Sticky keys for manual thrusters
Posted: Mon Sep 26, 2016 3:39 am
I've had an idea for creating sticky keys for the manual thrusters (I'd suggested this in GitHub previously but Brianetta shot the idea down...). This time I will try to implement my idea for myself*.
At the moment, the keys u, i, o, j, k and l operate the Up, Forward, Down, Left, Reverse, Right thrusters. These keys fire the thrusters for as long as you have the key depressed. What I'd like to do is set the Shifted-key to act as a toggle for each thruster, so I don't have to continuously hold down the key.
The reason for this is because of another alteration I had made where the distance to stop from a given speed (relative to your nav target) is displayed on screen. The Set Speed mode in this case is no good to me because Set Speed is relative to your current frame of reference, not your nav target. Sometimes there can be a discrepancy of tens of km/s between these frames of reference. This can be annoying when trying to intercept with an orbiting station.
(An alternative to sticky thrusters would be to have a second Set Speed mode that sets speed relative to nav target. I may take a crack at this after looking at the sticky keys idea).
My rate of progress will likely be slow (the distance to stop calculation took two years!!!) so I'm wondering if anyone else has planned something like this. Would any of the devs be able to point me in the direction of the source files that define the controls? Would this be something that would be better implemented in lua?
* And that's why I love open source games. It doesn't matter if someone else disagrees with something you're trying to do. If you have the skill and knowledge, you can please yourself without impacting anyone else.
At the moment, the keys u, i, o, j, k and l operate the Up, Forward, Down, Left, Reverse, Right thrusters. These keys fire the thrusters for as long as you have the key depressed. What I'd like to do is set the Shifted-key to act as a toggle for each thruster, so I don't have to continuously hold down the key.
The reason for this is because of another alteration I had made where the distance to stop from a given speed (relative to your nav target) is displayed on screen. The Set Speed mode in this case is no good to me because Set Speed is relative to your current frame of reference, not your nav target. Sometimes there can be a discrepancy of tens of km/s between these frames of reference. This can be annoying when trying to intercept with an orbiting station.
(An alternative to sticky thrusters would be to have a second Set Speed mode that sets speed relative to nav target. I may take a crack at this after looking at the sticky keys idea).
My rate of progress will likely be slow (the distance to stop calculation took two years!!!) so I'm wondering if anyone else has planned something like this. Would any of the devs be able to point me in the direction of the source files that define the controls? Would this be something that would be better implemented in lua?
* And that's why I love open source games. It doesn't matter if someone else disagrees with something you're trying to do. If you have the skill and knowledge, you can please yourself without impacting anyone else.