In fact I am not.another_commander wrote: ↑Mon Aug 16, 2021 7:39 amIt isn't. You would be surprised to know how many applications face issues of such kind.hiran wrote:I wonder whether Oolite is the only game with keyboard layout challenges...

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In fact I am not.another_commander wrote: ↑Mon Aug 16, 2021 7:39 amIt isn't. You would be surprised to know how many applications face issues of such kind.hiran wrote:I wonder whether Oolite is the only game with keyboard layout challenges...
Can't argue with that. But the goal of this particular project is not to reduce the number of key-commands, but to give complete access to all of them. A lot of the commands were hard-coded - this WIP exposes everything so that the player can (if they want) change the lot.
The key commands for the external views are in the game now. All I'm doing is exposing all the keys used to access them and allowing you to change them. (Note: after switching to the external view, you need to press "Caps-Lock" to engage the freeview camera. That's one keypress I'm less confident in swapping out, as it's one of a very limited number of keys that has a constant state. Once I'm through the initial dev process, I might revisit this one).
I have a plan for giving players the ability to assign as many keys to primable equpment as they want. I'll share more when I've gotten closer to the end of this phase.Cholmondely wrote: ↑Fri Aug 20, 2021 3:09 amUnlike a_c_ I feel that more new buttons in the third category is fine - by this stage our newcomers have already worked out that they like the game, and will want to manage what is now an added complexity. Especially more Fast Activation buttons - one only defines as many as one wants/needs.
Good! By the way, the one relevant comment that I stumbled across was Norby's note at the bottom here:
Reference: http://wiki.alioth.net/index.php/TelescopeTelescope.oxp wiki page
Keypress functions
The ident button ("r") is given a new feature by Telescope: it can lock onto the most centered target even when it's not shown on the screen!
The next "r" press will start auto steering to the target if the most centered target is the same target, otherwise it will lock onto the new target; a third "r" press will unlock it.
In Red Alert it will not narrow the locking to the attackers; it can still lock any "target".
Works only if there was a locked target beforehand, due to the triggering of the shipTargetLost event, so if there's no target it won't get called. Press "r" again or get something into the crosshair or use equipment buttons to lock a target. (Usually only an issue when leaving a station, exiting witchspace or Torus drive.)
If you turn off the weapons with the underscore button ("_") then a scan happens and you enter into "Navigation Mode", where autolock helps you to see through targets (called Panorama targeting): continually relocking to the most centered target.
This "_" button should be chosen to avoid unwanted fire if you have turrets.
In Red Alert you can lock any target and see distant targets if you turn this mode on.
The Ident "r" button presses can turn Panorama targeting on and off when in Navigation Mode.
With the Telescope primed (Shift+N), the mode button ("b") cycles through the functions of the activate ("n") button:
Commands:
Nearest target
Rescan
Step forward in the target list
Step back in the target list
Functions:
Lightballs: off / navigation only / ships / masslock borders / large
Sniper ring km: off / 5-25.6 / 10-25.6 / 15-25.6 / 5-30 / 10-30 / 15-30
Steering: off / nearest target only / both nearest and step in the list
Targets: 20 and limitation in red alert / 50 / 100 / 200
Visual target: off / weapons off / no ring / no station / no question mark / all
Visual target size: 1-8
The first 4 functions are actually commands which happen instantly when activated. The "Step forward" and "Step back" will rescan if you step over the end of the target list only. The Target list contains hostiles first (if any), then all ships in normal scanner range (25.6km), followed by Cargo & Escape Pods, and finally ending with ships which are beyond the normal scanner range.
The last 6 functions are some of customizable properties in the telescope.js file, which you can change during flight. Your settings are stored into missionVariables and saved when you save your game after docking. The 20-200 telescope items is an internal list to work with, for example to show lightballs over ships in space or step through the target list with mode and activate buttons.
If the core game ever provides more equipment buttons, a back button could step back to the previous function (maybe Ctrl+"b"). With a second equipment button (maybe Ctrl+"n") the settings list could be separated from the commands list.
Bottom right (8th of 9 screens):
make more sense (for the first line only)?External Views toggle - v
Sure.Cholmondely wrote: ↑Fri Aug 20, 2021 8:13 amMight
External Views toggle - v
make more sense (for the first line only)?
More thoughts: this isn't a toggle, though. You press "v" to switch to the first external view, then each subsequent press switches to the next external view, and keeps switching ad-infinitum. You get back to a normal view by pressing "1" or "F1". So it's not really a toggle, more of a cycle. So would "Cycle external views" be clearer, do you think?
I refer the honourable gentleman to the answer submitted immediately above....