Members | Sign In
All Forums > Development
avatar

Default key bindings; Help me define them!

posted Dec 19, 2012 19:05:35 by ThomRobertson
As you know, Artemis now has a "controls.ini" file which matches actions with keyboard keys and controller inputs. While I added that feature, it's not complete and probably not set up (by default) in the way people want it. So that's what this thread is for.

Please let me know
1) what keys SHOULD map to what actions, on each client console?
2) what actions are not IN the control.ini file, that should be?

(if you've changed your control.ini file and would like to share it, please post it here)
Creator of Artemis
page   1
15 replies
avatar
MarkBell said Dec 21, 2012 03:05:57
I think the majority of the existing key bindings work out fine, honestly. I know I don't do a good enough job of encouraging my crew to take advantage of the ones that exist :-P

Having a few (more) keys for engineering would be nice, namely to push power levels up and down for different systems, as well as coolant. This may only really help those with custom input engineering controllers, and it would take up half the keyboard, but it would be kinda nice. (8 systems, 2/system for power and 2/system for coolant, that's 32 additional input settings - that's most of the keyboard, let alone the preset keys. Maybe coolant would be the same keys as the power levels plus SHIFT?)

Helm seems pretty good, especially with joystick support.

Weapons seems pretty good, I really need to have another training session with my crew to encourage them to use the keyboard :-) A select next/nearest enemy button would be awesome, but that's an entire new interface command, so...

Science only has one button. Maybe 3 including zoom, but yeah.

Coms is fluid enough that keyboard commands wouldn't work too well, I think.

That's my $0.02, anyways.
avatar
TreChipman said Dec 21, 2012 06:57:24
Helm really needs to support a throttle-- I can somewhat approximate this using my Saitek X-52's software, but native support of impulse and warp thrust would be fantastic.
I'm not a mad scientist. I'm an angry one. You'd be wise to fear the latter.

Visit Artemis Command!
avatar
RussJudge said Dec 21, 2012 14:24:20
1. A way to switch consoles by keyboard command. Try switching by mouse in window mode on a sluggy laptop--I was doing both weapons and engineering and felt like I kept tripping on the carpet to switch stations when I kept missing the correct console button and clicking on the window in the background. Nothing like the captain panicking for emergency warp and you can't get to engineering to get some warp power.

Even using nothing but Tab to toggle through the consoles would be a major improvement. Should be the same no matter what console is active.

2. In Weapons, a way to select the enemy to target.

In weapons, I switched around the keys used for the tubes. 1-4 I used for firing, 7-0 for loading and shift 1-4 for selecting the weapon type.

3. Some way of doing Jump in Helm by keyboard. It would be nice to be able to enter bearing and distance numbers instead of having to adjust the on-screen graphic.

4. Comms by keyboard--currently there is nothing. Anything would be an improvement. You don't need much--Perhaps "R" for "Request docking"--and select the station by number. "T" for transmit, selecting type of transmission by number, then message by number. A key for "Red Alert" (Maybe "A"?).

5. Sci needs something--there is currently nothing. Anything would be an improvement. You don't even need much--"S" for scan, and a way to select the target to scan by keyboard.

I thought Engineering was good. If you are going to micromanage the DamCons, the mouse works better than trying to use keyboard shortcuts.

With a joystick, Helm and weapons work well together, but it would be a nice-to-have if you could somehow warp when on the Weapons station. Engaging warp is disabled when you have both Helm and weapons and weapons is the active console.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
xavierwise.tsn said Dec 21, 2012 23:55:55
All consoles:
<tab> = cycle through console screens

Captains Map:
+ = zoom in
- = zoom out
arrow keys = scroll map view (for when your zoomed in)

Helm:
+ = zoom in
- = zoom out
left/right arrow = alter turn rate
up/ down arrow = alter impulse speed (in increments of 10)
<space> = turn rate 0
<space repeated> = all stop
1 = warp 1
2 = warp 2
3 = warp 3
4 = warp 4
D = dock

