Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: CP5670 on July 07, 2009, 12:20:02 pm
-
I'm getting back into FS2 after quite some time and have noticed when you look through different viewports, the camera turns to face them instead of switching to them instantly. Is there a way to disable this "feature?" The delay in bringing up the rear view is quite annoying, especially during intense fights. :p
-
i kinda have to agree here. i like having a pan view option but there should also be keys for instant look, if only for the sake of reverse compatibility. most flight sims usually have controls for panning in addition to snap views. thats what freespace should have.
-
Yup, this is annoying.
-
when is anyone gonna get around to upgrading the input code in general, to make it easier to add keyboard / mouse / axis /button commands?
-
I believe that is part of the new pilot code Taylor is working on.
-
So it looks like there is no way to turn this off?
The rear view is next to useless in the middle of a fight now, as it just takes too long to turn back and look forward again. :p This needs to be reverted back to how it used to be.
-
No I meant the updated input code is part of the pilot file updates.
As far as the pan goes I thought that had to do with the trackir stuff. No idea if it can be turned off or not.
-
i dont like the way pan is currently implemented anyway. it should be reverted back to retail. i want a pan feature, but i think it should be incremental or axis controlled (a substitute for track ir when ones not available) rather than instantly snapping to a pre-defined angle (im sure those have uses as well, just not as default). they should be separate commands entirely from the retail view commands.
on a related mater virtual cockpits kind of require a view command overhaul. sometimes one of the pre-defined views is obstructed and is unusable, this is where incremental pan is useful. but what i really want is to be able to have is multiple eye points. you could define one for each view preset, first one being front view, second one being rear, third being left fourth being right and so on. anything extra could possibly be cycled through with a kb command. once control versatility is added, then players can just bind the ones they like most.
-
Dang, and I like the new pan instead of snap, it gives me a slightly better awareness of where I'm looking since I saw it pan from point A to point B instead of the view just changing instantly. Unfortunately, Taylor is no longer working on the pilot file code, and unless someone can make something out of what he'd done, I've suggested an interim fix of a key remapping table, to allow us to write new key functions, and swap them via a table with existing ones. That way the pilot file stays unmodified but it allows us to overlay new key commands on top of old ones, that maybe some mods don't need. Wouldn't help out FS2 itself as much but users could still write their own remapping table, although it wouldn't be any good for multi probably. To be honest, this pan/snap thing probably makes the most sense as a command line option (I know we hate adding those but again, it would fit as an in game option someday if someone ever moves them).
-
i like that idea, completely remove the key mappings from the pilot code all together (or rather keep them there but make the code use the table instead if ones available) and add them to a table. this allows the scp, tcs and mods to ship with their own default control configs. also you can have multiple configs independent of the pilot file. say if you synchronize your pilot file between a laptop and desktop, but the two require different key bindings, then you just pick the config file you need at the time. since the game uses sdl for input, there are a lot more input possibilities than we have now. its just been the pilot file code keeping us from taking advantage of it. i actually think it would be a good idea as a permanent fix.
-
To be honest, this pan/snap thing probably makes the most sense as a command line option (I know we hate adding those but again, it would fit as an in game option someday if someone ever moves them).
Yeah, I was also thinking a command line setting would be the best way to fix this.
-
Given that it's completely player choice I'm tempted to agree. The difference it would make to multiplayer is rather minimal.
-
I am not entirely sure. If a mod is using a cockpit model, it might be best decision to use instant change of view. In my oppinion this decision should be with the mod makers and not with the player.
-
I believe that is part of the new pilot code Taylor is working on.
Don't count on it - this is on hold.
when is anyone gonna get around to upgrading the input code in general, to make it easier to add keyboard / mouse / axis /button commands?
I'm going to stick my neck out and say post-3.6.11 (not actually that far away) - we're all in a real bug fixing and code janitorial mode for the next release, rather than a feature adding mode.
i like that idea, completely remove the key mappings from the pilot code all together (or rather keep them there but make the code use the table instead if ones available) and add them to a table.
There have been rumblings along these lines internally, but no serious work has begun on it.
-
I think this should be a command line/launcher selectable thing, it's a player preference like the 3d radar thing.
-
I think this should be a command line/launcher selectable thing, it's a player preference like the 3d radar thing.
It depends: 3d radar is not intended to be used with WC Saga. And I do not care about personal preference - I'd like to have some control as to how the game is played. ;)
-
Well you can't prevent them from using TrackIR, and the hat switch pan was a side effect of that support. So you're really going to have to support _at least_ the pan method, if not the snap one.
-
I agree with you on the 3D Tolwyn radar as it can completely screw up the cockpit design if someone swaps that. But in an ideal world we'd have implemented both pan and snap to keys (And we probably will one day). So all that the command line will do is allow the user to decide which ones they want to have until we get around to giving them both.
-
Even if it is made a mod feature, its default behavior should be how it was in retail. This is something that actually affects the gameplay. When I'm on bombing runs and get attacked from behind, I often use the rear view to see what it is and decide whether to go after it or not.
-
I get that you guys need it, and I get that it should match retail, but I still think it's crazy that the little delay could actually affect gameplay. It should be changed back still.
-
You need to play more hard missions. :p Bearbaiting on insane comes to mind, or almost any fanmade multiplayer co-op mission that involves bombing. The "little delay" is around two seconds to look back and forward again, which is plenty of time for an enemy to get several shots on you.
-
Also, 2 seconds is an eternity if you need to do it in middle of evading stuff.
-
Just change the pan delay to something like 300 ms.