Feature request: movement in all directions
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- Merchant
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Feature request: movement in all directions
How about adding ABKeys in the other 5 directions (or at least left and right)? I think it could make combat more interesting.
You could also use this in the new ASAP: move sideways instead of turning the ship to face away from a planet or base. This way the target can remain in focus.
You could also use this in the new ASAP: move sideways instead of turning the ship to face away from a planet or base. This way the target can remain in focus.
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Use the Shelton slide toggle you continue on your vector by are free to rotate in any direction great for combat passes
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I'll take a lookHalleck wrote:If I'm not mistaken, functions for these movements exist, but they are not bound to any keys.
I know, but you have to turn your ship, build up speed, use shelton and turn your ship back.loki1950 wrote:Use the Shelton slide toggle you continue on your vector by are free to rotate in any direction great for combat passes
It would be easier without having to turn around. You save time and you can keep shooting your opponent.
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you would still need to shed that velocity to turn around for a return pass your inertia doesn't go away.IIRC x-wing vs tie-fighter was like that makes for good game play but it is not the real physics which we try to model correctly.
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I think it would make VS alot more approachable for new players and efficient for veterans, to try to avoid key modifiers like the plague, when you're talking about the flight controls. For two reasons-ace123 wrote:That sounds interesting.
What would happen if we were to bind those to the arrow keys with the control or alt modifier?... Say control+Up = thrust up.
1) It can be an ergonomics problem to have to hold two keys down to get one effect, while also trying to manage a number of other flight controls while in combat or close quarters maneuvering.
2) Keyboards (older ones at least) usually cannot handle more than 3 or 4 inputs at once, they just don't have the bandwidth. (Lost many an incarnation in Battlezone II this way.)
Well as you said, laptop players would not be able to access this feature then. And for those using a full keyboard, that would force them to use the normal arrow keys, which is a bit less comfortable. I think two good alternatives would be-Halleck wrote:I was thinking the numpad arrows might be a good choice as well, for those that have them.
1) WASD / WAXD This would have the advantage of ergonomics, the player would not have to move one hand around to access all of the maneuvering controls.
2) Home/Delete/End/Page Down This would keep all of the maneuvering controls in the same group of islands and upset less non-redundant key assignments.
Either way you are going to mix up VS' default control scheme, but that is not really a bad thing, because it really could use a reworking anyhow. Control locations are kind of chaotic and hard to remember, similar function controls are not grouped or arranged ergonomically, less important commands are taking up prime locations and the modifier keys like shift ctrl and alt are used as modifiers (which increases complexity alot) instead of being used outright as controls themselves.
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If I find some time in the next couple of days I'll see what I can do. I agree that the default key bindings could use a going over.Halleck wrote:I think that a keyboard remap was proposed but I don't know what happened to it.
If someone comes up with a workable remap in the next few weeks it might make it into the release. If not, I'm sure it will happen post-release one way or another.
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@hurleybird this might be handy http://vegastrike.sourceforge.net/forum ... php?t=8895 for that remap
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Yes, that should help a lot! A key binder like that should be included in 0.5.loki1950 wrote:@hurleybird this might be handy http://vegastrike.sourceforge.net/forum ... php?t=8895 for that remap
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Hey, is there any way to bind mouse wheel functionality yet? The mouse wheel would work great for stuff like changing targets, changing speed, changing weapons, etc.
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Yes there is.
It's a mouse button, 3 and 4 (zero-based). You should be able to use it like any other mouse button... and that's a great idea with the wheel changing targets.
That's a good idea with including that key binder program. Since it's plain HTML and javascript it should just work if running out of a folder.
It's a mouse button, 3 and 4 (zero-based). You should be able to use it like any other mouse button... and that's a great idea with the wheel changing targets.
That's a good idea with including that key binder program. Since it's plain HTML and javascript it should just work if running out of a folder.
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The key binder applet does provide mouse buttons to bind to 11 buttons same as setting up a custom mouse section for Xorg.config which i still have to do for my rodent
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Ok, so mouse 0 is the leftmost button, mouse 1 is rightmost, mouse 2 is middle, mouse 3 and 4 are mouse wheel, right? That makes mouse 5 and 6 the other two buttons in a five buttoned mouse?ace123 wrote:Yes there is.
It's a mouse button, 3 and 4 (zero-based). You should be able to use it like any other mouse button... and that's a great idea with the wheel changing targets.
That's a good idea with including that key binder program. Since it's plain HTML and javascript it should just work if running out of a folder.
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Do these still work? I've tried binding them, but they don't seem to be doing anything. Maybe it's just me...mortaneous wrote:I know the commands are available, but not bound, as I have bound and used them myself. I used to bind the ThrustUp, ThrustDown, ThrustLeft and ThrustRight to the hatswitch on my joystick so I could more accurately do fine manuvering around the docking tunnels of some bases.
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@hurleybird if the wheel is tilt able left is 5 right is 6 and the side buttons 7 and 8
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