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More Joystick Buttons
Posted: Mon Jan 04, 2010 8:04 pm
by JeffBTX
(Windows. And Mac?)
I'd like to propose that Oolite have more functions that *can* be assigned to joystick buttons. At least a few more.
In particular (my personal order of preference... due to frequency of use):
(1) The CHANGE ADVANCED COMPASS MODE function, "\".
In combat, I frequently like to change to *current target*... it's a hassle to reach over and press the \ key repeatedly with a swarm of kraits around you. It would be easier if I could press a joystick button to emulate "\".
ALTERNATIVE (not likely to be implemented, but a worthwhile suggestion anyway)... for exactly this situation, a button that INSTANTLY goes to *current target* with the Advanced Space Compass, IF an object has been targeted... otherwise no action.
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Thats the only one I have. I find that I don't often use missiles at all, and I find that I tend to only focus on one target at a time.
Other players might post here and propose more:
*Since joysticks such as the X52 and so forth have so many buttons, we may as well throw in WitchSpace Drive (we already have fuel injection) and Galactic Hyperdrive.
*Button(s) that work with other pylon mounted weapons (besides missiles... we already have fire secondary, arm secondary, disarm secondary, select secondary)... so Q-Mines and E-Bombs.
*Button(s) that work with the multitargeting system.
*A button for the cloak.
*And Docking / Docking Computer commands, Cargo Ejection, Escape Pod.... One annoying thing that I do on occasion (and I'm sure it happens to everybody else)... I go to press "D" for the Docking computer, but I slip and press "d". Hehehe. OOPS! I'm glad I have a fuel scoop...
I don't know how difficult or how much of a hassle this would be... I currently have 1 other SpaceSim installed, and it seems to have no limit as to the number of controller buttons and axises (axi?) that can be programmed in-game.
The reason that I don't use (and would rather not use) a *Saitek X52 Pro PROFILE*... I mentioned this in another thread... on some systems (possibly just Vista systems) when you have the Profiler software in memory and WORSE if you have invoked a profile, it slows down computer restarts / shutdowns SEVERELY. Three to five minutes sometimes! I have my system set up so that the profiler software is NOT loaded at startup (via ConfigSys); JUST the Saitek USB / Controller driver is loaded... so that I can work with the controller in Windows Control Panel > Game Controllers. I can work with how the MFD clock works and change the LED colors on the controller that way... and it probably insures that the controller works properly. JUST loading the driver(s) DO NOT slow down restarts / shutdowns.
-Thanks
Re: More Joystick Buttons
Posted: Mon Jan 04, 2010 8:18 pm
by Kaks
=> axes will do!
Hmm, _ds_ would be the best person to ask, he seems to be the only dev person with a joystick (shocking, I know). We might be able to add joystick configuration file along the lines of keyconfig.plist, but I wouldn't hold my breath there...
In the meantime, I've seen quite a few utilites that allow you to map joystick buttons to any keyboard letter, and most can be configured to load different settings automatically depending on the game you're running. Maybe that's something worth considering?
Re: More Joystick Buttons
Posted: Mon Jan 04, 2010 8:40 pm
by JeffBTX
Kaks wrote: => axes will do!
Hmm, _ds_ would be the best person to ask, he seems to be the only dev person with a joystick (shocking, I know). We might be able to add joystick configuration file along the lines of keyconfig.plist, but I wouldn't hold my breath there...
In the meantime, I've seen quite a few utilites that allow you to map joystick buttons to any keyboard letter, and most can be configured to load different settings automatically depending on the game you're running. Maybe that's something worth considering?
Axes are what barbarians stick in the heads of townsfolk (before rapin' and pillagin').
_ds_; It would be nice... if implemented. I cope, of course... this would be a NICE luxury. If some people play with only the keyboard, I can press a little old \ key. I hope the suggestion can be considered.
I've HEARD of a utility that works LIKE the Saitek software... and it seems to me that some forum posts or something indicated that it worked without the problems. I forget where, and I forget why I didn't try it out ... maybe it was not VistaReady at the time. I will look into it. Thanks!
