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Re: Mapping keys/buttons to OXP equipment
Posted: Thu Aug 03, 2023 7:13 pm
by Cody
See your .GNUstepDefaults
file for the numbers.
Re: Mapping keys/buttons to OXP equipment
Posted: Fri Aug 04, 2023 7:10 pm
by hiran
Cody wrote: ↑Thu Aug 03, 2023 7:13 pm
See your .GNUstepDefaults
file for the numbers.
That I tried. It contains a lot of new settings, and I do not fully understand which of them really define the axes.
After all I need to place splines with at least two point per axis. Also it is unclear to me if the horizontal axis in the diagram (joystick movement) includes one direction (e.g. center to right) or both directions (left - center - right). When I go for the standard behaviour, it looks like the displayed range is just half.
Is this documented somewhere?
Re: Mapping keys/buttons to OXP equipment
Posted: Fri Aug 04, 2023 9:53 pm
by phkb
hiran wrote: ↑Fri Aug 04, 2023 7:10 pm
Is this documented somewhere?
This might help:
Dizzy's_guide_to_Setting_up_Joystick_Axis_Profiles
Re: Mapping keys/buttons to OXP equipment
Posted: Fri Aug 04, 2023 10:20 pm
by Cody
If memory serves, you can tinker with axis profiles on the fly (in-game whilst paused - no need to exit and save).
You wouldn't necessarily want the same response on the roll axis as on the pitch axis. Depends on the ship.
I can't comment on yaw(n).
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 4:29 am
by hiran
phkb wrote: ↑Fri Aug 04, 2023 9:53 pm
That is a quite in depth description. Thank you for that.
But I do still not see where the center position of the stick would be. Is it left? Or is it in the middle?
The difference would be if I can setup different curves for the two directions (let' say roll left and roll right). If I can do so at the same time I'd have to do so. And all I want is symmetrical behaviour...
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 4:30 am
by hiran
Cody wrote: ↑Fri Aug 04, 2023 10:20 pm
If memory serves, you can tinker with axis profiles on the fly (in-game whilst paused - no need to exit and save).
You wouldn't necessarily want the same response on the roll axis as on the pitch axis. Depends on the ship.
I can't comment on yaw(n).
Your memory serves right.
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 9:11 am
by hiran
Since I am running the latest 1.91 build it looks to me that while planning hyperjumps the possible jumps are no longer displayed (I can see the stars but no lines between them). Also the automatic routing no longer works.
While I tried to uninstall some of the expansions that I had added lately the problem persisted. But keeping the expansions and switching back to 1.90 helped.
Is it this latest patch that causes the situation?
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 9:51 am
by Cody
You should get the same response whether you roll left or roll right. If you don't, it's probably down to your stick.
As an aside, the Rollright Stones are a complex of Neolithic and Bronze Age megalithic monuments near the village of Long Compton, on the borders of Oxfordshire and Warwickshire. Constructed from local oolitic limestone, the monuments, now known as the King's Men and the Whispering Knights, are distinct in their design and purpose.
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 11:50 am
by phkb
hiran wrote: ↑Sat Aug 05, 2023 9:11 am
Since I am running the latest 1.91 build it looks to me that while planning hyperjumps the possible jumps are no longer displayed (I can see the stars but no lines between them). Also the automatic routing no longer works.
While I tried to uninstall some of the expansions that I had added lately the problem persisted. But keeping the expansions and switching back to 1.90 helped.
Is it this latest patch that causes the situation?
I'm not seeing that on my end. But I have to admit my version of Oolite has some extra bits anyway, so I'm probably not in the best position to give a definitive answer.
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 12:36 pm
by another_commander
Works fine for me here too.
Re: Mapping keys/buttons to OXP equipment
Posted: Sat Aug 05, 2023 2:25 pm
by hiran
Cody wrote: ↑Sat Aug 05, 2023 9:51 am
You should get the same response whether you roll left or roll right. If you don't, it's probably down to your stick.
The stick is fine in other apps. And also for Oolite it does not behave strange - it is just the dead zone that annoys me and the fact that I do not know how the diagram gets applied: 50% or 100% of the stick movement.
I am even aware that with joystick my barrel roll capabilities are limited as the stick only allows to move in a circle, which means the corners are not accessible. But then I can also engage the yaw which gives a new momentum to that maneuver.
Cody wrote: ↑Sat Aug 05, 2023 9:51 am
As an aside, the Rollright Stones are a complex of Neolithic and Bronze Age megalithic monuments near the village of Long Compton, on the borders of Oxfordshire and Warwickshire. Constructed from local oolitic limestone, the monuments, now known as the King's Men and the Whispering Knights, are distinct in their design and purpose.
Rollright Stones? Ain't that a music band?
Re: Mapping keys/buttons to OXP equipment
Posted: Sun Aug 06, 2023 1:38 pm
by hiran
phkb wrote: ↑Sat Aug 05, 2023 11:50 am
hiran wrote: ↑Sat Aug 05, 2023 9:11 am
Since I am running the latest 1.91 build it looks to me that while planning hyperjumps the possible jumps are no longer displayed (I can see the stars but no lines between them). Also the automatic routing no longer works.
While I tried to uninstall some of the expansions that I had added lately the problem persisted. But keeping the expansions and switching back to 1.90 helped.
Is it this latest patch that causes the situation?
I'm not seeing that on my end. But I have to admit my version of Oolite has some extra bits anyway, so I'm probably not in the best position to give a definitive answer.
How nice it works for you.
Someone guessed it might be the mode I am operating in, but pressing Shift-6 did not change anything. For the protocol, shift-6 on a US keyboard would be '^', while for me it is '&'. To press '^' I would need to use Shift plus the key left of '1'.
Put that combination revealed nothing, too. Then I tried to reassign the key to something I can press, like '0' (zero on the alphanumeric pad). That also did not help. But was not the whole point of the patch to be able to reassign keys?
Any suggestion what I could do to troubleshoot?
Re: Mapping keys/buttons to OXP equipment
Posted: Sun Aug 06, 2023 1:42 pm
by another_commander
hiran wrote: ↑Sun Aug 06, 2023 1:38 pm
Any suggestion what I could do to troubleshoot?
Empty all your OXPs and OXZs, start from a completely blank slate, or leave in maybe one equipment OXP so that you can have a test item. Does it work then?
Re: Mapping keys/buttons to OXP equipment
Posted: Sun Aug 06, 2023 6:49 pm
by hiran
another_commander wrote: ↑Sun Aug 06, 2023 1:42 pm
hiran wrote: ↑Sun Aug 06, 2023 1:38 pm
Any suggestion what I could do to troubleshoot?
Empty all your OXPs and OXZs, start from a completely blank slate, or leave in maybe one equipment OXP so that you can have a test item. Does it work then?
Easy. I just exported the list of installed expansions, then removed them all but the debug.oxp which came with Oolite itself.
Then I started a new game (just to be sure nothing is imported from a whatever spoilt savegame) and went directly to the F6 screen.
Here is what I got:
Plus as mentioned before - pressing shift-6 or shift-F6 does not change anything.
Re: Mapping keys/buttons to OXP equipment
Posted: Sun Aug 06, 2023 7:04 pm
by another_commander
Do you have the Advanced Nav Array?