Author Topic: Next/Previous Gunner keymap option  (Read 485 times)

Offline Vulcan

  • Plutonium Member
  • *******
  • Posts: 9915
Next/Previous Gunner keymap option
« on: January 30, 2016, 01:07:19 AM »
Title says it all, please.


Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: Next/Previous Gunner keymap option
« Reply #1 on: February 01, 2016, 04:07:24 PM »

Why do you think thats better then a direct choose them with

"Mode 1 select",
"Mode 2 select".....


But you all ready have this with js buttons if you wish.

Map button x in mode 1 to select mode 2
map button x in mode 2 to mode 3
Map button x in mode 3 to mode 4
Map button x in mode 4 to mode 1

HiTech


Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11621
      • Trainer's Website
Re: Next/Previous Gunner keymap option
« Reply #2 on: February 01, 2016, 05:03:46 PM »
Title says it all, please.



Do you mean step through the gun positions 2 to 3 to 4 or whatever position is next with one key and step back through them with another ?

Offline Vulcan

  • Plutonium Member
  • *******
  • Posts: 9915
Re: Next/Previous Gunner keymap option
« Reply #3 on: February 08, 2016, 02:14:36 AM »
Do you mean step through the gun positions 2 to 3 to 4 or whatever position is next with one key and step back through them with another ?

^ yes this.

If you're completely HOTAS it makes it easier. And some of us are too old to figure out how many positions there are.

Offline Tilt

  • Platinum Member
  • ******
  • Posts: 7358
      • FullTilt
Re: Next/Previous Gunner keymap option
« Reply #4 on: February 08, 2016, 09:27:54 AM »
Function would be the same as secondary weapon select.......... so this method of scrolling through options does exist elsewhere in AH.

A general clean up of aircraft location numbers would be neat at some point...........

In a bomber we default to the bomb sight by F6............ in a GV we default to the main gun by hitting 2. The only universal is the pilots/commander/driver position which is 1.

looking at the key pad re aircraft

1Pilot
2Front upper
3Rear upper (default upper)
4Nose
5Bomb aimer
6Lower
7waist left
8waist right
9rear (default rear)

Would the universal adoption of something like this for aircraft miss any aircraft out?

I guess one way of doing this is to list the above locations in the keymap/controller library then allow players to map buttons to them as they please. There would then need to be a gradual roll out of ac "upgrades" as they are brought inline with the above system.
Ludere Vincere

Offline APDrone

  • Gold Member
  • *****
  • Posts: 3385
Re: Next/Previous Gunner keymap option
« Reply #5 on: February 08, 2016, 10:36:42 AM »
Converting all these gunner position options into just 4 modes?



I can see one mode for B17/B24  Ok.

Another mode for B29/B26 .. if it weren't for switching the tail/upper turret around ( which are really big differences)

<edit> 1 for JU88/TU-2

That leaves 1 last mode to the other 8 bombers.. that are all unique.
 
My brain is too old to keep track!

« Last Edit: February 08, 2016, 10:47:08 AM by APDrone »
AKDrone

Scenario "Battle of Britain" 602nd Squadron


Offline tmetal

  • Gold Member
  • *****
  • Posts: 2279
Re: Next/Previous Gunner keymap option
« Reply #6 on: February 10, 2016, 11:39:56 AM »
The closest I ever came to a universal gunner button system was to abandon the number row on top of the keyboard; instead use the number key pad, then imagine a plane outline imposed over the numbers.  So 8 would be nose or front gun, 2 would be tail, 5 would be top, 0 would be bottom/ball, 4 and 6 would be left and right respectively. IMHO, this gives the closest thing to universal gun position buttons spread across the majority of the bombers as well as the other planes with only a rear gunner. 

For the odd balls I figure this is the closest to the basic setup with intuitive differences:

TU2 = 2 would be the aft-top gunner position and 5 would be the center top gun position
Ju88 =  this one is pretty simple, 4 and 6 would control the left and right top guns, 0 and/or 2 would be the rear tub gun
He111 = 2 would be the rear facing tub gun, and 0 would be the forward facing tub gun

...and of course the Cons:
 - all of this would require that the number pad couldn't be used in the same way it is now when in a gunner position (as a substitute for a hat switch to look around)
 - people who use a laptop without a number pad would also need an alternative
 - 0 as a forward facing gun on the He111 would be the hardest one to get use to and is the one button assignment furthest out of intuitive alignment with the basic setup, but this con is offset somewhat when using the nose gun and the "fire all" option

To address the "one button gunner position cycling" you could either let the cycle button rotate through the gunner positions clockwise or counter clockwise with top and bottom at the front or back of the list; or let the player setup their own cycle list order for each plane.

I will throw out the disclaimer that I have absolutely no idea what it would take for HTC to make any of the changes. It could be that the amount of work needed to make these changes is counterproductive when weighed against their effect on the game.
« Last Edit: February 10, 2016, 11:41:41 AM by tmetal »
The real problem is anyone should feel like they can come to this forum and make a wish without being treated in a derogatory manner.  The only discussion should be centered around whether it would work, or how it would work and so on always in a respectful manner.

-Skuzzy 5/18/17