Weapons:
+ = zoom in
- = zoom out
Q/A = cycle selected torpedo
1 = load tube 1 with current selection
2 = load tube 2 with current selection. etc.
<shift> & 1 = fire tube 1 etc.
S = raise/lower shields
<space> = target closest enemy
<space repeated> = Cycle to next closest enemy
Left/right arrow = cycle beam frequency
M = manual targeting with beams
F keys = select main screen display
, = torpedo to energy
. = energy to torpedo

Science:
As Captains Map plus
<space> = scan selected target

Comms:
Up/down arrows = scroll through message screen
<space> = open transmit list
Would it possible to number the options in each menu, so you could hit 1 and it would take you into the menu for contacting stations, 2 would take you to the menu for contacting enemies etc? When you get into the next menu you could then hit 1 to demand surrender, 2 to taunt etc. I can see an issue occurring when you reach the enemies list and there are more than 10 displayed though.

Notes:
Having a key for shields for weapons console only, rather than both the helm and weapons consoles, would stop confusion with raising shields. I always tell my weapons officer that as part of the role, they are the only one to raise and lower shields. I tell my helms officer to leave off (unless the weapons officer drops out or goes to the bathroom or something).

I couldn't think of a way to cycle through targets on the captains map or science console effectively.

I couldn't think up what could be used on the engineering console either. With the engineering preset manager, you can already preset energy levels, and then tweak them with the slider anyway. Perhaps have the number keys increasing particular sliders in increments of 10% (or perhaps 5% to allow finer tuning) and <shift> and a number key decreasing in increments of 10%, e.g. 1 = Increase Primary Beam energy by 10%, <shift> & 1 = Decrease Primary Beam energy by 10%, 2 = Increase Torpedo tube energy by 10% etc. Of course, this would cause a conflict with the engineering preset manager as that uses the number keys already. Maybe change to the F keys for each system instead (F2 = Increase Primary Beam, <shift> F2 = Decrease Primary Beam)

I know some of these are the same as those already used but they are the ones that I think would be useful. Some may need rethinking due to their proximity to one another (for example on the weapons console, Q and A are quite close to <tab>. It would be inconvenient to cycle console screen rather than the torpedo selection).

I hope this is useful (I'm sure I'll look back and edit/add to it later), and thanks for making such an awesome game Thom!



avatar
TheoBrinkman said Dec 22, 2012 01:29:06
As an extension of some of those settings:

All Consoles:
Shift+<tab> = cycle consoles backwards
+/- = Zoom In/Out

Helm:
X/C = Adjust Jump Bearing
A = Increase Jump Distance
Z = Decrease Jump Distance
<Enter> = Initiate Jump
While asking to confirm jump:
<Enter> = Confirm Jump
Q = Cancel Jump

Coms:
1-0 = Select command from menu.
<Enter> = Enter Select mode
While in Select mode:
<Ship Identifier Code><Enter> (DS1, TR08, etc.) = Select a station/ship by ID and exit Select mode.
[Last edited Dec 22, 2012 01:30:04]
avatar
SigbiornSigmundarson said Dec 29, 2012 01:47:44
@TreChipman Try these commands or a variation thereof. This works great with my Thrustmaster Hotas X

 ANALOG_RUDDER              =           UI_INPUT_JOY0_AXIS0
DEADZONE                   =           0.0
MULTIPLY                   =           1.0
POWER                      =           1.0
ADD                        =           0.0
HIGH_BOUND                 =           1.0
LOW_BOUND                  =           -1.0

ANALOG_THROTTLE            =           UI_INPUT_JOY0_AXIS1

JOY_WARP_1                 =           UI_INPUT_JOY0_BUTT0
JOY_WARP_2                 =           UI_INPUT_JOY0_BUTT1
JOY_WARP_3                 =           UI_INPUT_JOY0_BUTT2
JOY_WARP_4                 =           UI_INPUT_JOY0_BUTT3 

avatar
James said Jan 04, 2013 19:46:22
Engineering
C = Reset coolant to 0
Cursor left/right = Select next system to left or right
Cursor up/down = increase / decrease power of selected system by 10% (or whatever increment is most useful). Do not skip over 100% (example: system is at 134%, arrow down 3 times gives 104%, down another time gives 100%, down a fifth time gives 90%).
Shift + Cursor up/down = increase / decrease coolant to selected system.

