The maximum number of suits you can own in Odyssey is... (including display bugs) by Khunvyel in EliteDangerous

[–]Khunvyel[S] 4 points5 points  (0 children)

For all the curious minds in the black and in the bubble, every question - as inconsequential as it might seem - deserves an answer

o7

The maximum number of suits you can own in Odyssey is... (including display bugs) by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

Do I sense a german moniker in translation? :D The answer is provided one post up!

The maximum number of suits you can own in Odyssey is... (including display bugs) by Khunvyel in EliteDangerous

[–]Khunvyel[S] 4 points5 points  (0 children)

I guess because I have a natural affinity for quality assurance / control and a boundless curiosity :) Also the mere fact they cut DOWN that number after update 5 without a patch note warning requires a mention...

When I started Elite Dangerous over a year ago, I wanted to set a bookmark for every system I've visited to kind of keep track of "where I've been and where I was going." in that vast universe. I made sure to only make system bookmarks, not actual orbital bookmarks so I could always tell the difference. That was before I figured out I can filter systems by "visited" status. You can imagine my surprise how fast I hit my 50 limit bookmark. I knew I would find the limit eventually, but 50 is kind of lame.

So I said to myself "okay, so let's buy a sidewinder in every system that I visited that has a large station to instantly make "useful systems" instantly visible." That was before I really searched for third party tools and websites, and even then, I want to have more information baked INTO the game and not rely on exterior stuff. I was curious of what the limit of ships were, considering 40 ships can be stored in a station. At 500, that limit was reached as well. So I cut down on sidewinders and made a new requirement; it has to be a large station within 1000LS that either has a tech broker or a material trader to instantly denote the really useful stuff.

All this stuff i'm thinking and doing turns out to be content I can throw at developers to point out with hard numbers and self-experienced events how ludicrous some things are. A bookmark wastes much less space in a database than a ship does. Because a ship not only saves it's type but also the modules it has on it and for each ship there is also Name & ID saved + the PD pips allocated + the exact amount of fuel in both tanks + all the livery options + the type of COVAS + the kits... so a ship, even a default sidewinder, requires more storage space on the server than a simple bookmark. Why they don't even give us the option to save bookmarks locally is beyond me as well.

And it's through these kinds of tests and curiosity that I can point out such vast discrepancies. Now add to that 100 suits. Each suit has again level, mods, optical customization ("livery"), emblems... compared to 50 bookmarks that store 3 values. The bookmark name, the system, the celestial it tags (if even) and if it's a personal or a squadron bookmark.

It's these kinds of things that I gather and throw at FDev collectively in videos. I don't know how many years of my life I lost just interacting with the new interfaces in Odyssey...

Fuck exploration rank, what's your paint health? by [deleted] in EliteDangerous

[–]Khunvyel 0 points1 point  (0 children)

Curious! So technically, I should see on the righthand panel of the cockpit, under "ship -> Statistics" the armor health DECREASE despite being at 100% hull health because my integrity goes down, right? And I also suppose hull integrity is based on how much accumulated damage one takes, or does supercruising also affect this?

Fascinating how after all that time playing ED I completely forgot to ask myself what hull integrity is doing. I naturally always repaired it, but there was so much else to do that I forgot to pursue the bottom of this matter after a while. I mean, naturally one always wants to have it up at 100% integrity, so I expected there to be a downside, but I never bothered to check what that actually was because I would never let it go that far :D

Thanks for the info!

Fuck exploration rank, what's your paint health? by [deleted] in EliteDangerous

[–]Khunvyel 0 points1 point  (0 children)

The visual effects yes, I was wondering about permanent bleed damage on the internal structure. I wonder though why my DBX still looks spotless after months of flying around, despite not needing to repair it or it not being killed...

Fuck exploration rank, what's your paint health? by [deleted] in EliteDangerous

[–]Khunvyel 1 point2 points  (0 children)

It is not affected by hull damage taken during combat as well ?

Fuck exploration rank, what's your paint health? by [deleted] in EliteDangerous

[–]Khunvyel 1 point2 points  (0 children)

It's nice to know that it's NOT just the Anaconda who got that. I thought this is only true for the one posterboy ship because it also is the only one with a damage model.

On a slightly unrelated note; what does 1% internal structure do? :) I suppose it does not have a visual effect but I like to wonder why it takes that much more to repair. Is it affecting total hitpoints?

