Re: 1.7 Alpha 2
Posted: Wed Jun 29, 2016 11:38 pm
Looks like you can thrust/steer in autopilot with mouse controls, provided that you're thrusting when you engage autopilot. Might be a bug since you can't do that with keyboard controls.
Status effects on items should be small images like damage types (such as red star for laser) instead of words. For example, a radiation icon for radiation, instead of a big red "radiation vulnerable" or blue "radiation immune" on armor.kay.py wrote:Unrelated: Armour maluses could really do with a display that is distinct from the "damaged" indicator. Especially default maluses - there are large swathes of armour where you have to stop and look carefully to see whether on not you are collecting scrap...
I may have stumbled across something important on this issue. Copypasta from the relevant ticket on Ministry:Xephyr wrote:I've run into a very odd bug a few times where every friendly in the system decides the player needs to die. Trying to reproduce this right now.
AssumedPseudonym wrote: I just found the wreck of the Kronosaurus on my way inbound on a superfreighter escort mission, presumably destroyed by the guards of the Commonwealth Fortress I was leading said superfreighter back to. I was welcomed with MAGs and TeV 9s.
WARNING: Speculation mode engaged. Here’s the salt shaker.
It seems like part of the issue might be that if an NPC ship is attacked, it checks the order target of the ship it was attacked by, possibly? The Kronosaurus is specifically targeting the playership when it shows up, after all. I can see where that sort of check would be implemented in the case of checking for autons controlled by the player. If I’m right about order targets, checking for (objGetProperty obj 'playerWingman) might be a better way to go than checking order targets.
I can verify this on both counts. Fixed-angle weapons are easier to aim with mouse controls, but it's still possible to miss small ships like Corsairs even as close as 20 ls.PM wrote:Mouse needs to start disabled (i.e., no pointer on the screen) until used. I am getting tired of my ship automatically rotating toward south every time I load a game.
Also, with mouse aiming, 120 facings for aiming is really obvious. I sometimes find blind spots where your ship cannot aim where the mouse points due to 120 facings. If mouse support is assumed to be default, ships should have 360 facings (or more if floats will be supported) for aiming. That probably means decoupling facings from number of frames. (Decoupling facings from number of frames would help support older ships with 40 facings or less.)
I'm tempted to agree, but armor has received an effective nerf because of the unavailability of level 5 and 6 armors in the early game. It's much harder to use fixed weapons now because the front segment of armor wears down so quickly. Between better mouse controls and worse armor, I don't feel as if omni balance has changed much relative to where it was with alpha 1.kay.py wrote:Making manual aiming easier changes the balance between fixed and omni weapons so that may need tweaking (again)
I agree that it would be helpful to manually define uses for the mouse buttons. It's hard to chase ships using only the mouse, since the mouse can cause acceleration but not deceleration, making it almost impossible not to overshoot and miss the ship I'm trying to chase.kay.py wrote:Finally, treating mouse buttons as definable keys (in the xml, too) would be nice now that the mouse is a thing....
Oh, nearly forgot: mousewheel should work in docking lists. (heads off to add mousewheel -> pgup/dn to his macros)