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UX & keymapping wishlist for engineering #343
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Where'd you come up with that number? What are you going to do with all those? I haven't found much need for more than about three. |
Not exactly what you asked for, but it mimics the on-screen buttons, if you long-press those with the mouse, they save the current settings as that preset, so it made sense that the keyboard buttons should work the same way for setting presets. Same as a car radio. |
Cool! Thank you. As an engineer, I can listen to what's going on at the other stations and hit my preset buttons at the right moment. Magically, just like when I was lighting theatrical shows in high school, everyone else looks great and nobody notices that the engineer exists. A few of the systems in that other bridge simulator game aren't duplicated in SNIS (eg torpedoes and missiles come in one flavor each, they have their own tubes, and they don't require loading or unloading time, so there's no power management involved in the management of ordnance), which is fine — a tiny bit less coordination required with engineering. Maybe we lose the distinction between my torpedo-loading/unloading settings and my standard dogfight settings. But as an engineer or captain, I still want settings for all the following activities:
Which... yeah that's ten. And I may be overlooking something. |
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ugh. I'm not used to this browser on this OS, and I just lost an hour or more of writing. So I will revise, but with more brevity.
A wishlist. First, keymap-able action-buttons:
And I'd love to have more save slots for engineering presets (ten, at least; maybe with more available for those whacky modders making their own IO devices). And the ability to save a preset by holding down a modifier key (like ctrl, shift, alt, opt, or cmd) and tapping the number of the slot I want to save it in.
Seems like it'd be cool for the engineer to be able to activate and release the docking magnets, too.
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