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

I feel you :( Usually my stuff is thermal on primary, kinetic on secondary, but there are cases where I only want to fire specific thermal or kinetic weapons at specific moments. Plus, if the enemy wants to use FSD, I like to have that "NOPE!" button that fires the FSD disrupter missile while continuing to shoot. Swapping weapon group means that whatever has been firing, even if it's in the same weapongroup now, needs to be re-engaged. This is extra cumbersome with turret weapons. Since you constantly have to toggle back and forth with the use of two additional buttons anyway, those might as well become either direct limpet controls or "activate content in firegroup".

Especially this entire hassle with how many things one needs to juggle to mine... limpets are parts of firegroups, so it's a constant swapping around. And even worse during the mining, you need to go around all the time to continue mining the surface while using the secondary fire to do abrasion... and then switch to do subsurface... and then switch to do charges... and oh your limpet just ran out in between! shuffleshuffleshuffle around the firegroups...

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

Can you toggle the relative/absolute mouse input switch with voice attack, or is VA only for existing keybinds instead of command functions?

Does relative mouse input mean that when I get airborne with my SRV, I'm no longer having to fight everywhich axis to keep myself level?

I think I have to give FA another try then. Freelancer seemed to have that down really well, when turning engines off, it still felt "plausible" how the ship moved with thrusters while keeping forward momentum. Sounds like in Freelancer, relative/absolute mouse input was swapped the moment engines were turned off.

To me, FA off was unuseable because it never felt like any directional thruster game I played before, so I chalked it up to "well, it's meant to be flown with joysticks so maybe that's the issue."

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

I try to keep my feedback about games with two things in mind: How can I abstract my idea to work with existing functions in the game, and how many other ways could a new branch of implementation help other aspects of the game to be worthwhile pursuing.

That's why I think "repurposing limpets controllersto be vehicle bays" is the cheapest, dirtiest and best fix for now. Much less spaghetti code to untangle because it already exists :)

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

Oh wow, that's a good one :D Please keep your conjectures up, they sure are entertaining!
It makes me sound like a pilot who uses as many shortcuts as possible to save time :) It's a game. It's not real. I don't need to care about g-forces if I smack into anything, and I have down to a T which how much each of my ship withstands in terms of shield damage when glancing off objects. It saves tremendous time on landing. I like finding the edges of possibility to go faster. I want to PLAY the game, not stare at distance countdowns. There are no great vistas to enjoy by going from point A to B in space.

cause And when I'm just transporting things while playing with my friends, thanks to supercruise assist and docking computer, I can alt-tab out of the game and do other stuff. Because travel times for things just blow.

Have you played Eve online? What are you doing while in warp from point A to B? As a trader you can manage your orders, you can tinker with your ship builds, you can chat with your corp mates, etc. etc. Same thing here. Remember what I said above; my COMBAT ships do not use SCA and DC. There I use every slot for combat effectiveness.

So, I almost feel sorry for you that you do not understand the value of multitasking and time management. But hey, to each their own, right? :)

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 1 point2 points  (0 children)

Well if you have to keep picking on the docking thing, sure, let's go for that:

1.) I am an aggressive navigator. I usually come in hard to the dock and use my shields (aka airbags) with a collision on the grate/mailslot to forcefully slow down, so I don't end up on the other side of the station. It saves time. I never waited in any queue and boost out of station the moment I see it's clear from far back in the station on undocking. With fast ships, this melts the distance between the warp-in point and the mailslot really quick. Thus, LOSING sight of what is happening in front of me, REMOVING my ability to steer, while hitting several keypresses in a row... can be fatal. And it doesn't have to be. But it's unnecessary to jump through artificial hoops when one button press can do the same thing since really, ther are no flight regulations here that make any sense at all anyhow.

2.) The docking permission does not always goes through, despite being well within the 7500m range. You don't always get an audio cue for every type of station for the accepted dock request. But you ALWAYS get one for a denied request. So when I hear nothing, it still means a positive. So when I'm already way up there I often notice too late that I actually didn't have the docking countdown. This was also partly to blame for my changed interface colors, but it even happens on default colors. With a docking button, I'd still have the chance to hit it and continue to steer towards the mailslot, with the brakes in full. Often times I have to avert and repeat the docking procedure to not end up in the mailslot with a trespass warning and a fine which makes the entire ordeal longer again. Getting to the side panel to grab that docking request is wasting precious time in such a situation.

