Hyperdimensional Combat Vessel Arrow Mac OS

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3 Default Key Assignments
Hyperdimensional Combat Vessel Arrow Mac Os 13
Hyperdimensional Combat Vessel Arrow Mac Os 8
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During the events of the tutorial you will be introduced to the basics of establishing a trade route (buy low at point A, sell/buy high at point B, etc.) as well as the intricacies of galactic map navigation, hyperspace jump routes and ship combat. Basic Controls Tutorial, or How To Actually Do Things. Arrow Keys - ship maneuvering controls. It will be available for Windows, Mac, Linux and Android (It's on Google Play but I update desktop more often.) Input: W,A,S,D & Mouse (alternatively the arrow keys, Z/Spacebar and X.) Gamepad; Touch (on Android, Windows tablets like the Surface) Features. Arcade Mode - 100 (planned) levels of intense space combat! Purchase upgrades for your ship. Non-English language Keyboards
See the BB discussion here.
Keyconfig.plist for French AZERTY keyboard (Gracieuset du Monsieur le Commandant STyx).
Keyconfig.plist for Latin American (Gracias al Supremo, Serendipitoso y Sereno El Seor Comandante Reval). Hyperdimensional Combat Vessel Arrow Mac Os 13 Galcop Health Warning for Linux Keyboards
Problems with foreign Linux keyboard layouts have been known for ages and are not so much an Oolite issue, rather than an SDL 1.2.x one. All keyboards are treated as if they were US layout and one finds quite a few projects using SDL that have similar inconveniences.
Using SDL 1.2.x's unicode inputs seems to help, but unfortunately unicode inputs recognize only keydown events and not keyup ones. Getting this to work properly may not be impossible, but it is not straightforward either. See here. Default Key Assignments
Key assignments are stored in the file keyconfig.plist . This file, by default, is in the following location:
Linux: /usr/lib/GNUstep/Applications/oolite.app/Resources/Config/keyconfig.plist
Windows: C:Ooliteoolite.appResourcesConfigkeyconfig.plist - (was C:Program FilesOolite... before 1.73.x)
Mac OS-X: In Extras folder, or in Oolite.app/Contents/Resources/Config/keyconfig.plist
++ Please Note : All characters in capitals are shift + character, i.e. R = shift + r.++
++ Additional : the column labelled BBC, refers to the alternate BBC keyboard controls.++ Flight Controls Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Roll Left key_roll_left Left arrow 253 FD , Roll anticlockwise. Roll Right key_roll_right Right arrow 252 FC . Roll clockwise. Pitch Forward key_pitch_forward Up arrow 255 FF s Pitch down (dive). Pitch Back key_pitch_back Down arrow 254 FE x Pitch up (climb). Yaw Left key_yaw_left , 44 2C Left arrow Yaw (turn) left. Yaw Right key_yaw_right . 46 2E Right arrow Yaw (turn) right. Increase Speed key_increase_speed w 119 77 Space Speed increase. Inject Fuel key_inject_fuel i 105 69 i Witchspace Fuel Injectors. Only available when equipment installed. Decrease Speed key_decrease_speed s 115 73 / Speed decrease. Activate Ident System key_ident_system r 114 72 r Activate Ident System. Deactivate Ident system key_untarget_missile u 117 75 u NB: This is the same action as 'Deactivate Missile-targeting system'. Launch Escape Pod key_launch_escapepod Esc 27 1B Esc Requires an Escape Pod to be fitted. Jumpdrive key_jumpdrive j 106 6A j Cannot activate when close to planets or ships. Hyperspace key_hyperspace h 104 68 h Requires a hyperspace-capable ship. Galactic Hyperspace key_galactic_hyperspace g 103 67 g Must have a Galactic Hyperdrive fitted. Ask for docking clearance key_docking_clearance_request L 76 4C L The targeted station will give you clearance (or not). Carriers might stop when giving clearance. Autopilot key_autopilot c 99 63 c Requires Docking Computer. Slow-docking. Autodock key_autodock C 68 44 C Requires Docking Computer. Instant-docking. Combat Controls Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Toggle Weapons On/Off key_weapons_online_toggle _ 95 5f _ Toggle weapon lockdown (laser and turrets). Fire Lasers key_fire_lasers a 97 61 a Fire laser in current view (if installed). Activate Missile-targeting system key_target_missile t 116 74 t Activate Missile-targeting system. Deactivate Missile-targeting system key_untarget_missile u 117 75 u Deactivate Missile-targeting system. Launch Missile key_launch_missile m 109 6D m Launch Missile or Mine. Next Missile key_next_missile y 121 79 y Multi-Targeting System required in Oolite versions before 1.74. Cycle