Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 1 of 2      1   2   Next
techbear

Administrator
Registered:
Posts: 131
Reply with quote  #1 
In reading your comments, I've noticed that there seem to be some features that don't have corresponding hot-keys.  I'd like to fix that.

Please use this thread to gather info about the hotkeys that should be in the game now, but aren't.

Ideas about "speculative" hotkeys, that don't map to current features but could be useful, are also welcome in this thread.

Thanks!
ryleyra

Registered:
Posts: 2,890
Reply with quote  #2 
There is no current way to control the Engineering DamCon function from the keyboard.

If it isn't intention, there is no way for Weapons to select targets from the keyboard.

I'll add more ideas as I think of it.
SpaceDiceman

Registered:
Posts: 14
Reply with quote  #3 
* Pause simulation 
[too many times in panic pause-moment I slipped with mouse and clicked quit instead]

* Engineering: Hot keys per Engineering System [eg key to "increase power to weapons" directly, instead of swapping systems first] (thats many keys, but with shift/alt/ctrl it is doable for both power and coolant]

* Weapons: Beam Shield frequency

* Science: Zoom map

* Science: Move map

* Science: Select target near center map (aka target I am looking at)

* Helm: Dive up/down

Forgive me if some already exists in more recent versions.





LawsonThompson

Registered:
Posts: 567
Reply with quote  #4 
Here are keys we've missed:

  • Fighter Launch: we provide a mouse or touchscreen just to press that button. Maybe pressing number key to launch that bay?
  • Blackjack: further, you can't split or double down--which literally started a "Let them split!" chant from our audience at Dragon Con this past year! (I need to find that video...)
  • Science zoom (sort of): there are 2 different behaviors for zoom; the cursor up/down and touchscreen dots zoom to last selected target, and mouse wheel roll (aka pinch to zoom) zooms to focus center. If there was a way to remap the mouse scroll/pinch to zoom to last selected target, or elsewise make the zoom more predictable, it could solve a lot of newbie frustration. It seems many players expect pinch zoom to work like an iPad/iPhone, zooming on the point between the two touches; mapping mouse scroll to "zoom on target" may help.



__________________
----
Visit us at http://www.ltebridge.com
Nhaima

Registered:
Posts: 21
Reply with quote  #5 
Engineering presets no longer work if the button is not on-screen. (I.E. if Engineering only displays buttons 1-7 on the right side, then presets 8-10 don't work via hotkey even if pre-programmed)
LawsonThompson

Registered:
Posts: 567
Reply with quote  #6 
Quote:
Originally Posted by Nhaima
Engineering presets no longer work if the button is not on-screen. (I.E. if Engineering only displays buttons 1-7 on the right side, then presets 8-10 don't work via hotkey even if pre-programmed)


At what screen resolution is this happening? 

__________________
----
Visit us at http://www.ltebridge.com
shaunmlowry

Registered:
Posts: 2
Reply with quote  #7 
+1 on fighter launch.  We run with touchscreens and joysticks for the fighter stations, it would be great to be able to launch the next available fighter with a button on the joystick

    Shaun
JordanLongstaff

Registered:
Posts: 68
Reply with quote  #8 
Quote:
Originally Posted by LawsonThompson


At what screen resolution is this happening? 


The smallest resolution, AFAIK, is 800x600. I presume it's at this resolution. I've definitely seen it where at a small enough resolution, fewer than ten preset buttons appear.
Lightwave_Gecko

Avatar / Picture

Registered:
Posts: 111
Reply with quote  #9 
So, this may seem excessive, but if there's a control on screen, there needs to be a way to bind it to a key.  A key that can be changed in controls.ini.

I know that may seem like a lot, but bear with me...  It doesn't have to be assigned, and they don't need to be unique between stations, but just having the ability to do something with any control button on screen would make building fancy bridges much easier and less messy.  As an example, right now I'm fixing some controls that got broken when the comms console now requires a "ctl" before pressing a number.  For some reason I can't get my control surface I've already built to send a ctl first so it's basically useless.  If I could remap something in the controls, it'd be a snap, but as it stands I'm having to use mouse move and click tracking to work around.  Very messy.  I've got all this customized hotness and now have to have a keyboard and mouse sticking out like a non-spaceship-y sore thumb.

So, besides.. well, EVERYTHING, the following seem most important:

Reloading torpedo tubes (that actually work)
Launching fighter
Next Target and Previous Target (that works on any station) 
Engineering store buttons that can work separately.  Right now you can't hit the onscreen store and then a number on the keyboard to get it to store.  It's either shift number or onscreen clicks all the way right now, which is making it hard to program a good console.
Direct beam frequency selection.   Next/Previous are good starts, but would love to have an alpha, beta, gamma, etc button for each

Other things I'd like to control via the .ini (controls.ini or artemis.ini) or a command line pass:
Default monitor.  So far, I have yet to come up with a great way to get it just always load on a monitor besides the primary.  Yeah, I know it can be dragged across, but if you're running a LBE style thing that's cumbersome to do every game or when things crash.
Change viewpoint on Tac.  This is for fighter cockpits where they really would love a tactical screen that is fighter-centered.  I'd love to build me a hud or radar MFD style thing into my next design for them.
Analog Throttle for fighters.  This makes it less awkward to switch between helm and fighter when using a joystick.

Also, do you need anymore 3D art?  I made the fighter bay graphic and would love to help out in any future versions with that sort of thing.  I've been thinking of making an up-polygon version of one or more TSN ships just to have for promo/load screen graphics.

