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Kalemar

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Posts: 2
Reply with quote  #1 
Is there any way to set up another method of targeting enemies such as via keyboard or preferably joystick?

I'm making customised consoles for each station but so far I've only managed Helm (using a steering wheel) and Engineering (customised set of 8 buttons [quite challenging]). Most of the weapon station actions can be done via keyboard or joystick but without a non-mouse/touchpad targeting method a customised joystick station can't be achieved. Also having a button for "next target" would assist the weapons staff to target a particular enemy when in a large group.

Similarly for science officer, the whole station could be done with only a few buttons if a "target next" could be tied to a button.

Perhaps this is already possible but I've not seen how to do it. I did a forum search but didn't return any decent hits.

[EDIT:] Fixed poor title spelling. and PS: this may be more appropriate in Help (not really sure. Feel free to move it as I'm not sure how to).
Badgeguy

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Posts: 316
Reply with quote  #2 
Science has a target next (U) and a target previous (I) as well as target closest (Y) and scan (Enter).  Besides Zoom (Up Arrow/Down Arrow), these are the only keyboard commands for Science, which has the fewest of all of the stations.

Interestingly, Weapons does not have these same key bindings, when it might be a logical option to incorporate.

As a side note though, Comms cannot be played fully without a mouse/trackpad/pointer or a touchscreen as some commands do not have keyboard shortcuts, such as "Go Defend:".

For a full list of the keyboard shortcuts, check out the cheat sheets in [this] thread.
McFly

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Reply with quote  #3 

You know what would be REALLY cool for that, given the recent rash of videos I've seen involving specific commands, and increasingly effective surrender requests?

A console hotkey, so that you type in the ID of the given target, and a "disengage" key to break off target lock.

Example:  I'm dealing with a handful of enemy cruisers, and Comms gets K77 to surrender.  I may be loading tubes, targeting subsystems, or there could just be too many things right on top of each other at my current zoom level.  If I hear "Disengage Kilo Seven-Seven," you can't get much clearer than that.  Likewise, if I'm told the reverse, I can pull up the console, type 'K77' and we're ready to go.

I personally tend to trust my tactical officer to execute patterns intelligently, but when establishing both the patterns and the proper rapport, making the tools match the command structure would save a lot of time, and an efficient crew is an effective one.

Alice

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Posts: 98
Reply with quote  #4 
I'm not sure if it makes any sense... at least in a role play situation you wouldn't want to target anyone by mistake even for a second.
Although for non-rp situation I guess I can see the purpose.
Zacharyah

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Posts: 77
Reply with quote  #5 
Maybe it could have a confirmation button, so the keyboard "next target" command just moves the cursor to the next target, but you have to press enter or something to confirm the target. That way you're not momentarily targeting anyone while you cycle through to the desired target.
Captain Oveur

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Posts: 18
Reply with quote  #6 
I would love to ditch the mouse on this one.
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bigheadzach

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Reply with quote  #7 
Quote:
Originally Posted by Zacharyah
Maybe it could have a confirmation button, so the keyboard "next target" command just moves the cursor to the next target, but you have to press enter or something to confirm the target. That way you're not momentarily targeting anyone while you cycle through to the desired target.


Or you could have Auto Beams force-disabled whenever you change your target, requiring you to manually commit to firing on any new target.
Tarphon

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Reply with quote  #8 
I agree the mouse breaks the experience. I would live to see a next target select and enter to target.
pavlvs

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Posts: 10
Reply with quote  #9 
Quote:
Originally Posted by Tarphon
I agree the mouse breaks the experience. I would live to see a next target select and enter to target.


Hi Tarphon,

Seems like we have a lot of similar thoughts - I also found it very strange that Science has targeting hotkeys but Weapons does not.
I happened to have a POS touchscreen lying around so I just gave that to Weapons to use basically exclusively for targeting, since my physical button controller takes care of the rest of the functions.
ryleyra

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Posts: 3,007
Reply with quote  #10 
I suspect that targeting buttons are not provided to Weapons so the player has to work to select the nearest enemy.

Still, I think it would be helpful to have a hot key interface to select targets, or even to select Science's current target.

Alternatively, if Thom wants to keep the division of labor factor, he could allow Weapons to select a target by entering their identifier into a control, similar to how Jump coordinates can be entered by pressing Tab. Science would read off a ship's identifier, and Weapons could select it directly.
notsabbat

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Posts: 1,297
Reply with quote  #11 
The only way I can think of weapons being able to go fully mouseless is through the use of a touchscreen.

Using a program to move the mouse cursor to a certain spot on the screen and creating a button press when a button on the console is an option for most things, but manual targeting pretty much makes that a non-option since the locations of vital systems and other best places to target are always shifting position; and manual targeting is just too good of an option to ignore.




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DF Hadley

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Posts: 23
Reply with quote  #12 
Bilde 19.06.2016, 14.09.49.png This is my crew's latest attempt at a mouse free Weapons station. We put in a small touch pad (the Aiming Device). The Target Select button emulates a mouse click. In the grey circle we'll also be adding a joystick for manual beam targeting. Not sure how well it will work yet, though, we're still waiting for parts to finish the build.


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