Re: More Joystick Buttons
Posted: Mon Jan 04, 2010 9:05 pm
by JeffBTX
JeffBTX wrote:ALTERNATIVE (not likely to be implemented, but a worthwhile suggestion anyway)... for exactly this situation, a button that INSTANTLY goes to *current target* with the Advanced Space Compass, IF an object has been targeted... otherwise no action.
ALTERNATIVE (version 2): When you go into Ident Mode, and an object is targeted, the Advanced Space Compass automatically gets thrown to *current target* (initially). But the player can still use "" to switch target types after that.
If the compass is currently, say, set to *stations*, AND the Ident System is active, and an object (ship, cargo pod, SpaceMonkeys) crosses the reticle threshold, it becomes the *current target* AND the Advanced Space Compass gets thrown over to *current target* mode (but can be changed with the \ key).
(edit): When in Current Target mode, when you blow up a ship or scoop up the cargo, the Advanced Space Compass gets automatically thrown over to whatever mode is first in its "list" (I think that is *planets*); UNTIL another target is resolved (if still in Ident Mode).
Posted: Mon Jan 04, 2010 11:04 pm
by Cmd. Cheyd
Other Hopefully Easy Suggested Buttons:
Toggle Cloak
Escape Pod (I never make it from HOTAS back to the keyboard in time)
Harder Suggestions:
Scanner Zoom (As Axis) - I have an extra (actually 2) throttle-like pots on my throttle assembly. One is actually labelled 'Scanner Range' or something similar.
Might have a few more, but work day is over... Gotta head out!
Re: More Joystick Buttons
Posted: Mon Jan 04, 2010 11:11 pm
by Screet
JeffBTX wrote:The reason that I don't use (and would rather not use) a *Saitek X52 Pro PROFILE*... I mentioned this in another thread... on some systems (possibly just Vista systems) when you have the Profiler software in memory and WORSE if you have invoked a profile, it slows down computer restarts / shutdowns SEVERELY. Three to five minutes sometimes! I have my system set up so that the profiler software is NOT loaded at startup (via ConfigSys); JUST the Saitek USB / Controller driver is loaded...
Strangely, I do have Vista 64 and do NOT have that problem. But I do have to unplug/replug the stick after sleep/hibernate (which I do use more often than shutdown/reboot) and sometimes the driver would cause a BSOD in that case *GRRR*
However, my system was - by the installer - set up so that I have to reassign the oolite profile manually via the tray icon before launching oolite, which is why I would prefer to get rid of the need to use a profile...
About possible things I've thought of:
1) Add slider support for scanner range setup. Currently I've those on the toggle buttons which does somehow work MUCH better than directly via keyboard, but using the slider would be even nicer!
2) For outside views it could be great to use the rotary in order to freely change the viewpoint
3) Add "select previous" for missile slot selection
4) The LCD both of the stick as well as of keyboards could be used to show further info, like used/available cargo space, remaining fuel and current speed (values instead of the HUD bars). Also I would like the active missile type to be shown...and probably it would be nice to be shown the current energy and shield recharge rates
What I'm currently adding via profile is these:
1) Turret toggle
2) MASC toggle
3) cloak toggle
4) Hyperspace jump
5) Scanner zoom (in&out)
6) Rotate Cargo for dumping (but not actually dumping)
7) Switch Compass (would like forward/backward!)
Additionally to that, I've used all the oolite internal assignments for the stick - and I would be glad if I could choose to keep them between installations.
I really was already thinking about what I could add myself, but I haven't had a look at oolites stick code yet and this burnout problem really slows me down whenever I try to do something useful...
EDIT: ARGH! And now I've just thought of the idea to switch between targets in memory, select missiles or compass mode via rotary buttons - and I've got fewer of those than ideas of what I could use them for
Screet
Posted: Tue Jan 05, 2010 5:19 am
by Cmd. Cheyd
I am home now, so.... Unlike you guys, I'm using a
Cougar HOTAS. So my setup is a little different.
