+4
Under review
Twilight Sparkle 5 months ago in Controls • updated 5 months ago 5

There needs to be an option for mouse control for operating the tablet on PC.


The current control flow is as follows:

*Need to look something up on pad*

Press e

Takes hand off of mouse

right cursor, down cursor, etc

puts hand back on mouse

press e to close.


So, with the current control scheme I'm having to take my hand off of the mouse anyway to be able to operate the tablet.  So making a floating mouse cursor (finger/glove?) to easily and intuitively click on items on the tablet would make it allot less aggravating.  Please at least consider making it a game option.

+2
Completed
jonah237 5 months ago in Controls • updated by Tyler Owen (Lead Developer) 5 months ago 5

Mouse/Camera moves very slow when playing on my system. An option to adjsut would be fantastic

+1
Fixed
Tyler Owen (Lead Developer) 5 months ago in Controls • updated 5 months ago 4

Translated from German post in Steam Forums:


Activate under "Options"> "Controls" "Old Datapad Controls", then I can no longer use the bed and thus no longer save the game. I switch "Alt Datapad Controls" again, then everything works as usual again.


If I go with "Alt Datapad Controls" switched on with a click on "Main Menu" out of the game, it always happens that the resolution (Display Resolution) is adjusted to 640 x 480.


OS: Windows 7 64bit Ultimate


Can someone confirm the two bugs someone?


+1
Fixed
Steve Pinkston 5 months ago in Controls • updated by Tyler Owen (Lead Developer) 5 months ago 9

Starting a new game in sandbox mode, I am finding that I cannot navigate the tablet using either the default 'arrow key' controls nor the alternative 'wasd' controls.  I can activate whatever button happens to be highlighted at the time, but cannot change the 'active button' in any way except for once by accident.  I had an XBox 360 controller plugged in that seemed partially active, and have had troubles in the past with some games not liking the controller, but after unplugging it the problem persists.  

+1
Planned
Twilight Sparkle 5 months ago in Controls • updated by Tyler Owen (Lead Developer) 5 months ago 5

Currently, to add/remove items to/from a container you have to...

Click on crate.

press down (or right)

enter

press down (or right)

enter

...

repeat until done.


This gets pretty old fast and is even more annoying if you are only trying to pull certain items out because of the automatic reset to the top left hand square.


If you have the cursor remember and stay at its current position, the above problems would be greatly reduced.

Ex:

Click on crate

press down (or right)

enter

enter

enter

enter

....

repeat.


The result would be half as many clicks for the player to move the inventory.


0
Planned
Mr. Fusion 1 week ago in Controls • updated by Tyler Owen (Lead Developer) 1 week ago 2

The datapad seems to not react to keyboard inputs that happen "too fast" (not actually too fast, only fast for what's processing them) after one another (eg. quickly pressing and releasing the same direction arrow more than once), resulting in the selection not moving at all. Previously this wasn't the case: the datapad controls had a small delay, but you cold "queue" keypresses and all of them were effective with that small delay in between them.


Also, after some time datapad controls started to produce several (usually 2-3 per keypress) of the "clicks" that happen when the selection moves for a single keypress, and these clicks are heard even when the selection itself doesn't move for the above reason.

0
Completed
Mr. Fusion 1 week ago in Controls • updated by Tyler Owen (Lead Developer) 6 days ago 3

I think the control rework caused mouse sensitivity to treat horizontal and vertical movement at a 1:1 ratio, which means that when horizontal is "conveniently fast", vertical becomes extremely twitchy, the smallest movement sending it to 90 deg up/down.


Previously it felt just right, so trying to reproduce a similar ratio or behaviour should work better.


On a related note, mouse look/control as a whole feels a lot different than before, but I can't quite tell in what way. Maybe as if turning was done in small but fixed amounts and input specifies how many of such discrete jumps are performed...? There also appears to be a loss of precision for small movements, while large/fast movements are capped at a certain rate, so essentailly working the opposite of how it should: slow movement should be smoother and fast should be more coarse.


Actually, I think it's mouse smoothing/dampening working in reverse. Small movements are amplified and large movements are attenuated. The faster the mouse moves across the same distance, the smaller the resulting turn rate becomes.

0
Planned
Mr. Fusion 4 weeks ago in Controls • updated by Tyler Owen (Lead Developer) 3 weeks ago 1

Since you mentioned you are working on some control changes currently, and I couldn't find mention of this after trying a few search terms...


In a considerable amount of cases (I'd estimate maybe one third of them) when you finish interacting with something (hab status console, inventory access hotspot, system status console, system maintenance area, etc.), but more commonly in the case of the hab storage hotspots and the status screens of the external systems, the heading and pitch of the player character's orientation jumps to some random values. It doesn't feel like some kind of buffered input being applied, as there is no transition, the view doesn't "move" to the new position, it "snaps" to it immediately, and it also can happen when you are very careful not to make any excess input while in interaction mode (datapad up). The amount of change in both values seems completely random, sometimes it's just a few degrees, but it can also be up to 180 degrees in heading and 90 degrees in pitch, which is really disorienting when happens, especially the heading.

0
Completed
darker99 1 month ago in Controls • updated by Tyler Owen (Lead Developer) 1 month ago 3

Although the movement system is good enough as it is, I thought of two areas where some small improvements are still possible:


- You can change direction when jumping / falling. Obviously this isn't possible IRL.

- You climb just as quickly as you walk on level terrain. Even though gravity on Mars is much lower than on Earth, it shouldn't be possible to run up a nearly vertical slope with a speed of many m/s. Right now there really isn't any reason not to walk to your destination in a straight line. IMO it would be more fun if walking would require a bit more planning with regards to the terrain, i.e. find the shallowest approach to get to your destination fastest. Perhaps something simple as (pseudocode) newPosition = oldPosition + Time.fixedDeltaTime * speed * direction * (1 - Vector3.Dot(direction, Vector3.Up)) would work? Even at a 45deg slope it would still be doable at a .707 speed factor, while at more extreme angles it would quickly slow you to a near stop.


I don't know how easy they're to implement, and I imagine you have higher priority suggestions, but perhaps you could 'fix' these in the future :)

0
Not a bug
wrongwayjerry 2 months ago in Controls • updated by Tyler Owen (Lead Developer) 2 months ago 6

During one playing session a few days ago I noticed that the datapad would be in "walking mode" when I was walking and I didn't have to hold the shift key. Don't know what caused it and it has only happened once.