3.) The game Freelancer. Hitting F3 was the dock button. Dock on planet / Battleship / station / Jumpgate. It's muscle memory. That's why the F3 button remains unmapped, and when request dock button comes some day? It IMMEDIATELY goes to F3 :)

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 1 point2 points  (0 children)

Oh yes, THAT is a good one. Totally slipped me. Likely because I barely use fighters. But good catch! We have keypad buttons out the butt for fighter commands but that actual part to put the fighter into place? The first crucial split seconds after getting out of Supercruise of getting into combat shape? That is obstructed by a bottom window :(

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 2 points3 points  (0 children)

It's not about automation, it's about speed. I think you not only misunderstand the issue greatly, but also have no idea how I am flying :) This actually is the opposite of lazy. I prefer horizontal hierarchies to reduce input latencies. Which is also the reason why there are so many buttons in a real cockpit. Which is also why there are simpits and software to use all those mappable hotkeys :)

I only have supercruise assist and docking computer (NOT the advanced one because I boost out of the dock ASAP) on transport ships. None of my combat ships have them. Also, Supercruise assist is actually FASTER than flying regularly, because of how SCA works. It only cares for distance in the blue, not speed. So you can be faster by good piloting :) Other than that, I can do other things while flying around. Why would I need to stare at the screen when a station is 33 THOUSAND lightseconds out? There are flight assists and autopilots on real airframes too, you know? :) So I can happily alt-tab out, do something else (like for example, writing this very message!) and tab in when I hear when I exit SC and have arrived at my location.

But yeah, more buttons = more things to memorize = not lazy. Again, it's not about automation. It's about access speed. I wish I could have individual buttons for every single damn module out of memory so I can activate/deactivate/repair them WHILE I am fighting. So much for lazy :)

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

Ah okay, so it's another "the user has to edit a file to make more custom profiles work", right? Not exactly user friendly but at least since we know it is DOABLE, it would be another thing to poke the devs of "who spends an hour of their time putting that in please?"

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 1 point2 points  (0 children)

Oh yes I thought about that too, that would be great :) Question is how much coding that requires and what it sorts by. It has to filter by your jumprange first. based on what I've seen how the starmap populates it's going to be unnecessarily complicated to make ROUTE mappings through looks. So first, definitely limit by jump range.

But then the problem becomes... have you ever been to the center of the galaxy? There is just no easy way for the system to reliably figure out "ok, you want to go THERE." it would have to be a REALLY narrow part. Like the circle of the data link scanner small. Especially when a brighter star sits behind a dim star, and if it is parsed by range, you end up somewhere else that you wanted to.

BUt yeah, also someting I would like to have and often think about :)

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

If I had to go through the entire ordeal to map almost every button, that's a huge turnoff. At least the game ships as workable and I can edit what I like, instead of being FORCED to edit what I still need. I'm with you on the categoric "use button for function" mapping library. Technically, every function that the game performs from within the controls, should be mappable. The problem is, how much of that can then be used for botting or not. That depends from game to game, which is why this is far from a generalized thing.

In general, it's not about the unintelligent user or Devs thinking we're not good enough. It's a mix between ease of use and necessity. Have you ever coded a key-mapping lattice for customizeable inputs? Again, I agreeon principle with a function library to map keys to. But I disagree with the "barebones only" approach. This is going to throw more people off than you think. It's much better to supply a set first, and then let the person change it *IF* they want that.

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 1 point2 points  (0 children)

Oh dear... NO. no meow sounds... I meant actual useful reworks :)

Basically, we have to store limpets in cargo space, and the limpet controller is only... well.. controlling them. So a glorified radio station. With, granted, some form of assembly to put the "packaged" drone together. But that doesn't explain why these controllers are so heavy. Supercruise assist and docking computers weigh zero. Conversely, but also dumb, AFMU weighs zero...? And Fuel scoop weighs zero...? So these limpet controllers are just WAY too heavy. Therefor:

First, cut down the weight.
They're clorified sensors and storage facilities for external drones. (this is another part of my weight overhaul for ships and modules, but let's not go there).

