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Vason

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Reply with quote  #16 
Adding another request for "Launch Fighter," even if it just launches the top one in the list
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Angel of Rust

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Reply with quote  #17 
Thanks for the opportunity! Here is my wish list. Note: there are a number of speculative features in this list.

All
key to open/activate upgrades

Helm
warp stop (separate from impulse stop)
climb/dive/neutral as separate keys
stop, 1/4, 1/2, 3/4, full impulse
emergency jump forward/back
independent keys for jump initiate/confirm
joystick input disable (to help people with wonky throttles from undocking)
enter course by enter heading field
enter course by enter map grid field

Weapons
select nearest/next/previous (similar to science)
select nearest drone
select nearest fighter
select nearest monster
select by enter name field
independent keys for load and unload torpedo tubes
uncouple load tubes from fire torpedo keys
keys for cycle beacon settings

Science
keys to scroll map 1/2 screen width, regardless of zoom level
select by enter map grid field
select by enter name field
select nearest friendly
select nearest monster
select nearest enemy
select nearest anomaly

Engineering
options to map keys to increase/decrease coolant for each system
options to map key to increase/decrease power for each system
rotate ship view
cycle node selection
cycle damcon team selection
issue damcon team order (replacement for mouse click)

Communications
filter messages by each type
select target by enter name field
issue course order by enter heading field
issue course order by enter map grid field

bau.movement

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Reply with quote  #18 
I've got a hotkey question... and depending on what the issue is, I think it might belong here... my apologies if not.

I'm switching some of my stations around on my bridge, I'm setting up a new comms station and I'm running into some problems.

I have a touch screen and a USB number pad. I wanted to set one button to trigger the red alert, no problem.

I also wanted to set the number keys for the comms options selection, but couldn't get it to work. After alot of goofing around I started working backwards (dummy checking) and have found that the normal number keys aren't working either.

Did the options selections for comms get removed from the game?

And, to make this post being here make more sense, it would be great to be able to  hotkey to the various message filters so that it would be quicker to flip through them.

Thanks and away!

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ogremasch

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Reply with quote  #19 
Hold CTRL and press the number shown on the option.


Also check out the Comms V2 cheat sheet.

https://artemis.forumchitchat.com/post/revised-cheat-sheets-v-2-7-1-keybinds-hot-keys-10092590?pid=1308159422
bau.movement

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Reply with quote  #20 
Thanks for the reply, I spent entirely too long discovering that myself.

Then I spent even longer trying to get AutoHotKey to return a key press with the ctrl included and did that until I was about ready to claw my eyes out.

I love it when something works... inconsistently.

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Lightwave_Gecko

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Reply with quote  #21 
Bau, Were you ever able to make that AHK work?  I too am clawing my eyes out.  I ended up having to use a macro that hits a mouse button over the screen position but it doesn't always work as things move around.

-JP
Lightwave_Gecko

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Reply with quote  #22 
It seems the inputs Thom uses are very... well... something macros don't play with nicely?  There's got to be a mode somewhere that works, but I can't make a shift, control or alt modified keypress work on any station as a macro.  And it's not just AutoHotKey either.  The macro language with X-Keys I use for physical buttons won't do it, and it can send a key in several different ways.  None work.

-JP
bau.movement

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Reply with quote  #23 

TLDR: I'm going to put an ask here in the missing hot key thread to have the number keys broken out in the controls.ini file like the engineering presets that can have the shift/ctrl register as an editable variable.


I'm sorry to hear that you've had similar problems, L_G, but I am kind of glad to know that I'm not just doing something painfully silly to make myself crazy.

Boiling hours down to a few steps:

I started by trying to make the NumLock into a CtrlLock, which seemed like it was working, but I kept running into a problem where some key would get pressed that, when combined with the ctrl, caused the program to seize. 

Then I switched to a simple hotkey transposition of 

Numpad1::^1

Which didn't want to work.

Then I did

Numpad1:: send, ^1

Which works, but not every keypress, so you'll hit it and it great, then the next press you have to hit it 3 or 4 times to get a response. If you hold it down, it spams the system, often leading to a crash.

I've also tried

Numpad::send,^1
Numpad:: send ^1

thinking maybe the spacing or the punctuation was causing a problem, but it's the same result where the keys work, but not on every press. So, it's mostly worse than not having them at all.

What's making me crazy is I'm using 

NumpadSub::r

to fire the Red Alert! and that just couldn't work better. So through all of this, the red alert hotkey switch is golden.

I also wrote some other scripts using ctrl+(x, c, v) to play with in windows to see if I was having a problem with AHK, but those all work fine.

Then I scripted just to have the NumPad kick out home row to make sure that the number pad I'm using is working and that all went off without a hitch.

So I'm at a bit of a loss. I'm going to guess that the hotkeys that aren't defined in the controls.ini file are the problem, since all the others seem to work fine. It's a tiny little cosmetic thing, but I thought it'd be cool to have the touch screen and a little pad on the side to play with... 


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ogremasch

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Reply with quote  #24 
I'm not sure that the controls.ini file can have the controls listed since the same keys are me u specific, such as the CTRL 4 at one stage sends one command and the same CTRL 4 at the next menu sends a different command.

I wonder if grouping strings of CTRl + Number to send a set of commands so that one button could communicate to a friendly vessel to go defend the first station listed, or to set the communication to station, then tell it to build nukes.
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