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Thread: Update - Still working

  1. #1

    Join Date
    April 9, 2011

    Update - Still working

    I'm still slogging away on the UI. I had rather a more active/surreal weekend than I was expecting (I just had to make a swift exit from my Bosses BBQ when the morris dancers turned up).

    Fuel Meter - Done
    Consumables Meter - Done
    Structure Meter - Done

    Shield Health Indicators -Done
    Shield Status Controls - Done
    Shield Status Transition Timer - Done

    Turret Targeting Logic Controls -Done
    Turret Firing Logic Controls - Done
    Turret Shield interaction Logic Controls - Done

    Shield Mode Hotkeys -Done
    Turret Bank Selection Hotkeys -Done

    Turret Firing status HUD overlay - Done
    HUD target Icons - Not started
    HUD desired speed overlay - Not started

    Latest 000003 WIP build

    New Additions
    - Turret battery control panel. Lets you configure if turret banks will track their target, how they will fire Auto/Manual/Holdfire and if they will engage shields.

    - 1-6 will select turret banks (7 selects all banks). When you right click to select a target, you will now only be assigning the target to the currently selected bank(s).

    - Shift + (1-6) will toggle shield modes. Disabled/Maintain will toggle to charging. Charging will toggle to Maintain. There is no way to toggle to disabled with a hotkey. You need to use the control panel to do that.

    - Turrets now produce an aiming assist out to their max range. Red = cannot hit target. Yellow = can hit target but am reloading. Green = ready to fire.

    You should find the potential damage output of your ship significantly increased by using the new controls correctly.

    Last edited by Nicholai Pestot; July 29 2013 at 11:00:46 AM.

  2. #2

    Join Date
    April 9, 2011
    As I have the shield panel now basically done....

    >>Download superseded by first post<<

    -Your ship has no rear shields.

    -A shield must be set to 'charging' to bring it online. There is a slight transition delay to bringing a shield to a charging state.

    -A disabled shield section being suppressed by autocannons is going to struggle to come online from a disabled state, as it will get smacked down by the constant damage before it can correctly enable. This is intentional.

    -A shield facing costs 1 fuel/sec to maintain. A shield facing costs 5 fuel/sec to charge.

    -If your fuel hits zero, kiss your shields goodbye.

    -If your structure or consumables hit zero, game resets.

    -There is no way to replenish your structure/fuel/consumables (that comes in a later development cycle)

    I'm not really interested in usability/design feedback. It looks like arse, I know. I just want to make sure there are no bugs with the coding hooks I setup (making it pretty/easy to use can come later).While you'all are sinking your teeth into that, I'll continue with the weapons control panel.
    Last edited by Nicholai Pestot; July 28 2013 at 10:51:04 PM.

  3. #3

    Join Date
    April 9, 2011
    First post updated with new build.

    Just HUD icons left to go.



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