't need everything on the buttons but I want as much as possible to keep from breaking the immersion as much as possible. My stations will still have a mouse and keyboard ( Helm will have Joystick available).



 
Attached Files
xlsx Controls-All Stations.xlsx (18.91 KB, 1 views)

ogremasch

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Reply with quote  #52 
Just found this out: 
When running multiple stations from one active window there is bleed over from the keyboard controls (raise/lower shields, and the autobeam selection etc) where they seem to work on both Weapons and Helm. I am willing to bet it ts the same for other stations when there is overlap on the buttons and controls and multiple stations selected on the same machine. The game does not appear to distinguish between different stations within the same active window.

Not all overlapping Buttons do this though. The number buttons for instance on Weapons do select the torpedo but it didn't adversely affect the warp on Helm when in the same window and weapons was the active console selected.

Cycle Torp Tube doesn't function currently due to the User input being the same as selecting a different torpedo type. I believe I will have to adjust my Config File accordingly 7,8,9,0 will need to be replaced with something else maybe I can just add Shift = Yes to the config file?

CYCLE_TORP_TUBE_0 = UI_INPUT_KEY_7
CYCLE_TORP_TUBE_1 = UI_INPUT_KEY_8
CYCLE_TORP_TUBE_2 = UI_INPUT_KEY_9
CYCLE_TORP_TUBE_3 = UI_INPUT_KEY_0

ryleyra

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Reply with quote  #53 
Quote:
Originally Posted by ogremasch
Just found this out: 
When running multiple stations from one active window there is bleed over from the keyboard controls (raise/lower shields, and the autobeam selection etc) where they seem to work on both Weapons and Helm. I am willing to bet it ts the same for other stations when there is overlap on the buttons and controls and multiple stations selected on the same machine. The game does not appear to distinguish between different stations within the same active window.


In fact, I believe ANY keybinds defined for any of the tabbed consoles will work no matter which console is active. At the very least, I know that the Helm controls will work while the Weapons console is visible. (with numbers not working for Warp, as you noted, or if the Warp keybinds are redefined) I often use this as a way to play single-player when testing out the game or my missions.

For a custom bridge, I think that running a separate instance on its own computer for each console is expected and would avoid this problem. If you're thinking of running multiple instances on a single server, I think as long as each console has its own instance (running application) that should work too. You may need some sort of multi-headed arrangement to connect multiple keyboards to different windows on the same computer.

While I have no experience with your other question, I do believe you are right, selecting SHIFT+key as a keybind is the same thing as selecting a different keybind.

ogremasch

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Reply with quote  #54 
Thank you Ryleyra. I saw an old post you made about the comms station and I like the look of your image in this post (https://artemis.forumchitchat.com/post/custom-consoles-and-thanks-for-the-ideas-7349021?highlight=keybinding&pid=1287570272) I also think that I am going to leave the Comms and engineering to the last and work on my three front stations (Science, Helm, Weapons) 

My bridge is set for each station to run as their own manned station but I was trying to take the possibility of having to run with fewer than a full crew compliment. The keyboard and mouse remaining at each station should avoid any complications but Maybe I should create a custom/non-overlapping controls file. My concern is that doing such would conflict with online play, maybe I just set up two directories, One with the Vanilla version and one with the modified files. That should allow for conventional use without each player having to relearn any hotkeys if I can ever make it to an Armada as well.
ogremasch

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Reply with quote  #55 
It turns out the CYCLE_TORP_TUBE keybind was phased out in Artemis 2.1 

The hotkey to load torpedoes to a particular tube is the same as the fire from that tube. this simplifies and complicates things for me. It reduces the total buttons and allows me to use a DMX setting (later in the build process) to illuminate a "Loading" then an "armed" indicator light.

The difficulty this presents is there is no key press to unload the tube, at least not that I saw. I tried changing the keybinds for CYCLE_TORP_TUBE to F, G, H, J and the keys didn't function when I had the tubes loaded or unloaded 

My adventure continues but if anyone knows of a command to unload I would be happy to know it. I did see the post about the software to simulate keypresses, that is not the route I want to go but I may have to. I don't want to do that for one button but I did notice there does not appear to be a hot key for the upgrades section either. does anyone know if there will be a hotkey for the upgrades added or if there is one already and I am just missing it?
ogremasch

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Reply with quote  #56 
Further research on the forum lead me to this post that describes the use of Auto Hot Key.
https://artemis.forumchitchat.com/post/weapons-console-keyboard-not-working-6668668?highlight=unload

