Re: Split: Oolite Headtracking
Posted: Sat Feb 14, 2015 3:50 pm
Wow! I like the way the future is looking
For information and discussion about Oolite.
https://bb.oolite.space/
Juicy!Getafix wrote:Click the image below for a sneak peek of Oolite free-view.
It's already possible to script the camera position when in custom views. But it's a bit kludgey to use because of the way custom views are selected: cycled through with repeated key presses, instead of a dedicated key for each.Day wrote:We have already several views: forward, aft, starboard and (I forget), plus others. "Free view" is another view like these ones.
Like these, it may be selected and deselected.
I take you named it "Free view" rather than "Head view", because narratively it could be anything (the droid view, the copilot view (wow, playing to oolite with a friend shooting the lasers!), one of the "telecommanded ships" view, etc.).
Contra. I am using a left-side mounted mining laser and have become very good at this. Without the shortly available LMSS (which I didn't yet come around to install), this was a good way to keep your main lasers combat grade. And even now, every second asteroid belt is infested with not-so-friendly beings, thus having to wait for the LMSS to switch does not sound like a viable option to me.Wildeblood wrote:I'd be in favour of losing the port & starboard views (i.e. demoting them to particular custom views)
Same here. When I played it was always forward beam, aft military & side mining lasers. But your objection is to losing two laser mounts, not the special status of the port and starboard viewpoints. I think it's obvious a parallel secondary weapon facing forward is preferable to the side weapon mounts. The laser definitions could include a parameter to indicate whether it is a combat or ancillary weapon, and the mounts should be three: forward combat, forward ancillary & aft (either weapon type).QCS wrote:Contra. I am using a left-side mounted mining laser and have become very good at this. Without the shortly available LMSS (which I didn't yet come around to install), this was a good way to keep your main lasers combat grade. And even now, every second asteroid belt is infested with not-so-friendly beings, thus having to wait for the LMSS to switch does not sound like a viable option to me.Wildeblood wrote:I'd be in favour of losing the port & starboard views (i.e. demoting them to particular custom views)
No head tracking or adjustable field of view for you, then.QCS wrote:Also, this is classic Elite feeling...
I propose that a laser could be attached to a custom view, controled by JS so that modders may come with innovative oxps .I'd be in favour of losing the port & starboard views (i.e. demoting them to particular custom views) and completely removing the just-plain-silly side lasers, and having something like button (1) forward view (2) aft view (3) cycle custom views* (4) free view. That frees up one key on the keyboard.
Well, if "fov from keyboard/joystick" doesn't come as a standard function, I'd like to make it available at least through an equipment oxp.Adjusting the angle of view has to be from the keyboard in real time. If it's only adjustable from the settings screen or JS lots of people will never find it.
This. Ideally, you would off-load the functionality to core resources.Day wrote:When a legacy functionality may be coded via oxp rather than objective-c without performance impact, what is the accepted ideal best path?
Is it to reimplement the code in an oxp which will always be loaded? Or to let it in the obj-c code?
(A priori, i would think it is to reimplement it in oxp so that the obj-c codebase decreases in size when possible. There are less obj-c developers than js developers, methinks.)