Notes: I don't think it should be easy to quickly toggle a system between 100% and 300%; that is too easy already with the mouse.

I think Xavierwise's suggestion of using an up/down scroller for torpedo types instead of hardcoded numbers is genius. And it won't cause conflicts if some future version of Artemis allows for a player controlled ship with 6+ types of torpedoes.

Using scrolling selectors instead of hardcoded selectors will help the game expand without hurting those folks who make the hardware consoles too much. Imagine spending 2 weekends on building your cool Weapons console, with push buttons for load, select and fire, and then the next version of Artemis comes out with a 5th type of torpedo! (ex: Kinetic Energy rocket; does more damage the farther you are away from your target; passes right through shields)

And Theo's idea to allow comms to type in a ship designator is equally brilliant.
avatar
crazymatt007 said Jan 06, 2013 01:49:44
Could you map the helm control for raise/lower shields to something besides the "Q" key? It's really easy to mistype a warp 1 or a left turn and accidentally cause damcon crew members to die.
avatar
lucas99801 said Jan 06, 2013 06:59:30
I would like to see console switching with a keymap of Shift+Left/Right Arrow keys or similar.

I would also like to see the integration of a numerical input for helm heading (I have mentioned this in another post and will be supplying links to the scripts I am currently using as a workaround)

Xavier: Looking at your suggested keymaps, they seem great in general use, but it seems you have assumed each officer is assuming one roll (or simply that WASD will no longer be used for Maneuver/Impulse). And I would like WASD to remain as M/I.



Scripts:
https://dl.dropbox.com/u/10193809/web/ArtemisAHKScripts.zip
Hosting a Mumble (Murmur) server @ tsnfenrir.no-ip.org
Having trouble connecting to the TeamSpeak channel: http://tsnfenrir.no-ip.org/ts3
Helm Script for Numerical heading input: https://dl.dropbox.com/u/10193809/ArtemisHelmFSW.zip
Twitter: @lucas99801
Facebook: /lucastarnold
avatar
JoshHawley said Feb 02, 2013 01:44:33
Engineering:
I would like a way to quickly max/min a system outside of engineering presets. There are times when you need to send extra energy to a system in a hurry, and most likely you want to go beyond your presets. The simple way to remember it is CTRL means MIN/MAX, and SHIFT is above so its up(MAX) and ALT is below so its down(MIN)

CTRL + SHIFT + 1-8 Maximizes energy to corresponding system (beams would be 1, torpedoes 2, etc)
CTRL + ALT + 1-8 Minimizes energy to corresponding system (beams would be 1, torpedoes 2, etc)

in the INI file there would be settings for the max/min for each system (for configurability)

I tried to mimic the format of the INI file, so that if you do use this idea, there is less work involved :)
It would look something like this.

; Minimum and Maximum key bindings for the engineering console
PRIBEAM_MAX_KEY		= 	UI_INPUT_1
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
PRIBEAM_MIN_KEY		= 	UI_INPUT_1
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

TORPTUBE_MAX_KEY	= 	UI_INPUT_2
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
TORPTUBE_MIN_KEY	= 	UI_INPUT_2
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

SENSORS_MAX_KEY		= 	UI_INPUT_3
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
SENSORS_MIN_KEY		= 	UI_INPUT_3
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

MANEUVER_MAX_KEY	= 	UI_INPUT_4
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
MANEUVER_MIN_KEY	= 	UI_INPUT_4
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

IMPULSE_MAX_KEY		= 	UI_INPUT_5
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
IMPULSE_MIN_KEY		= 	UI_INPUT_5
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

WARPJUMP_MAX_KEY	= 	UI_INPUT_6
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
WARPJUMP_MIN_KEY	= 	UI_INPUT_6
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

