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evidence

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Reply with quote  #1 
I know this has been discussed, at least briefly, in other places, but I wanted to bring it up here. 

Hot keys need to be completed!

Let's face it, Artemis players are a niche group, and many of us enjoy the RP aspect of the game and have spent time and money investing in custom consoles/bridges. This is not a beta or early access game. We should be able to expect stability of basic aspects of the game like hot keys.
ryleyra

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Reply with quote  #2 
I don't think you understand the concept of "niche game". Artemis will never be as complete or well supported as a commercial game produced by a game company. In fact, I don't think Artemis would ever be released by a commercial game company. It doesn't make enough money.

That being said, there are definitely some functions that need to have a keyboard interface. The Damage Control Function to start with. Repairing damage to the ship is a click only interface. Jump Drive also needs to be a little more keyboard compatible, especially the new Combat Jump for the Ximni. Thom has added keyboard controls for PShock torps, when they were left out of an earlier release, so presumably he will get there.

The real question is, do you want Thom to stop working on fighters and Ximni ships in order to drop everything and complete the keyboard interface? There are workarounds available like JoyToKey, and custom bridge makers have become quite adept at using those workarounds.
MarkBell

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Reply with quote  #3 
Which hot keys were you referring to in particular, evidence?  I can think of all kinds of things that would be nice to have a hotkey for, but you referenced stability of hot keys.  Are you finding hot keys that are defined but don't work?

EDIT - or are you referring to the get_client_key mission scripting function, which doesn't always work?

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ryleyra

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Reply with quote  #4 
We could come up with a list of functions that do not have hot keys, which might allow Thom to categorize and prioritize his work on keyboard controls.
Mike Substelny

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Reply with quote  #5 
This thread points out a split in the universe of Artemis players that has Thom caught in the middle. One faction of players wants more tablet support so their touch screens can be on equal footing with PC players. Another faction wants more hotkey support for PC players.

I'm not sure what the original rant of this thread is about. Can you elaborate?

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evidence

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Reply with quote  #6 
Quote:
Originally Posted by ryleyra
I don't think you understand the concept of "niche game". Artemis will never be as complete or well supported as a commercial game produced by a game company. In fact, I don't think Artemis would ever be released by a commercial game company. It doesn't make enough money.

The real question is, do you want Thom to stop working on fighters and Ximni ships in order to drop everything and complete the keyboard interface? There are workarounds available like JoyToKey, and custom bridge makers have become quite adept at using those workarounds.

To clarify, by a niche game I meant it had a small, but dedicated audience, and to answer your question, yes, I would prefer the foundation of the game be solid before focusing on new features.  
Quote:
Originally Posted by MarkBell
Which hot keys were you referring to in particular, evidence?  I can think of all kinds of things that would be nice to have a hotkey for, but you referenced stability of hot keys.  Are you finding hot keys that are defined but don't work?

EDIT - or are you referring to the get_client_key mission scripting function, which doesn't always work?

Personally, I think if there is an action possible it should have a hot key, but mentioning stability wasn't by accident.

There used to be a hot key for cycling torpedo tubes and the reference still exists in the controls.ini file - CYCLE_TORP_TUBE_X, however this now does nothing, as far as I can tell. Instead the FIRE_TORP_TUBE_X key now loads and fires. Unfortunately, the unload function which was previously possible with CYCLE_TORP_TUBE_X is now not possible. 

It is just careless, even for an indy dev, to remove features that previously existed for no apparent reason, especially in a non-beta/early access game.

MarkBell

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Reply with quote  #7 
Ok, so the unload feature of the CYCLE_TORP_TUBE_X is lost, possibly due to the new FIRE_TORP_TUBE_X hotkey.  There definitely have been features unintentionally broken by updates before.  Ideally, just re-instating CYCLE_TORP_TUBE_X functionality would solve the problem, right? Technically two buttons would load, but then you could fire or unload as desired.  This seems like something to report in the Bugs and Issues 2.4.0 thread - could you post the bug there?

Are there any other referenced hotkeys that are broken?

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evidence

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Reply with quote  #8 
Added to bugs thread. That is the only one I have personally tested. I swear I saw references to others in the forums, but right now I can't find them. If I get time I'll try checking others.
MarkBell

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Reply with quote  #9 
Great, thanks! Any more you find, please add them there.
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