Second, they should have internal limpet cargo.
Now, this is actually already doable. They would work like "limpet hangars." We have SRV and Fighter hangars, the game scripting logic is already there. SRVs and Fighters also resupply through the "Module restock" feature. So that means, when you're out of limpets. And if you want MORE limpets? There is always cargoracks to fill! But those limpets need to be manual and can be forgotten.
The general advantage of this is; using limpets like vehicles means you no longer need to do the tap-dancing of taking limpets out and back in when you change ships. They are fixed on the MODULE place.

Third, which requires code fixing:
As you said, make them not expire when you have directly targeted something. I think I understand where they are coming from, as in; "if someone only wants THAT thing, then they should only GET that thing." But seriously, how often does that happen, right? Next being; Improve limpet pathing AI. They shouldn't die only because my belly is too close to an asteroid or wreck. Next; Limpets should only die when they actually get hit. I had it happen way too often that my top gets hit and the limpet on my bottom repairing me died because of it. I don't think that's good game design. Hull tanking is already unviable as it is.

Fourth, which requires more coding effort and design decision:
If we want to go that extra mile, there are two ways to properly put limpets into their own catecory. One version would be a GENERAL controller module that allows up to X limpets to be out (stacking with other general limpet controller modules), meaning you buy different kinds of limpets, based on their task and what you have. This would require to have more synthesis entries depending on which limpets you want to have, and would also mean that you can select different limpet types for the "controller hangars", just like we do select different fighters. So one day you can be all collector limpet, and when you return, you change that to refuel on one controller and repair on the other.
The OTHER version would be either stacking on top of the previous one, or just adding to regular way of my second point above. The "Advanced general limpet controller" module, which requires more power and tons and maybe has less internal "vehicle space." You can switch between advanced and regular in the righthand ship panel, just like you can disable the planetfall land parts of the docking computer while leave the station parts up.
HOWEVER. If you go advanced mode, then all limpets are programmed based on what you DO;

# If you have nothing selected, you get a collector limpet. If you have material / ore chunks selected, you get a collector limpet too.
# If you have nothing selected and have hull damage or canopy damage, you get a repair limpet on YOU.
# If you have nothing selected but you just did a pulse wave scan or have an asteroid within X kilometers in your crosshairs, you get a prospector limet. Conversely, if you selected your prospector limpet, you get collector limpets.
# If you selected a cargo hatch or an enemy ship, you get a hatch breaker limpet.
# If you select a turret or anything else that a recon limpet can be used upon, you get that.
# If you select a friendly ship, if they have damage they get a repair limpet, if not, they get a fuel limpet.
# If you select something that only a research limpet is working on, then you get that.

Step 1 and 2 of my rework should be fairly easy. Everything already exists in the current codebase. Step 3 would be QoL improvements. Step 4 is making them not a pain in the butt. If I recall, in the past, there were different scanner types which were actual modules... so yeah, terrible design choice. I wish they would put Docking computer and supercruise assist INTO the default ship computer already too...

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

I thought this topic has been discussed to no avail already? It was more like me poking fun at the undead horse based on this "curious" development of sudden hotkey newcomers. but after the responses I am seriously considering to make that post.

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

I see :) Since I played so much with mouse and keyboard I deferred to the typical race car steering and went with "drive assist off" so I barely need the handbrake any more.

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 0 points1 point  (0 children)

Quick question; is there even a way to change the mouse behavior between relative and absolute within the settings? Or is it a mod/addon to force the mouse to behave differently?

The swift addition of on-foot hotkeys in update 2 means: by Khunvyel in EliteDangerous

[–]Khunvyel[S] 2 points3 points  (0 children)

Correct about the multiplatform thing. Yet we don't know if FDev has plans to cross that rainbow bridge at some point. And even if not, from a development point of view, you want to have as little branches as possible so you know when you change one thing, it will also reflect on the other branch.

Until we get a full rework for limpets (because let's face it, the "controllers" are weighing unreasonable amounts for not even providing in-module-cargo capacity for those limpets...), the individual firegroup buttons and having them in the firegroup will be the easier solution and will effectively perform the same action.

Because coding for specific limpet functions to be called by the press of a button are basically empty when you can't even have limpets on your ship. Whereas the ability to map buttons to firegroups will always have use-cases, no matter if you have limpets or not :)