Jump to content

Custom Default Tweakables


Recommended Posts

(Credit to @Temeter, we came up with the idea at the same time)

I would like to see a method of setting tweakables to a default value based on my own preferences.  This would work by right clicking a part in the editor gui and being presented with the same tweakable menu you would get if right clicking a part placed in the editor.  You would then change the values to your own personal preferences and the game would save that option, outside of the craft and persistence files so that it would maintain across all games.  Whenever you grab a new part from the GUI and add it to the craft, it would use these settings instead of the normal default values.  They per-part tweakables can then still be altered in the normal way.

The normal right click functionality in the gui should be moved, this is to remain consistent.  Tweakables menus already appear with right click, so we want it to remain right click in all instances.  Maybe move it to the middle mouse button?

For example, if I wanted my Mk1 command pod to never have monopropellant by default, It would look something like the mock up below.  Any future Mk1 Command Pods I pulled out of the GUI would have no monopropellant, unless I add it back.

7cOoOqd.png

 

Edited by Alshain
Link to comment
Share on other sites

5 minutes ago, Temeter said:

I was invisioning something more like this; no need to add another menu switch, we already got an extendable part menu in the part list:

That would certainly work too, I just felt as though it would be harder for them to add the dynamic number of tweakables to that list.  Maybe if they expanded it out to the right and made a 4th column.

Edited by Alshain
Link to comment
Share on other sites

4 minutes ago, Alshain said:

That would certainly work too, I just felt as though it would be harder for them to add the dynamic number of tweakables to that list.  Maybe if they expanded it out to the right and made a 4th column.

I'm not saying they should make it part of the scrolling list. :wink:

That picture is more literally ment, you could either put below the list or in a 4th column. I thought just puitting it below might be better for very low resolutions. Otoh, a 4th colum with it's own scrolling might be better for parts with a huge amount of tweakables (think Realism Overhaul).

Edited by Temeter
Link to comment
Share on other sites

Just now, Temeter said:

I'm not saying they should make it part of the scrolling list. :wink:

That picture is more literally ment, you could either put below the list or in a 4th column. I thought just puitting it below might be better for verylow resolutions. Otoh, a 4th colum with it's own scrolling might be better for parts with a huge amount of tweakables (think Realism Overhaul).

The big problem with that is it would mean designing a new screen.  The advantage to my mock up is it would simply re-use the existing tweakable menu.  From a coding perspective that is significantly easier.  Inevitably that can, and will have to be left up to Squad to decide.

Link to comment
Share on other sites

3 minutes ago, Alshain said:

The big problem with that is it would mean designing a new screen.  The advantage to my mock up is it would simply re-use the existing tweakable menu.  From a coding perspective that is significantly easier.  Inevitably that can, and will have to be left up to Squad to decide.

Well, my original idea was just tacking the existing screen onto the part detail menu, so it's kinda the same..

It also probably means creating a whole new bunch of dynamically created variables into a file in a way that didn't exist before, as well as modify the way new parts are added. Wouldn't be surprised if such a feature could take a while to get implemented.

Edited by Temeter
Link to comment
Share on other sites

So, I'm curious. What about a single button on the window, which, when pressed, would save all the current tweakable settings as the default for that part?  Seems to be much easier than an entire new window which would essentially be duplicating the existing one.

1 minute ago, linuxgurugamer said:

So, I'm curious. What about a single button on the window, which, when pressed, would save all the current tweakable settings as the default for that part?  Seems to be much easier than an entire new window which would essentially be duplicating the existing one.

I would also think that a button to load the current tweakables would be useful as well

Link to comment
Share on other sites

20 minutes ago, linuxgurugamer said:

So, I'm curious. What about a single button on the window, which, when pressed, would save all the current tweakable settings as the default for that part?  Seems to be much easier than an entire new window which would essentially be duplicating the existing one.

It would work, but it is less elegant IMO.  You wouldn't be able to see at a quick glance what they are set to already.  You would instead have to create a new part to find out. 

It wouldn't be an entirely new window duplicating the existing one with my mock up, it would be literally the same window.  I can see from your signature you are a mod developer so I would expect that you know the principles of Object Oriented Programming.

Link to comment
Share on other sites

19 minutes ago, Alshain said:

It would work, but it is less elegant IMO.  You wouldn't be able to see at a quick glance what they are set to already.  You would instead have to create a new part to find out. 

It wouldn't be an entirely new window duplicating the existing one with my mock up, it would be literally the same window.  I can see from your signature you are a mod developer so I would expect that you know the principles of Object Oriented Programming.

If I was to do that, I would go with what @Temeter suggested.  No need to add yet another control thing to remember

Link to comment
Share on other sites

2 hours ago, Alshain said:

It would work, but it is less elegant IMO.  You wouldn't be able to see at a quick glance what they are set to already.  You would instead have to create a new part to find out. 

Strictly speaking the current values of all the tweakables are already present in the right-click menu - how much monoprop you have, how much EC, how much torque, etc. I suspect that adding a /<maximum value> afterwards (for example, Pitch Torque: 1.8/5.0) would be even easier than adding another menu 

Link to comment
Share on other sites

Just now, Armisael said:

Strictly speaking the current values of all the tweakables are already present in the right-click menu - how much monoprop you have, how much EC, how much torque, etc. I suspect that adding a /<maximum value> afterwards (for example, Pitch Torque: 1.8/5.0) would be even easier than adding another menu 

I'm not asking for a maximum.  I don't think you understand the request.

Link to comment
Share on other sites

1 minute ago, Alshain said:

I'm not asking for a maximum.  I don't think you understand the request.

You said that a "make current part state the default state at instantiation" button wouldn't work well because you wouldn't be able to see the current default state of a part in the parts list. I was giving a suggestion about how to make that not an issue, since I think that'd be a much more elegant solution.

Edited by Armisael
Link to comment
Share on other sites

It's not just resources.  The idea is to have it default for most tweakables where it would make sense.  You could change the default setting for the Flag just as easy as the monopropellant.

When I say I want to be able to see the default state at a glance, I meant the custom default state, not the part default.  So I can go back and see what I had set it to without creating a new part.

Edited by Alshain
Link to comment
Share on other sites

Im onboard with this concept, there are tooi many parts that i use in a very specific form (and is almost always tweaked) and id love to be able to tell the game what settinsg for fuel levels and such i want to have.  Pods with RCS are the biggest thing for me (almost all of the larger pods like the shuttle pit, the mk1-2 3 person, ect are exclusively used on capital ships and stations, both of which generally use vernors and dont need RCS fuel onboard at all).  Also, things like default modes (never use RAPIERs with auto switching mode, almost always have all wings with onboard fuel tanks filled to the max, ect).

Doesnt make or break the game, but itd be a very welcome addition...

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...