I think this may be the option I decide to go with. My bridge uses all the same monitors so setting them to the same resolution is no problem for me. Additionally they are touch screen, unfortunately they are electro magnetic induction meaning that I have to have a stylus. I have only 1 working stylus and would like to avoid using it if possible but I can see it making sense to do so for the weapons screen since targeting will have to be mouse or touch interface. I do not believe that the target nearest enemy works like the Science station does. Additionally there are too many variables to really use target nearest then click next enemy until the correct one is selected especially when a mouse click is cleaner and quicker. Perhaps I will get a touch overlay for just the weapons station to allow finger touch operation. Undecided at this point.

ogremasch

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Reply with quote  #57 
It looks like Techbear is working on the keybinds based on his post in the forum. I am going to wait before making further progress on desiging a specific console for my ship. I have a long list of to do items that I need to really get done first anyway but since not all of the keybinds are in place it would be premature for me to design a console to work and then find out that if I had waited I could have had the additional functionality of the additional keybinds.

I will instead be redesigning the excellent keyboard overlays that Gryphon put out there for now while I wait on the Keyboard controls to be adjusted.
https://artemis.forumchitchat.com/post/keyboard-skin-consoles-6731856?highlight=overlay&pid=1281456404

I also bought one of these to see if it would work with the game. I am hopeful because I would be able to include more buttons and have the stations be different looking from an office computer desk. They have MSR (Magnetic Stripe Readers) in the keyboard as well and I was immediately thinking that it would be cool to generate certain cards that represented Key presses or maybe presets for Engineering. Not sure I can get it to work or how I would really use it in game but hey If it works I'll think of something.
https://www.newegg.com/Product/Product.aspx?Item=N82E16823333192

Additionally for anyone interested in seeing a key map of all keys currently used in the stock INI file I have attached an updated excel workbook with the map I made. I fully admit there could be mistakes in the mapping but I think it covers everything. The map only shows what is in use, not exactly what it is used for. My intention was to see relative key placement prior to adjusting the ini file to make custom hotkeys for my ship.


 
Attached Files
xlsx Copy of Controls-All Stations-HotKeyMap.xlsx (31.64 KB, 1 views)

Angel of Rust

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Reply with quote  #58 
One other option is to use controls that simulate mouse clicks on the appropriate on-screen buttons. That is how I have got around the hotkey issue with my controls previously. I am also looking forward to the potential for more hotkeys.
ogremasch

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Reply with quote  #59 
Quote:
Originally Posted by Angel of Rust
One other option is to use controls that simulate mouse clicks on the appropriate on-screen buttons. That is how I have got around the hotkey issue with my controls previously. I am also looking forward to the potential for more hotkeys.


Depending on the timing of the new keybinds being released and how much time I get I may take that approach as well. Your bridge controls are fantastic and I would be happy if I had the skills to understand how to copy them let alone design something similar.

My only change might be to make the controls similar to an air craft or NASA panel. Not so much in the look but in the grouping of controls into smaller panels that can be moved if needed and added to should there be either a large controls update or something that needs added. This way should you need to add say another 5 buttons to the comms station or a button to enable cloaking you could without having to re do a major panel. Similar to the following
http://space1.com/About_Us/In_the_Works/Gemini_Panel_Sim/Gemini_Panel_Sim_Detail/Gemini_control_panel_simulator_pedestal_panel_600.jpg

I like the look of your panels, I've always been partial to the 22nd/23rd ish century look sort of like Star Trek Enterprise. I thought I'd hate that show and only recently (3 or 4 years ago) watched it. It's actually pretty good, just mute the intro song and you're good. But the aesthetic of a futuristic submarine from today or an advanced shuttle I really like.
http://2.bp.blogspot.com/-GNGQEZEqCDM/VB0QfOEH3fI/AAAAAAAAUQs/E1TSyvmqc7U/s1600/P531_4.jpg

An additional source of inspiration is red dwarf http://2.bp.blogspot.com/-GNGQEZEqCDM/VB0QfOEH3fI/AAAAAAAAUQs/E1TSyvmqc7U/s1600/P531_4.jpg
ogremasch

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Reply with quote  #60 
slightly off topic but I had an Idea for a Periscope style control for weapons. Ideally I want to be able to control the mouse location on weapons using the periscope itself. The user would pull the periscope down to eye level which when pulled down or up from the desk (TBD on placement) it would deactivate the auto beams and switch to manual. the scope wen rotated left or right would move the cursor accordingly and the handles would position the cursor vertically. the user would have a trigger button for firing the beams manually from the handle. when in manual fire mode I am considering switching off the other monitor. The periscope would have its own monitor built in similar to the way the VR headsets work. 
https://fleetsubmarine.com/wp-content/uploads/2015/11/scope_controls-293x300.jpg

I wanted to write it down while I was thinking about it. 


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