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LawsonThompson

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Posts: 587
Reply with quote  #1 
It seems that the keystrokes for cycling and firing torpedos aren't working. Should be 1,2,3,4 to select a torp type, then 7,8,9,0 to load (shifted to fire) them.

I can select, but the load and fire don't work.

Anyone else confirm? Pretty sure I have a stock controls.ini file.

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Badgeguy

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Posts: 316
Reply with quote  #2 
Yes.  This was changed in 2.0.  It is now 1-4 to select and Shift+1-4 to load/fire.  There is no longer the ability to unload a tube via keyboard other than through the aggressive method (firing the torpedo).
Tarphon

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Reply with quote  #3 
That seems like a pretty big step backwards. The ini will support up to 6 torpedo tubes for ships but trying to eliminate mouse or touch screen there is no way to target, use the 6 tubes, or unload at all. When building a bridge using analog controls this creates quite an issue. 
pavlvs

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Reply with quote  #4 
Quote:
Originally Posted by Tarphon
That seems like a pretty big step backwards. The ini will support up to 6 torpedo tubes for ships but trying to eliminate mouse or touch screen there is no way to target, use the 6 tubes, or unload at all. When building a bridge using analog controls this creates quite an issue. 


Hi Tarphon,

I too created a physical weapons controller and lamented the lack of ability to unload.

[Q3T1S3Oh] 

So I created an AutoHotKey script to take care of this - it clicks the mouse in the appropriate places.
For fun I also had it detect the color of the shields button onscreen and mapped it to toggle Numlock when Artemis is the active window.

Unfortunately it requires a bit of manual configuration, though I am beginning to suspect the UI elements are fixed relative to various edges of the screen and it could be amenable to automatic configuration.


I have attached my current version with parameters for 1280x800, 1366x768, and 1024x768.



 
Attached Files
txt ArtemisWeapons.ahk.txt (2.15 KB, 8 views)

Tarphon

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Posts: 3
Reply with quote  #5 
Hi pavlvs!

We also decided to use AutoHotkey to replace the mouse but the targeting is a major issue. We are still looking for potential workarounds but have not found anything suitable.
 
We will post when or if we find something that works. We will be building a fully enclosed bridge over the next several weeks. :-)
notsabbat

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Reply with quote  #6 
Quote:
Originally Posted by Tarphon
Hi pavlvs!

We also decided to use AutoHotkey to replace the mouse but the targeting is a major issue. We are still looking for potential workarounds but have not found anything suitable.
 
We will post when or if we find something that works. We will be building a fully enclosed bridge over the next several weeks. :-)


Not that its needed, but I thought I would throw my voice in here about this.

I would love to ditch the mouse as well and replace it with something more scifi looking, though my (performance oriented) crew seems to vastly prefer them over the other options I have tried (touchscreen and trackball).  I haven't tried too much with key mapping, but that will probably be part of my jump drive controls for cancelling a jump in progress (unless there is a key for that now). I like the idea of using key mapping for unloading ordinance and will be very keen to hear anything you guys come up for moving targeting to keys, however manual targeting will be the big one as it will be hard to incorporate that into a keystroke since the best place to shoot is never the same and manual targeting is just too good to overlook. I may eventually look at doing touchscreens and custom controls, but for now Im stuck with the mouse




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