Re: Assign function keys to prime equipment
Posted: Thu Apr 14, 2016 5:39 pm
Which reminds me...Svengali wrote:I could add a option.
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Which reminds me...Svengali wrote:I could add a option.
That's good news!Svengali wrote:It's Lib_Config.js in Library and, unlike the old OXPConfig, the script can be used in-flight. It would at least help to declutter the equipment list, so if there's real interest I could add a option.Cody wrote:Svengali's latest BGS kinda offers that - not in-flight, but when docked. Whether other OXPs will use it is the question.Astrobe wrote:I'd suggest to create a configuration screen dedicated to OXPs that can be reached in-flight.
I've done "keyboard remapping" a long time ago in another project. I can say it can be tedious to code. But I know where you're coming from though, I'm using an AZERTY keyboard myself.Bogatyr wrote:I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit!
It basically just involves looking up the keypress in a dictionary where the keypress is the dict-key and the command is the resulting dict-value. Then it's a matter of coming up with UI screens that allow one to view and edit these values. The external keymap rewriter is handy, but we additionally need to add the notion of general prime-equipment<equipID>, set-mode-equipment<equipID>, activate-equipment<equipID> commands. And it should be internal to the core so it doesn't bit-rot with new releases.Astrobe wrote:I've done "keyboard remapping" a long time ago in another project. I can say it can be tedious to code. But I know where you're coming from though, I'm using an AZERTY keyboard myself.Bogatyr wrote:I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit!
However there's this utility: http://wiki.alioth.net/index.php/Keyconfig
Bu-u-u-ump!
Other references:Cholmondely wrote: ↑Mon Jul 26, 2021 10:26 amWe currently have
63 key commands for the Standard Equipment and Game controls
12 key commands for the Optional Standard Equipment (20 or so pieces of Equipment - ignoring Beam, Military & Mining lasers etc)
8 key commands for the Optional Optional Equipment (300+ pieces of Equipment)
Notes on the above:
63 key commands ignores the effects of shift on the commodities market transactions, but adds in the missing commodity markets filter/sort commands (/ & ?) to the old OoliteRS list
8 key commands adds v.1.90's ctrl-: & ctrl-; to the old OoliteRS list
For comparison: Cars
A Ford Ka automobile has some 29 controls (pedals, switches, etc). A Volvo V40 has some 92 controls (on-board computer, cruise control etc). In each case a fair number of the controls are to do with comfort (radio/heating/air conditioning etc - I've not counted seat adjustment controls!).
For comparison: planes
As for an airplane... or a helicopter... (half an hour of pre-flight checks before take-off for a plane, an entire hour of checks for a helicopter)!
See here: https://www.wideview.it/my_cockpit.htm (simulator, but "spaced out" so one can count...)
And there is an Instrument Flying Handbook downloadable here from the FAA: https://www.faa.gov/regulations_policie ... /aviation/
Just looking at the 2 navigation communication control panels on page 2-2 (2012 edition), they have 52 controls between them!
So there are two different concerns: Reality and Gaming.
For gaming the number of controls have to be manageable to make it easier to master. But there is also the matter of immersion to consider - which involves realism and fun. To be denied individual controls for ILS (which I use a far amount), for targeting enemies but also for targeting cargo pods & escape pods, and for barrel roll seems ridiculous to say the least. And shuffling through the various primables breaks the immersion. Not being able to prime some of them also breaks the immersion. Telescope badly needs more control buttons. Etc. Etc. Etc. And as for TeaMaker! No choice of types of tea. No choice of lemon slices or milk. No choice of milk in first or last. No choice of Jersey milk or Guernsey Milk. No choice of demerara sugar or white. I could easily go on and on but poor old Araminta would roll her eyeballs. The suffering I have to endure whilst playing Oolite is unbelievable, unconscionable, unimaginable, unbearable... burble... whimper...
Oolite, the game which gives options can easily allow for this. Strict gaming to learn the ins and outs. Easier OXPs to start off with. And then more numerous key commands for when one has mastered matters and can cope with the increase in complexity.
Once I've completed the in-game keyboard configuration project, we can look at how to do this better.
What do you have linked to them?Milo wrote: ↑Thu Aug 12, 2021 12:19 amI added two more fast activation keys in my private build, so I'm currently playing with four. I also bound CTRL + key to trigger the mode function (equivalent to cycling to the equipment with SHIFT+N and then pressing b) instead of activate (the normal behavior of the fast activation keys).
With this, I can access all features of five primable items simultaneously; four that I've bound to fast activation keys, and a fifth that I've selected using Shift+N and can activate/mode with the 'n' and 'b' keys.
Even so, I find myself wanting more keys.
Which is one of the reasons there has been resistance to adding more keys to the game in it's current form. At what point will there be "enough" fast activation keys? If we add 10, someone will inevitably ask for 12. Or 15. Or 20.
I used the square bracket keys: [ and ]