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woodat

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Posts: 25
Reply with quote  #1 
If an API isn't in the works due to time/difficulty/etc, would it be possible to request a few new DMX triggers?  Right now we're getting close to having full inputs what with keyboard emulation, however the only way (as far as I know) to derive the statuses of the ship's components is through DMX output.  As such, was wondering if we could get a few more of those for various events.  Things such as

Missiles loading/unloading
Missiles loaded
Communication received
Engineering subsystems overheating (preferably all 8, but a single warning alarm would do)

Not sure if it'd be easy/easier to implement these, but thought it wouldn't hurt to ask.  Currently building a custom bridge interface and would love to get the controls to light up.  Especially when weapon systems become active.


(If anyone has any suggestions on how to get this info already I'll move the discussion to the custom bridge forum)
Sintax7

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Posts: 89
Reply with quote  #2 
+1!  More triggers...  Ship status(es) of all kinds!  Please!  ;-)
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IronMagnus

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Posts: 20
Reply with quote  #3 
I would love to see as many engineering related DMX commands as possible, including what I suggested elsewhere WARP_1, WARP_2, etc... (to make a warp core out of an array of lights - you know it would be epic).

I realize that setting all this up might make a bridge a bit too busy... but my goal is not to build a busy bridge.  I want to see crews starting to build a separate engineering room.  It can have a warp core, a general status light (red alert becomes useful - it lets the engineer know that he's going into battle without explicit commands being sent).

The engineer can have his main computer setup for controlling ships functions.  He can also have a second one setup in observer mode for fun.  Then, all of these extra lights for system statuses, etc can really bring his engineering room to life.

His computer can have Teamspeak (or similar) setup, along with the Comm officer, and that person can relay Captain's order (more power to the engines!).
Sintax7

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Posts: 89
Reply with quote  #4 
A separate engineering ROOM is on my longer-term list of things to build...  I love the idea..  Would be VERY cool to see a warp core "functioning" with DMX lighting controls!
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Lee A Keiser II - sintax7@gmail.com 
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Dave Thaler

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Posts: 503
Reply with quote  #5 
Quote:
Originally Posted by IronMagnus
I would love to see as many engineering related DMX commands as possible, including what I suggested elsewhere WARP_1, WARP_2, etc... (to make a warp core out of an array of lights - you know it would be epic).


Quote:
Originally Posted by woodat

Communication received
Engineering subsystems overheating (preferably all 8, but a single warning alarm would do)
...
(If anyone has any suggestions on how to get this info already I'll move the discussion to the custom bridge forum)


I love these suggestions.  I've now added support for Communication received events and WARP_1,... states into Artemis DMX Tools, as posted in the custom bridge forum.

An overheating cue is something I'd like to add in the future.
eurobusker

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Posts: 108
Reply with quote  #6 
Last night I dreamt of my first scenario!!!
this is because I spent all evening doing stuff to it, but, in my dream I had the following actions in my editor...

SET DMX (address) TO (number)
CLEAR DMX COMMAND (address) TO (number)

This I'm sure could do the most finest of effects, light panels, consoles and other effects with just one simple command.

Would it be easy to impliment? maybe we wouldn't have to program the DMX command to have always the same effects.


cikrusapan

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Posts: 1
Reply with quote  #7 

After working with the DMX interface some hours i missed the commands for:

Beam Fiering
Beam Hit NPC
Firing tube1,... (as a overall not a specific on the type of that's loaded)
NPC_Destroyed

First time working with it and really like the design, even better than most DMX softwares on the market even if they are aimed at different useage [smile]

will post again if i find more suggestions! [smile]

 

Dave Thaler

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Posts: 503
Reply with quote  #8 
Quote:
Originally Posted by cikrusapan
Beam Fiering
Beam Hit NPC
Firing tube1,... (as a overall not a specific on the type of that's loaded)
NPC_Destroyed


Good suggestions, keep 'em coming!  I've added these to the TODO list for Artemis DMX Tools.
Dave Thaler

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Posts: 503
Reply with quote  #9 
Quote:
Originally Posted by cikrusapan

Firing tube1,... (as a overall not a specific on the type of that's loaded)


Well, I wanted tube1 (etc.) firing cues per ordnance type for my own setup, so I've added them in Artemis DMX Tools v1.15.   You can get the behavior you wanted in the meantime by creating a command for each ordnance type with these cues.
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