-JP
JordanLongstaff

Registered:
Posts: 68
Reply with quote  #10 
Which reminds me, is there still not a way yet to map functions to more than eight joystick buttons? My joysticks tend to have around twelve buttons on them, but I don't seem to be able to map all of them. Or is that just not a thing?
notsabbat

Avatar / Picture

Registered:
Posts: 1,199
Reply with quote  #11 

Quote:
Originally Posted by SpaceDiceman

* Weapons: Beam Shield frequency

* Science: Zoom map

* Science: Move map

* Science: Select target near center map (aka target I am looking at)

* Helm: Dive up/down

Forgive me if some already exists in more recent versions.


Beam frequency exists as the ability to shift frequency left/right, but not as direct to frequency. Ie:
(hotkeys are likely not stock settings)
BEAM_FREQUENCY_LEFT        =           UI_INPUT_NUMPAD7
BEAM_FREQUENCY_RIGHT       =           UI_INPUT_NUMPAD9

Those buttons exist for science and will also work for the captains screen. ie;
MAP_ZOOM_IN                =           UI_INPUT_SUBTRACT
MAP_ZOOM_OUT               =           UI_INPUT_ADD
MAP_MOVE_LEFT              =           UI_INPUT_NUMPAD4
MAP_MOVE_RIGHT             =           UI_INPUT_NUMPAD6
MAP_MOVE_UP                =           UI_INPUT_NUMPAD8
MAP_MOVE_DOWN              =           UI_INPUT_NUMPAD2

Though it is generally easier to just use the scroll wheel to zoom in and out and moving the screen directionally by button is very slow, so click and drag is usually better.


Also, buttons for Dive/Climb do exist in the game:
RUDDER_CENTER              =           UI_INPUT_RETURN
BUTTON_CLIMB               =           UI_INPUT_INSERT
BUTTON_DIVE                =           UI_INPUT_DELETE

There is a file called "controls" in the main folder that has all the hotkeys. You can see what they are and make modifications as well. Hope that helps.


__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
notsabbat

Avatar / Picture

Registered:
Posts: 1,199
Reply with quote  #12 

Current functions that exist, but don't have hotkeys;

Helm:
Jump controls;
Combat jump forward
Combat jump backward
Cancel Jump (Ie, the actual cancel button when the confirmation screen pops up)

Weapons:
Unload torpedoes
Having a separate Fire and Load button for torpedoes would be good, but I don't know if it is wholly necessary
Hotkeys for Beacon options? Technically not something in the game that diesnt have a hotkey, but I have no idea how hotkeys would work for that. Also, generally if we are placing a beacon we dont have to do it immediately, so using a mouse is probably fine.

Engineering:
Autonomous damcom teams toggle

Fighters:
Launch fight bay X. (would REALLY love hotkeys for this.)

Things that would be nice:
While TAB will move the cursor to the coordinate fields for a Jump drive, the field does not clear, which means you have to clear it manually. Having a clear field button, or just making the field clear on TAB may be good? I cant think of too many times when keeping the coordinates in the field is critical, but people have different playing styles.

A "Closest target" "Next Target "Previous Target" for weapons similar to how science and the captains map is set up would be nice. This would be really great for Fighters as well.

Not directly related to hotkeys, but would still be pretty great:
Echo what Lightwave_Gecko said: It would be pretty great to have a fighter specific TAC screen. General TAC works OK, but a fighter radar would be great

Perhaps for comms having to hold down a button for sending a msg rather than holding down a button for the console controls would be better? Having to integrate the CTRL button into console controls has played havoc on a lot of peoples custom controls including my own.

Analog Throttle for fighters would be pretty cool.

Also, getting rid of the Fighter help info at the bottom of the screen would be good. Its not great for immersion and it quickly becomes incorrect info with custom controls. Maybe put that info in the help box instead?


 


__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
NoseyNick

Registered:
Posts: 39
Reply with quote  #13 
Mainscreen : Pause / Resume / End (probably an end key and a CONFIRM end key?)

Main use of the "Data" screen is probably for outside the Artemis room at conventions. Have a hotkey that starts(/stops/toggles) it cycling through the screens every (say) 3secs so we don't have to have someone pressing space all the time. Bonus points if you can optionally add "observer" into the sequence, or even let us choose our own combos of TAC/LRS/"the other data screen"/Observer/Mainscreen and press a hotkey to start/stop "NEXT_CLIENT_CONSOLE every 3secs".

Speaking of Observer: (option to) hit a key to find something else to look at, rather than waiting for it to do it itself? Maybe make it a bit more interactive - Perhaps 1/2/3/4 to jump to a (new) view of ship1/2/3/4 for those "Hey look at what Intrepid is doing!".  W/A/S/D to pan/tilt around the thing currently being observed? Zoom in/out?

... and not a hotkey, but speaking as one of the artemis-nerds/protocol-docs guys, can we make DMX *OPTIONAL* per-client please? There's a substantial network overhead, obviously worth it if you DO have lights, but complete waste of WiFi throughput and lag for those mainscreens who don't. Maybe make it like another (optional) console - "I'll have mainscreen, captain's map, and DMX please, ready"?
NoseyNick

Registered:
Posts: 39
Reply with quote  #14 
On the first welcome screen: hotkeys C/S for client/server?

On client console choice screen: hotkeys for ship1/2/3/4/5, hotkeys for helm/weap/sci/etc (that said, I THINK these can be forced from the .ini file?)

On server config screen, hotkeys for solo/pvp/coop/scripted, difficulty, scenario, terrain, lethal terrain, friendlies, monsters, anomalies, etc *OR* again I'd take (probably prefer) .ini options for these - including mission name. Probably a hotkey for "start game" on the server too (somewhat easier + safer to automate than "move mouse to X,Y, click")
JordanLongstaff

Registered:
Posts: 68
Reply with quote  #15 
Hotkey for switching between first-person and third-person main screen views.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.