Author Topic: mods, pilot files, and default pilots  (Read 1820 times)

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Offline Nuke

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mods, pilot files, and default pilots
one thing i think would come in handy for tcs and mods would be to keep local pilot file settings (or any other settings files stored in data/players) in there respective mod\data\players dir, while ignoring the default data/players dir. right now the game likes to use the default data dir to store all pilot settngs. id kinda like to be able to keep those settings in their respective mod dirs. also i kinda want to be able to set a default pilot file for a mod, just a regular pilot file with mod-default settings so when you create a new pilot under that mod, it uses settings from that mods default pilot file instead of the hard coded ones. the file would not be shown in the pilot selection list, and to make one all you would have to do is setup a new pilot, change settings, exit the game, and then rename and/or move the file to another dir the game recognizes.
« Last Edit: October 14, 2009, 03:56:10 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Thaeris

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Re: mods, pilot files, and default pilots
This sounds good... I think.

Personally I only use one pilot, regardless of the mod I'm playing. Sure some information might get scrambled, but I'm just playing a campaign to have fun. If or when I have to delete the pilot file is never a good time, as I have to spend quite a few minutes reprogramming the stick and getting all the settings in order.

What would be really nice would be a sort of "multiple keystrokes" table, or maybe even a customizable mod you could just add to the multi-mod entry in a mod.ini that would hold onto your preferred settings. The point is that it would be nice to be able to open a new pilot and simply select the default controls and edit them from there (as is usual), or just simply select a different set of default keystrokes (and then edit them as desired)... directly from the FS options menu if possible. It would also be great if you could save a keypath/stick config as a default option in-game if possible. I'm not sure what the best way of doing this would be. In fact, this is something that would be better handled by the Launcher...

This is off topic... but is there any way to enable the NW, NE, SE, SW directions on the hat switch on a stick? I can slave them to keystrokes via an external program, but I can't edit them directly through FS. The hat switch is quite ideal for thrusters in TBP...
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Offline Nuke

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Re: mods, pilot files, and default pilots
input sucks right now and one of th main reasons is pilot files. having control bindings in plain text files would be a nice idea, so that you dont have to completely change the pilot file code every time you want to add a control function or do any other changes to input.

but the reason for the default pilot files on a per mod basis would be for tcs that are so different they need their own default layout. fringespace or fsrts are good examples of where you may want a different keyboard layout by default. also for mods that use a lot of scripted controls. for example you may want to free unused bindings and use those keys for scripted control functions.

it does pose issues if you like to use the same layout for every tc. of course you dont want to use this feature on every tc, just ones with drastically different input. so if a default pilot file is not available then the currently existing functionality is used.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

  
Re: mods, pilot files, and default pilots
I haven't read all of the above, however I'll be looking at Pilot files sometime November/December.
STRONGTEA. Why can't the x86 be sane?