[TESTREQUEST] Station Editor
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Re: [TESTREQUEST] Station Editor
What if I want to build according to the galactic plane? Is it still easy? Or would the new freeform building make it go out of alignment?
Re: [TESTREQUEST] Station Editor
It starts in standard orientation so if you just place the first module and then attach more to it it will allways be aligned to the plane.
Re: [TESTREQUEST] Station Editor
Apart from the reported bug in my previous post, three points of feedback:
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them
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Re: [TESTREQUEST] Station Editor
I'd like to request an extra feature to the Station Editor, it would be nice if one could tick a box, or select from a dropdown menu to lock the editor for a specific faction. Like use only for example Teladi station parts and for the weapon/shield loadouts when selecting default loadouts like minimum, medium ,maximum. So it doesn't add a bunch of random pieces and loadouts when trying the station randomizer.
Re: [TESTREQUEST] Station Editor
I think I'm stupid , I am preparing a video to show you my problems.
Steph
Steph
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Re: [TESTREQUEST] Station Editor
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
I would have to try that out. It would definitely be handy sometimes, but I would need to play with it to see if it would be bad in other situations. What happens if there's two+ junctions attached?2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
Agreed, though the clicks are getting kinda overloaded. Might need to be the middle mouse button?3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them
"If you can't take a little bloody nose, maybe you ought to go back home
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
Re: [TESTREQUEST] Station Editor
Re: [TESTREQUEST] Station Editor
There's no reason the snap angle couldn't have both. It doesn't have to be a single fixed increment either. Could go 30, 45, 60, ...Eyeklops wrote: ↑Thu, 29. Jul 21, 19:05The Terran round luxury dock has 45deg connection points and is what I snap things to when I want that angle.
Re: [TESTREQUEST] Station Editor
22.5° x 4 is 90°, but still a good point with the tri-like shapes. 15° might be a compromise. I think we could go that low as long as single steps are clearly distinguisable from each other (i.e. you see it's 30° and not 30° +/- 1 step).
Not having the increments fixed like @adeine suggested might also be a solution but might also be irritating?
I was thinking about that too. Tricky one. But then you usually place a new module and attach it at one junction. And in case you select a module where a second module or sequence is attached the whole following sequence is selected. This is already the case and thus I think it should already work pretty well for most cases.Fazmaster wrote: ↑Thu, 29. Jul 21, 12:25I would have to try that out. It would definitely be handy sometimes, but I would need to play with it to see if it would be bad in other situations. What happens if there's two+ junctions attached?2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
Yes, I agree there need to be some qualifier. I was thinking about it that way: When no module is selected, pressing shift highlights the modules' arrows and then two consecutive clicks on arrows align the first selected module with the second.
Re: [TESTREQUEST] Station Editor
Something like that would be helpful anyway. When you have only TEL shield blueprints the heavy loadout uses TEL shields. But when you have also TER shield blueprints the heavy loadout uses TER shields and there is no way to change automatically every shield from TER to TEL if you want to use TEL shields. You have to change manually for each modul (which cannot be copied from an already changed modul) the shields.Incinerator wrote: ↑Thu, 29. Jul 21, 13:28I'd like to request an extra feature to the Station Editor, it would be nice if one could tick a box, or select from a dropdown menu to lock the editor for a specific faction. Like use only for example Teladi station parts and for the weapon/shield loadouts when selecting default loadouts like minimum, medium ,maximum. So it doesn't add a bunch of random pieces and loadouts when trying the station randomizer.
Die Kraft einer Kerze ist die Flamme, aber sie brennt nur so lange wie der Docht.
Re: [TESTREQUEST] Station Editor
I don't think it would be irritating if it gives you quick access to all the useful angles of rotation to properly connect things. It's not like this applies to free rotation; once you get used to whatever steps it offers it just saves time.Fazmaster wrote: ↑Thu, 29. Jul 21, 21:0422.5° x 4 is 90°, but still a good point with the tri-like shapes. 15° might be a compromise. I think we could go that low as long as single steps are clearly distinguisable from each other (i.e. you see it's 30° and not 30° +/- 1 step).
Not having the increments fixed like @adeine suggested might also be a solution but might also be irritating?
Re: [TESTREQUEST] Station Editor
Hi !
Small video to align another module to a dock.
(This is a new save game (split departure) that I started for the tests of the Beta since its launch.)
attempting to align
Steph
Small video to align another module to a dock.
(This is a new save game (split departure) that I started for the tests of the Beta since its launch.)
attempting to align
Steph
- ROG STRIX Z390 I9-9900k- ROG STRIX White OC 24 GB RTX 3090 - 64 GB DDR 3600 - SSD Nvme 1to, SSD EVOplus NVme 2T, DD 3To - SoundBlaster AE-9 - Monitor ASUS Swift PG32UQX & Alienware AW2721D - AIO Corsair H100i PRO - WARTHOG + T-RUDDER + MFD WINWING
Re: [TESTREQUEST] Station Editor
I like the fact that, if you hold down the right mouse button, you can basically "fly" your view into any position you want using the keyboard. Nice!
I have noticed that, if you enter the loadout screen, the camera resets back to a default position upon exiting this screen. It would be best if the camera position is remembered. Having it reset to a default position, far away from the station thus having to move back into position can get tiresome.
Regarding the 3-axes modules rotation, I believe it would be helpful if the editor would remember the position and angle of the previous module.
I have noticed that, if you enter the loadout screen, the camera resets back to a default position upon exiting this screen. It would be best if the camera position is remembered. Having it reset to a default position, far away from the station thus having to move back into position can get tiresome.
Regarding the 3-axes modules rotation, I believe it would be helpful if the editor would remember the position and angle of the previous module.
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Re: [TESTREQUEST] Station Editor
I don't know if this is new in beta 5 but wow! Being able to place a module outside of my build boundaries and then rotate it how I want it and then snap it to the station is GREAT! As someone who likes to build in an extremely small footprint as much as possible, This is just what I needed.
Re: [TESTREQUEST] Station Editor
This is supposed to happen already, though only for the "predecessor" connection. Any modules that have this one as a predecessor should rotate as a sequence, the same as when you move them. If it doesn't do this then that's a bug.
Re: [TESTREQUEST] Station Editor
Do you mean that, after rotating a module, a new module you select from the menu should default to that previous orientation?
Re: [TESTREQUEST] Station Editor
Big thanks to all the testers, some really good feedback here!
Re: [TESTREQUEST] Station Editor
Yes, so that it will easily snap to connectors without having to reposition the camera for special axis rotations. Usually one builds more than one module in a row and would speed up the process if you rotate one and then have the subsequent one keeping the same rotation.
Now that I thing of it, I have also noticed that right after you place a module and right click on it directly it will automatically rotate it instead of presenting the right click menu, one having to select (left click) something else first and then right click the newly placed module to prevent the rotation if the right click menu is desired. I would:
- have a cancel rotation option (reset the module to the default plane; default being the initial module position on the 3 axes)
- have an option to only allow right click rotation if combined with a key (e.g. holding down alt, ctrl, etc plus right click); this option should be defined in the game menu just like any other key binding actions we already have
I would also have the zoom in/out possible using the mouse scroll wheel additional to the current Z/X keys.
The above are ideas; improvements are always welcome.
Thanks @DocAce for listening to our ideas. Great work!
Re: [TESTREQUEST] Station Editor
And some small feedback for the new camera movement. I like it, I just would change the acceleration speed curve and start a bit faster, and give a faster maximum movement speed.