Forums » Suggestions
Revisiting the touch control idea
https://www.vendetta-online.com/x/msgboard/3/38226
In the suggestion (link above) it was the problem that draugath pointed - I'm wanted a hybrid control with one side having joystick while other side not having it.
How about we remove joystick all the way from both sides? Only thing I want is the view to be like mouselook off (perhaps also known as old view I recently got to know) while not having to deal with the controller type input as the controller input is not working for me in pvp
We can have -
Mouselook (the wobbly mouselook we know & love)
Controller look (which is rn known as mouselook off)
Cockpit mouselook (the thing I'm asking for)
The cockpit mouselook (that im asking) can be achieved simply if we don't reconstruct the interface.
Right now when I turn mouselook on or off (from the settings menu) the interface is reconstructed which apply the joystick controls.
Hopefully this suggestion was very clear with what I want. If not have a bit of reference from the link or I'll just explain myself again in a better way....
In the suggestion (link above) it was the problem that draugath pointed - I'm wanted a hybrid control with one side having joystick while other side not having it.
How about we remove joystick all the way from both sides? Only thing I want is the view to be like mouselook off (perhaps also known as old view I recently got to know) while not having to deal with the controller type input as the controller input is not working for me in pvp
We can have -
Mouselook (the wobbly mouselook we know & love)
Controller look (which is rn known as mouselook off)
Cockpit mouselook (the thing I'm asking for)
The cockpit mouselook (that im asking) can be achieved simply if we don't reconstruct the interface.
Right now when I turn mouselook on or off (from the settings menu) the interface is reconstructed which apply the joystick controls.
Hopefully this suggestion was very clear with what I want. If not have a bit of reference from the link or I'll just explain myself again in a better way....
[edit, ignore this post, I forgot one crucial detail]
Since i've spoken with tj an excessive number of times trying to understand this, hopefully I can actually define the feature he wants in a way everyone else can understand...
What he wants is what other games may call "relative joystick positioning". He wants
1) No UI to be drawn (personal preference, i'd prefer a UI element. i'll post a visual example later...)
2) Where he places his finger, a joystick is created at that position
3) further input results in moving the joystick's thumb/hat/whatever the nub is called
4) when released, the joystick is disabled until the next input, where it is repositioned.
Pros over static joystick positioning:
> Allows for fluid movement not affected by static elements being too close to screen edge/case protector/etc
Cons over static positioning:
> Finicky on devices with bad touch screens
It's certainly more complex than statically positioning joysticks. I'm not as familiar with the 'touch layer' as draugath, but for the visual simulation I could probably make a plugin example. if that would help, if my explaination isn't sufficient.
Since i've spoken with tj an excessive number of times trying to understand this, hopefully I can actually define the feature he wants in a way everyone else can understand...
What he wants is what other games may call "relative joystick positioning". He wants
1) No UI to be drawn (personal preference, i'd prefer a UI element. i'll post a visual example later...)
2) Where he places his finger, a joystick is created at that position
3) further input results in moving the joystick's thumb/hat/whatever the nub is called
4) when released, the joystick is disabled until the next input, where it is repositioned.
Pros over static joystick positioning:
> Allows for fluid movement not affected by static elements being too close to screen edge/case protector/etc
Cons over static positioning:
> Finicky on devices with bad touch screens
It's certainly more complex than statically positioning joysticks. I'm not as familiar with the 'touch layer' as draugath, but for the visual simulation I could probably make a plugin example. if that would help, if my explaination isn't sufficient.
Absent the relative positioning of the joystick indicator, that's how it should already work when the relative flag is set.
As an exercise, he could use DroidButtons to create a half-screen field with the commands he wants and make sure the relative flag is set.
As an exercise, he could use DroidButtons to create a half-screen field with the commands he wants and make sure the relative flag is set.
The problem is - since the game is configured for joystick controls, it behaves that way to touch controls as well.
With mouselook off on a dB field with everything set up as suggested by draugath - If I start to turn in one direction, my ship won't stop turning until I lift my finger up from the screen. Just stopping my finger from moving doesn't do anything. Which makes aiming precisely a nightmare with touch screen. It makes sense for a physical controller but not much for touch screen in my personal opinion.
For precise aiming what I need is - if my finger moves, the ship turns. Otherwise if my finger is not moving the ship won't turn either. All that in a way I'm not having to deal with the mouselook style wobble
Relative flag just makes so tapping won't turn my ship.
If we perhaps make it so that ship stops as my finger stops (regardless of me lifting it from the screen or not) I'm fine & nothing else needs to be changed.
Am I a bit clearer?
With mouselook off on a dB field with everything set up as suggested by draugath - If I start to turn in one direction, my ship won't stop turning until I lift my finger up from the screen. Just stopping my finger from moving doesn't do anything. Which makes aiming precisely a nightmare with touch screen. It makes sense for a physical controller but not much for touch screen in my personal opinion.
For precise aiming what I need is - if my finger moves, the ship turns. Otherwise if my finger is not moving the ship won't turn either. All that in a way I'm not having to deal with the mouselook style wobble
Relative flag just makes so tapping won't turn my ship.
If we perhaps make it so that ship stops as my finger stops (regardless of me lifting it from the screen or not) I'm fine & nothing else needs to be changed.
Am I a bit clearer?
Okay, I think I see what he's asking for now, which is confused by terminology that is not synonymous and not applicable.
If I'm understanding this, tjgaming wants analog touch regions to mimic the input behavior of using a physical mouse, during regular flight.
Even if that's the case, unless your ship is light enough and has sufficient spin torque, the ship still won't stop moving on a dime. There will always be some amount of inertia that the engines need to overcome to stop turning.
I think the delta flags (gkinterface.CreateTouchRegion() parameters 6 & 7) behave this way, but he has said in the past that the sensitivity with these turned on is not sufficiently high enough to be usable in the manner described, for flight controls.
If I'm understanding this, tjgaming wants analog touch regions to mimic the input behavior of using a physical mouse, during regular flight.
Even if that's the case, unless your ship is light enough and has sufficient spin torque, the ship still won't stop moving on a dime. There will always be some amount of inertia that the engines need to overcome to stop turning.
I think the delta flags (gkinterface.CreateTouchRegion() parameters 6 & 7) behave this way, but he has said in the past that the sensitivity with these turned on is not sufficiently high enough to be usable in the manner described, for flight controls.
Right, right, I'd forgotten about the "stop" detail. Perhaps a laptop "touchpad" would be more accurate :P
Yes that delta thing reduces sensitivity massively. They more of less "limit the movement".... If I was to go crazy make the sensitivity 200 in the plugin, it starts to do that keep on turning thing again....
This was added in 1.8.668, this past week:
- Added an option to turn off mouselook but still have the fullscreen touch look region on Mobile devices. The UI setting is in Controls -> Touch in the "Touch Look Settings:" section named "Use Mouse Look" and is enabled by default.
- Added an option to turn off mouselook but still have the fullscreen touch look region on Mobile devices. The UI setting is in Controls -> Touch in the "Touch Look Settings:" section named "Use Mouse Look" and is enabled by default.
I can't stop raining cookies on you & ray :)
It's absolutely fantastic
It's absolutely fantastic