Anyways, what I'd like to see (somewhat in order from greatest to least/hardest I imagine to implement):
Toggle Cloak
Trigger Escape Pod
Target Missle
Toggle Turrets
Select Next/Previous Target (Missle)
Next Cargo Selection (For Eject)
Eject Cargo
Select Next/Previous Target (Compass)
Slider / Pot. Support for Scanner Range
Free-Float External Views with Micro-joystick support
Two-Stage Main Trigger Support (and possibly weaponry to capitalize on it)
This is in no way meant to diminish any of wonderful you guys are doing. Just throwing out "Wish List" items. Kinda like voting - Can't bitch about the guy in office if you didn't vote. Just letting you guys know what, at least I, would like to see.
Posted: Tue Jan 05, 2010 6:38 am
by JeffBTX
I've had bad luck - couldn't log on - I think my router is failing, but I have it working again. Can routers overheat? (it sits on a shelf next to my modem... 6 inches or so away anyway... and I keep my "computer room" at about 60 degrees fahrenheight when my computer is running.) Can they "die slowly"... acting wacky for a day, then suddenly working without a hickup for months? This has happened ONCE before, about a year and a half ago. Maybe there is a loose / flakey connector or something. Maybe gremlins live in my closet, and come out for special occasions. ANYWAY....
Just want to say Thanks All for the input... many good suggestions. IF the developers consider this, they have their work cut out for them.
4) The LCD both of the stick as well as of keyboards could be used to show further info, like used/available cargo space, remaining fuel and current speed (values instead of the HUD bars). Also I would like the active missile type to be shown...and probably it would be nice to be shown the current energy and shield recharge rates
Screet; for the LCD / MFD on the Saitek X52 (+Pro), they would have to download and link in to the compiler, the "MFD Programming SDK" available on the Saitek site (I think it can link to some C/C++, I dunno about C# or which compilers). It enables a compiler to create code that can talk to the LCD/MFD. So far I know of only one app that has done that: recent versions of Microsoft Flight Simulator can put messages and displays on the X52 LCD/MFD. PERHAPS it's possible that Saitek could release the communications protocols for the MFD, and then a compiler MIGHT be able to use in-line assembly or whatever to talk to it... for a customized interface module... I don't know.
Posted: Tue Jan 05, 2010 7:49 am
by JeffBTX
Cmd. Cheyd wrote:Two-Stage Main Trigger Support (and possibly weaponry to capitalize on it)
I'm not familiar with the Cougar... but... That has interesting possibilities... the X52 has a two stage trigger like that (if this is what you are talking about... press the trigger for first stage, THEN press it in "more" (all the way down) for the 2nd stage?)... in another game, I programmed it to fire "Lasers", and then when it was pressed down all the way it was "Lasers + Particle Weapon". I also experimented with: press it, it fires the primary weapon, press it down all the way and it toggles the primary weapon. So pressing the trigger down all the way (briefly...) toggled between "Lasers", "Particle Weapon", "Lasers + Particle Weapon", "Lasers"...
Usually though that is just another button. For example, for the X52 Pro the trigger is Button 1, and pressing the trigger all the way activates Button 1 plus the 2nd stage, Button 15.
IF the Cougar is like that then "Two Stage Trigger Support" is somewhat moot... there wouldn't need to be Two Stage functions in-game PER SE; IF there is a large selection of functions to choose from, AND the game could read ManyDifferentButtonsAndAxesAndSliders. We could program / select a two-stage trigger behavior in any way our heart desires.
Re: More Joystick Buttons
Posted: Tue Jan 05, 2010 8:39 am
by JensAyton
Kaks wrote:Hmm, _ds_ would be the best person to ask, he seems to be the only dev person with a joystick (shocking, I know).
I have one, I just haven’t got around to implementing Mac joystick support. Mind you, that’d be semi-easy if we made it Leopard and later only.