Do you play Transcendence with a keyboard or a controller?

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Atarlost
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The use menu would be adequate if the game paused when it was up. Unfortunately it doesn't. Tough luck if you need to activate something in a fight and you don't have a quick key for it. Like, say, reloading your QAC.
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Aury
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Atarlost wrote:The use menu would be adequate if the game paused when it was up. Unfortunately it doesn't. Tough luck if you need to activate something in a fight and you don't have a quick key for it. Like, say, reloading your QAC.
*cough cough*

[modding moment coming on]

Hmm... maybe when the QAC is installed, spawn a virtual usuable item, called the QAC reloader, and give it a key of "u" or something. When invoked, it would auto-reload

Just hit "u+u" and viola! recharged QAC!
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Bobby
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might as well make the qac usable like this?(quite old, quick key not u) or put the code in an <onUpdate> on the qac and never worry about it again. same concept applies to the superconducting shield(it's actually quite good if you're not manually using coils, and that was if recharged every 2 seconds.)
Clear Air Turbulence
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Atarlost wrote:If you use no mods you can work with that. Maybe. Of course there are things like the Luminous 7ame algorithm that use odd keys. If you use mods just about any key could be required. There are at least 46 keys that should be useable for device quick-keys. 18 of them may be useable seperately with and without shift. Does your controller have 64 seperate keys? If not you don't have guaranteed interface compatability with mods.
I do have to use the keyboard for a few things, but for basic navigation and combat I have all the keys I need. A PS2 clone configured through JoyToKey has a large number of mappable functions when you include the fact you can make stick motions into key presses. I still have to lean forward to refuel, navigate loot and dock screens, to activate/deactivate items, and to release targets or target friendlies. I could still map quite a few of these as I'm not using all the keys on my controller - I don't have the stick presses mapped, and I only have two directions on one of the sticks mapped, which leaves me 8 unused mappings. I just haven't got around to doing it because 95% of the time the controller is sufficient, I don't mind leaning forward, and if I add more joystick functions I'll probably have trouble remembering them. :)
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Atarlost
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The point is that with a controller using the scramble cube or the luminous tame or scare algorithms would be almost as bad as using the QAC is now. Same goes for the switchable missile launchers in my mod. And there's no guarantee future mods won't create other items with quick-keys outside the set you can put on your controller.
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On JoyToKey, you can bind multiple keys to one button. I only use it for one thing (I have a key that presses G then D, so I can use one button for docking or gating), but with a bit of planning you could use this to allow you to access more keys. I'll have to look into some more applications for that.
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Ttech
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remaping would be nice but dare I say it mouse support?
There is partial support but it could be interesting to control the ships basic functions like direction and break using mouse buttons and motion.
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digdug
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Idea: what about weapons you can aim using the mouse ? That would be an interesting variation on the omni turret. :D
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