SHIELDREAR_MAX_KEY	= 	UI_INPUT_7
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
SHIELDREAR_MIN_KEY	= 	UI_INPUT_7
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

SHIELDFRONT_MAX_KEY	= 	UI_INPUT_8
CTRL			=	YES
SHIFT			=	YES
ALT			=	NO
SHIELDFRONT_MIN_KEY	= 	UI_INPUT_8
CTRL			=	YES
SHIFT			=	NO
ALT			=	YES

; Minimum and Maximum settings for the Min/Max keys on the engineering console
PRIMARYBEAM_MAX_SETTING	=	300
PRIBEAM_MIN_SETTING	=	25

TORPTUBE_MAX_SETTING	=	300
TORPTUBE_MIN_SETTING	=	25

SENSORS_MAX_SETTING	=	300
SENSORS_MIN_SETTING	=	25

MANEUVER_MAX_SETTING	=	300
MANEUVER_MIN_SETTING	=	25

IMPULSE_MAX_SETTING	=	300
IMPULSE_MIN_SETTING	=	25

WARPJUMP_MAX_SETTING	=	300
WARPJUMP_MIN_SETTING	=	25

SHIELDREAR_MAX_SETTING	=	300
SHIELDREAR_MIN_SETTING	=	25

SHIELDFRONT_MAX_SETTING	=	300
SHIELDFRONT_MIN_SETTING	=	25

[Last edited Feb 03, 2013 02:24:27]
avatar
Mike_Substelny said Feb 02, 2013 02:18:24
I am running into a problem writing mission scripts because of all these key bindings. On some consoles there are not many keys left over for the if_client_key action. It becomes a real problem when any consoles are doubled up.

In my current project I need Engineering to trigger a critical action in combat. Currently it happens when the Engineer presses Q. This is fine because Q doesn't do anything else for Engineering. But if the same computer is being used for both Engineering and Weapons, then pressing Q will trigger the action AND DROP THE SHIELDS!

I could set it for R because R doesn't do anything for Engineering either. But if Engineering is doubled up with Helm then triggering the combat action could cause the players to dock with a space station!

In hindsight, I wish that all the keybindings had been set to use the Function Keys and Number Keys, plus ASWD keys for controls, leaving the rest of the alphabet for Mission Scripts.

"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
avatar
RussJudge said Feb 04, 2013 15:48:43
LOL--yeah, that is an issue. It is highly complicated by controls.ini, as anyone can simply remap the entire key mappings, making your expected defaults in a mission script completely invalid. After all, the concern for "Q" dropping the shields is made moot if the user changed the key mappings so that "S" drops the shields. And having them all mapped to function keys and number keys doesn't solve the problem either, as users could just change the mappings again, anyhow.

A solution might be to have some kind of "Handled" function, where you set a value that the game recognizes that your mission processed the keystroke, so that the game can choose to ignore it. For example, the user presses "Q", your mission script processes it and sets this "Handled" variable, the game sees the "Handled" variable, and so does NOT drop shields as it normally would.



Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
Mike_Substelny said Feb 05, 2013 14:46:28
I agree Russ. And I could publish a custom key mapping with the mission and tell they players they need to install it. But it is more convenient for the players if I just tell them "use default key mapping."

The mission script works fine with a full crew using default key maps.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
avatar
Mike_Substelny said Feb 05, 2013 14:48:27
Also, has anyone else noticed the undocumented number keys for Comms? Pressing any number key opens hailing frequencies. Tereafter the various messages and recipients can be selected by number key.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
avatar
JoeGreene said Feb 15, 2013 04:33:49
Does this support something with say Joystick Axis X0, Y0, X1, Y1... I'm finding it exceedingly difficult to find a budget joystick, but I already have this Logitech F310 Gamepad..
1 D-Pad, 12 buttons and 2 sticks. I plan to test it out as soon as I get a chance.. but thought I'd ask in advance.. in case there's gotchas.
Login below to reply: