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VO 1.8.490
VO 1.8.490 includes:
- Aim and Throttle touch regions now have variable sensitivity, with a separate bar that may be adjusted for each field to raise or lower the control sensivity levels.
- Default sensitivity settings for Aim and Throttle touch regions have been improved. To restore classic functionality, set the sensitivity levels to 2x in Controls -> Touch.
- Aim and Throttle touch regions are now optionally set inwards a little to reduce the chance that the Android Menu bar is activated. Enabled by default for phone form factor devices.
- Sensor Notification is now enabled by default for new users, and set to "Player Only".
- Changed "entered the sector" sensor notification text "entered your radar range".
- The "Touch" tab is now selected by default on Touch platforms, when entering the Controls menu.
- Renamed and moved various Interface HUD touch settings to Controls -> Touch.
- Fixed issue with Field of View not being fully restored when entering sectors using First-person Cinematic Camera Mode.
- Fixed issue with Text To Speech volume control not functioning properly on Oculus Go.
Basically, this may be the biggest single improvement in mobile/touch game usability that we've made in a long time. It covers a number of areas, including the discovery of a long-standing bug in the touch control UI, and a lot of small improvements to help people configure things to best suit their particular play style.
No, we have not integrated a fully-configurable UX yet (a-la DroidButtons), but this should at least be a big help in the meantime.
If you run across any bugs, please post them to the Bugs forum. Have a great weekend, everyone!
- Aim and Throttle touch regions now have variable sensitivity, with a separate bar that may be adjusted for each field to raise or lower the control sensivity levels.
- Default sensitivity settings for Aim and Throttle touch regions have been improved. To restore classic functionality, set the sensitivity levels to 2x in Controls -> Touch.
- Aim and Throttle touch regions are now optionally set inwards a little to reduce the chance that the Android Menu bar is activated. Enabled by default for phone form factor devices.
- Sensor Notification is now enabled by default for new users, and set to "Player Only".
- Changed "entered the sector" sensor notification text "entered your radar range".
- The "Touch" tab is now selected by default on Touch platforms, when entering the Controls menu.
- Renamed and moved various Interface HUD touch settings to Controls -> Touch.
- Fixed issue with Field of View not being fully restored when entering sectors using First-person Cinematic Camera Mode.
- Fixed issue with Text To Speech volume control not functioning properly on Oculus Go.
Basically, this may be the biggest single improvement in mobile/touch game usability that we've made in a long time. It covers a number of areas, including the discovery of a long-standing bug in the touch control UI, and a lot of small improvements to help people configure things to best suit their particular play style.
No, we have not integrated a fully-configurable UX yet (a-la DroidButtons), but this should at least be a big help in the meantime.
If you run across any bugs, please post them to the Bugs forum. Have a great weekend, everyone!
Neat. From what i understand, this update fixes the long PITA bug, of when you jump into sector your FOV is wacky? That's been a long time coming, so i am happy =D
Good job GS. I am happy. Thanks!
Good job GS. I am happy. Thanks!
"No, we have not integrated a fully-configurable UX yet (a-la DroidButtons), but this should at least be a big help in the meantime."
Does this mean that a fully customizable UI is in the works? Would be great to resize/remove UI elements on mobile. Droidbuttons cant do that.
Does this mean that a fully customizable UI is in the works? Would be great to resize/remove UI elements on mobile. Droidbuttons cant do that.
I'm not going to call it "in the works", just yet.
We did basically implement some configurable location options, and the ability to swap the controls side-to-side. During that, we talked a bit about challenges and options of adding more configurability, but I'm not putting a ton of time into that right now. I'm just trying to do a lot of bang-for-buck platform and UX tweaks, as we head towards larger gameplay updates.
For instance, we've also discussed the possibility of swapping out IUP (our menu system API) for something more flexible and modern. It'd be kind of dumb to burn a lot of time building a whole configurable UX in one system, just to dump it and have to re-write it again in another.
That's the kind of careful "productivity management" that has to guide a lot of our thinking.
We did basically implement some configurable location options, and the ability to swap the controls side-to-side. During that, we talked a bit about challenges and options of adding more configurability, but I'm not putting a ton of time into that right now. I'm just trying to do a lot of bang-for-buck platform and UX tweaks, as we head towards larger gameplay updates.
For instance, we've also discussed the possibility of swapping out IUP (our menu system API) for something more flexible and modern. It'd be kind of dumb to burn a lot of time building a whole configurable UX in one system, just to dump it and have to re-write it again in another.
That's the kind of careful "productivity management" that has to guide a lot of our thinking.
GJ indeed we love ye inc. 😙
"Changed "entered the sector" sensor notification text "entered your radar range"."
Are you guys planning to do something with radar range based on ships and or addons and block the player entering sector event from the api? Because if so that's coool, it would make pirating, combat, and evasion a lot more interesting especially if it disables auto aim/ missile target lock if the ship being targeted moves out of the other ships radar range.
Are you guys planning to do something with radar range based on ships and or addons and block the player entering sector event from the api? Because if so that's coool, it would make pirating, combat, and evasion a lot more interesting especially if it disables auto aim/ missile target lock if the ship being targeted moves out of the other ships radar range.
So, the ENTERED_SECTOR and LEFT_SECTOR events are already based on radar range, rather than the sector itself, we did that quite some time ago. The naming conventions were left for compatibility.
I'm open to discussing the idea of losing lock under those cases.. the question is whether the missile is supposed to have its own internal sensors (like some heat-seeking and radar-homing missiles in real life) or is being guided by the ship (like some historical surface-to-air missiles in real life). Definitely varied ramifications to gameplay. But, that's more of a discussion for Suggestions.
I'm open to discussing the idea of losing lock under those cases.. the question is whether the missile is supposed to have its own internal sensors (like some heat-seeking and radar-homing missiles in real life) or is being guided by the ship (like some historical surface-to-air missiles in real life). Definitely varied ramifications to gameplay. But, that's more of a discussion for Suggestions.