![]() ![]() SELECT PREVIOUS TARGET - like "next target". If no mode was active, the next target within range is switched on or the next target after the respective switched on target. SELECT NEXT TARGET - switches to the next target in order of distance, following the rules of the previously active mode. If a surface element is switched on in this way, the target detection changes to the mode "surface elements". Surface elements are found in this way from 8km (if you want to search for surface elements further away, you can use the corresponding keys that refer to the current target). Even distant targets are selected if they are large and visible: Gates and factories always, Capital ships at double radar visibility. ![]() This means that the central targets are always reliably selected, but you still have the effect as with the Egosoft search that targets in front of the ship in the vicinity can also be found well. If no target is found, the search angle is increasingly widened in several steps up to 25 degrees. In doing so, the target acquisition first searches precisely in the centre. LINE OF SIGHT - selects a target directly under the target cross in the centre of the screen. It all sounds more complicated than it is - just try it out! All functions were created according to criteria of usability and logic and should be very easy to use. The aim of this mechanism is to logically support the preparation for boarding while maintaining full control. If an element of a different type is switched on or if no corresponding element is left, all surface elements are switched through again from then on if this is not possible, the target switching changes back to the rule-free mode. as long as you switch on an element of the same type with the mouse or "in the line of sight", the mode remains. The mode is only interrupted by switching on a target that is NOT a surface element or by actively deselecting the target with the corresponding key or the mouse (click into the void).įor the special modes of the surface elements (engines, weapon towers and shield generators), a fall-back system applies after the destruction of the target, i.e. "next target" selects the next surface element again. If the surface element is destroyed, the surface mode is NOT deactivated, whereby e.g. These modes are activated either by the corresponding keys or when a surface element is selected by "in the line of sight" or with the mouse. The surface elements have a special status. If a target is already in focus, the target that is further away or closer is switched on. In these cases and at the start of the game, targeting goes into rule-free mode: If no target is selected, the closest target to the player ship (ship, station, gate, enemy, asteroid, treasure chest) is selected. it has been destroyed or has disappeared from the sector or d) the target has been deselected with "no target". This is valid as long as one of these targets is in focus and is interrupted if a) a target is selected with the mouse, b) a target is switched on via "in the line of sight", c) the target has been lost in some way, e.g. After selecting enemies, these buttons will continue to switch through enemies, after selecting own ships, only own ships, etc. "Next target" and "Previous target" now always follow the rules of the previously activated target (exception: line of sight, mouse selection of a target or if no target was activated before). Overall, the range is now based on the radar, apart from named large targets.īasically, the mechanics of how targets are switched through have been changed. Large, visible targets (gates, factories) can now be selected from a long distance without using the mouse, but remain unknown to the player if the distance is too great for detection. Line-of-sight target selection has also been improved, allowing ships, surface elements, factories and gates to be brought into focus much more precisely. MORE HOTKEYS: ADVANCED TARGETING improves Egosoft's target switching and adds many new ways to find and select targets using additional hotkeys, such as incoming missiles or owned ships. PLEASE THEN DELETE THE EGOSOFT KEY ASSIGNMENTS AND REPLACE THEM WITH THOSE OF THE MOD! (Unfortunately, I did not succeed in replacing the Egosoft routines, but if you can, help is welcome). Pipe-Server! To assign the keys, a game state MUST beactive (new or loaded) - but the settings apply to all game states afterwards. Only works with SirNukes "Mod support apis" (or Steam) incl. ![]()
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