Will the shortcut bar return to ships?

Simpson3k shared this feedback 41 days ago
Not Enough Votes

The ability to place specific ship components into a shortcut bar to toggle them on/off is cruisial if you want to effectily recharge your battery. Thats pretty impossible if the whole ship sucks it empty while the cute solar panel on top does its best to recharge it. Aktivate the ship and then switch everything with a single key off so that only the battery and the solar panel remain on, and even quickswitch the battery from auto to charge.

Replies (2)

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2

Yes, I am very much looking forward to when the update with the panel will already be.

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1

Oh so its already in their roadmap or something? Just planned my first miner in the creative mode.. the small ion drives work to manouver in side an asteroid.. but their speed is a joke when i want to travel to the asteroid and back home.. so it needs large engines but those are suicide inside the asteroid.. so switching off groubs of engines quickly would be really nice.

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2

Pretty sure they’ve said it at some point, I haven’t checked but I’m thinking probably VS2.2 (Weapons and sub-grids absolutely need toolbars)

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3

I like the ship hot bar, but it does take up a lot of space where more avionic displays could go.

I would not mind either a pop-up hot bar that can be pulled up or a customisable flight panel that could have selectable screens that would do the same job.

Typical screens would be for landing and docking, combat, cruise control, launch bays, crane/arm manipulation, power management, damage control.

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4

Yeah, I totally agree with you. The hotbar is good because it is universal, and you can put any action on it, but it can quickly become a mess if you put too many things on it. You end up memorizing on which page certain actions are. Switching between pages and reaching out numbers 1 to 9 is not ergonomic and limited to the keyboard only. People are familiar with traditional controls. For PC, it is WASD + Mouse, and on consoles they use controllers with axes and buttons. This is what the game needs to embrace. In SE1 we have a good example of how it is possible via Custom Turret Controller, where you can easily control two mechanical blocks with a mouse. I believe this can be extended to map any keyboard key or controller button to any action you want by using the User Input Controller (UIC) block. For example, you can toggle the battery(es) from auto to recharge by mapping the "B" key to do that, group all of your staff besides batteries and solar and use a button (or override "Y") to toggle them on/off. When flying in the atmosphere, you often want to group all your front-facing thrusters and toggle them on/off to enable "cruise mode" while dampeners are still fighting gravity. Instead of adding it to the hotbar, you can assign a specific button to do that or override the "Z" button on an atmo-only ship so you never accidentally disable your dampeners. These mappings can be activated only when needed, and you can have many different mappings. They are just blocks on your grid that you activate in a similar way as if you took control of a Custom Turret Controller. The other block I call Automation Mapping Block (AMB) can automate the whole process for you by mapping the connector's "connected"/"disconnected" state to switch on and off groups and putting batteries into the desired mode.

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