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Re: Keyboard controls

Posted: Sun Jul 08, 2012 1:33 pm
by Eric Walch
CommRLock78 wrote:
I've noticed the entries such as

Code: Select all

max_flight_pitch = 1.7;
max_flight_roll = 1.1;
in the shipdata.plist files,
The new pitch/roll control is nice, but none of Oolites internal player ship has a pitch higher than 1.0. So if you choose to fly a ship with a 70% higher pitch, you must not complain that the pitch is so high. It is that high by design of that author. If its too high, better switch to a normal ship as changing the specs is disrespecting the authors choice. I assume it has a good practical reason none of the internal ships goes above 1.0 :P

Re: Keyboard controls

Posted: Sun Jul 08, 2012 1:39 pm
by SandJ
Eric Walch wrote:
If it's too high, better switch to a normal ship as changing the specs is disrespecting the author's choice.
Frankly, it's open source: bollocks to the author. It's MY computer. If I want to cripple a ship I downloaded so that I can use it, I'll damn well cripple it. Then say "Thanks" to the author and tell them how I made it better for me.

I accept I'm an evil international criminal if I illegally reverse engineer Micro$oft Flight Simulator to make it better for my own personal use, but if I can't edit a shipdata.plist, we may as well all give up on Oolite.

Re: Keyboard controls

Posted: Sun Jul 08, 2012 1:46 pm
by Svengali
Heh .-) The original version has even used 2.7/1.1.

I'm already thinking about a 8-Bit Apocalypse package with the Farstar Murderer, Grass Snake, Renegade Viper and Remorse of Conscience in one OXP (and maybe other 8-Bit Apocalypse ships if I find the time to tweak them), so toning down pitch can be done easily.

Re: Keyboard controls

Posted: Sun Jul 08, 2012 6:30 pm
by CommRLock78
SandJ wrote:
CommRLock78 wrote:
This particular game I'm piloting a Farstar Murderer :mrgreen: .
I have added that, and the Dragon ships, to v1.2 of the OXP which is here.
Cheers SandJ! It looks like there are a couple of choices to fix this now. I tried out the trunk and I like the changes that have been made to the space compass, but I don't know if it will be stable enough for good play, so your OXP will be a great fix until the next stable release :).
SandJ wrote:
On my old 400 MHz Pentium PC, just touching the controls moves the ship too far to make combat possible.

On my netbook, just touching the controls moves the ship too far to make combat possible.

On my new goes-like-clappers PC, just touching the controls moves the ship too far to make combat possible.

Hence the OXP to cripple the pitch and yaw. It's either that or turn down the TAF to 0.25
I'm really surprised your "goes-like-clappers" PC gives that kind of performance :( . Without any modification on my new system, I can finely adjust my aim, where a slight touch gives a slight movement - so your problem is a mystery to me (I wonder what could be so different?).
Well, at any rate, you made an excellent fix for all of us keyboard commanders so that we don't have to worry about getting splashed whilst aiming :D .

Re: Keyboard controls

Posted: Sun Jul 08, 2012 6:35 pm
by CommRLock78
SandJ wrote:
Eric Walch wrote:
If it's too high, better switch to a normal ship as changing the specs is disrespecting the author's choice.
Frankly, it's open source: bollocks to the author. It's MY computer. If I want to cripple a ship I downloaded so that I can use it, I'll damn well cripple it. Then say "Thanks" to the author and tell them how I made it better for me.

I accept I'm an evil international criminal if I illegally reverse engineer Micro$oft Flight Simulator to make it better for my own personal use, but if I can't edit a shipdata.plist, we may as well all give up on Oolite.
I have to agree completely, that's the beauty of open source, you can tweak and mod to your own desire :D.

....M$ Flight Simulator :lol: , do they even make that anymore?

Re: Keyboard controls

Posted: Sun Jul 08, 2012 6:37 pm
by CommRLock78
another_commander wrote:
CommRLock78 wrote:
Work's great another_commander! I went ahead and added the code and sure enough I saw differences for different values. I've got it set to 0.2 as that seems to be the sweet spot for this machine.
Glad you find it useful. I was considering changing the default value to 0.33 (1/3 of normal), so that it is equal to the joystick precision equivalent.
Is this feature going to become a part of the mainstream version?
Yes.
The keyboard control tuning and the changes to the shapes on the space compass are some really great improvements to look forward to in the next release :mrgreen: .

Re: Keyboard controls

Posted: Sun Jul 08, 2012 7:23 pm
by SandJ
CommRLock78 wrote:
I'm really surprised your "goes-like-clappers" PC gives that kind of performance :( . Without any modification on my new system, I can finely adjust my aim, where a slight touch gives a slight movement - so your problem is a mystery to me (I wonder what could be so different?).
It's not a performance issue. I expect to be able to aim for and hit boulders and Tharglets at greater than 7km, but a brief touch of ▲ or ▼ frequently passes from just below to just above the target. Ditto for Adders at long range. Maybe I expect too much.

Re: Keyboard controls

Posted: Sun Jul 08, 2012 7:54 pm
by CommRLock78
SandJ wrote:
CommRLock78 wrote:
I'm really surprised your "goes-like-clappers" PC gives that kind of performance :( . Without any modification on my new system, I can finely adjust my aim, where a slight touch gives a slight movement - so your problem is a mystery to me (I wonder what could be so different?).
It's not a performance issue. I expect to be able to aim for and hit boulders and Tharglets at greater than 7km, but a brief touch of ▲ or ▼ frequently passes from just below to just above the target. Ditto for Adders at long range. Maybe I expect too much.
Perhaps your are expecting a little too much - I made a point of really paying attention to the aim just now messing around in galaxy 7, and I noticed I could have a bit finer control of my Caddy on the new PC (although by and large I seem to have good enough control ;) ).

Re: Keyboard controls

Posted: Mon Jul 09, 2012 6:54 am
by Eric Walch
I have no idea if it is possible that keyboard control varies between computers. I do know that once in a while I enter a system were control is bad. Pitch does not react on short key presses. And when i hold it long enough till I have a movement, the ship keeps pitching after releasing the controls. On my screen that results in a movement of about one centimetre. Very difficult to aim than :D . However, this only happens in full screen mode, when I switch to windowed mode the responsiveness of my key is back.

The new sensitivity control key in trunk is very nice. Very useful for distant sniper shots. :wink:

Re: Keyboard controls

Posted: Tue Jul 10, 2012 7:33 pm
by CommRLock78
Eric Walch wrote:
I have no idea if it is possible that keyboard control varies between computers. I do know that once in a while I enter a system were control is bad. Pitch does not react on short key presses. And when i hold it long enough till I have a movement, the ship keeps pitching after releasing the controls. On my screen that results in a movement of about one centimetre. Very difficult to aim than :D . However, this only happens in full screen mode, when I switch to windowed mode the responsiveness of my key is back.

The new sensitivity control key in trunk is very nice. Very useful for distant sniper shots. :wink:
I noticed a distinct difference in keyboard control with the same ships, same version of oolite, on two different computers. I think that there is some sort of performance issue, at least in my case, because Linux uses the CPU for 3D graphics even though I put a second hand graphics card in the machine, so the CPU use is quite high - but other than the aiming issue and slight slowness, it is remarkably playable.

In the end, I think both the extra keyboard control, and the removal of the Energy Bomb are both really good changes to make to the game :P .