forward between targets key_next_target + 43 2B + Target System Memory Upgrade required. Cycle backward between targets key_previous_target - 45 2D - Target System Memory Upgrade required. Activate ECM key_ecm e 101 65 e ECM System required. Target nearest incoming missile key_target_incoming_missile T 84 54 e Energy Bomb key_energy_bomb Tab ('t') 9 09 Tab Energy Bomb required. (Strict mode only from v1.77 on.) Toggle cloaking device key_cloaking_device 0 48 30 0 Cloaking Device required. In-Flight Controls Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Dump Cargo key_dump_cargo d 100 64 d Cycle cargo to dump key_rotate_cargo R 82 52 R Prime optional equipment key_prime_equipment N 78 4e N From Oolite v1.76. Requires OXP-installed equipment (not in core game). Activate optional equipment key_activate_equipment n 110 6e n From Oolite v1.76. Requires OXP-installed equipment (not in core game). Activate optional equipment secondary function key_mode_equipment b 98 62 b From Oolite v1.77. Requires OXP-installed equipment (not in core game). Scanner Zoom key_scanner_zoom z 122 7A z Reset Scanner Zoom key_scanner_unzoom Z 90 5A Z Next Compass Target key_next_compass_mode or 92 5C Previous Compass Target key_prev_compass_mode 124 7C Oolite V1.77 or later. Comms Log key_comms_log 96 60
Map Controls (F6 screen) Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Advanced Navigational Array key_advanced_nav_array 94 5E In Galactic-Chart Mode: Hold down to activate, release to deactivate. Map Home key_map_home Home or 302 12E O In Galactic-Chart Mode: Selects your current system. Map Info key_map_info i 105 69 i Toggles between names additional system information (economy/government/TL). Cycle Map Highlight (?) ? (?) (?) Toggles colour of systems (sun colour/economy/government/TL). Market Controls (F8 screen) Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Buy/sell maximum amount ? Enter or Return ? ? ? Once item is selected: buys/sells maximum and then sells/buys on second press Sort market goods ? / ? ? Toggles between default sort/alphabetical/price/quantity for sale/quantity in hold/unit mass Map Info Select market goods ? (?) (?) Toggles between all goods/carried or in stock/carried/in stock/'legal'/'illegal'. Misc. Controls Action Keyconfig Entry Key Keycode (Dec) Keycode (Hex) BBC Key Notes Docking Music Toggle key_docking_music s 115 73 q Only if Docking Computer fitted! Cycle through external views key_custom_view v 118 76 v Take a Snapshot key_snapshot * (shift+8) 42 2A * (shift+8) Written to $HOME/oolite-saves. Toggle Hud key_hud_toggle o 111 6F o Oolite 1.76 or later (replaces fixed debug key). Useful for screen dumps. Pause Game key_pausebutton p 112 70 p Toggle Mouse Control key_mouse_control M 77 4D M When activated, the mouse becomes a virtual joystick (in full screen mode only). The left mouse button fires and the right re-centres your ship. Display Frame Rate key_show_fps F 70 46 F Displays frame rate, object- and collision-counter and player's pwm-coordinates. (Only available in test releases.) Dump Target State key_dump_target_state H 72 48 H Writes a detailed dump of your current target to the logfile. If no target is chosen, the player's state will be dumped. (Only available in test releases.)
Debugging Keys
The following keys only work while you have paused the game by pressing p . Most of them will dump debug-messages to Oolite's logfile. This is highly useful for debugging OXPs or helping to debug Oolite.
Action Key Notes Entity Dump 0 (zero) Writes a list of all entities in your current system to the logfile. Useful e.g. to find out whether a certain ship exists. Collision Debug b Enables collision test debugging. Octree Debug c Enables octree debugging, which will print the line DEBUG Octrees collide! in the logfile whenever two objects collide. Complete Debug d Enables all debug flags. Shader Debug s Enables shader debug messages. Entity Boxes x Enables drawing of bounding boxes around all entities in the game. Planet Textures t Turns on the experimental on-the-fly generation of planet textures. Dock and launch or hyperjump to see the effect. This feature is still under development and may produce unintended results. Therefore it is disabled in Oolite 1.69.1. Switch off HUD o Switches off the HUD. End Debugging n Disables all debug flags and the textured planets. Switches the HUD back on. Hyperdimensional Combat Vessel Arrow Mac Os 8
Changing Key Assignments
If you want to change key assignments don't alter the default file. Instead, create a 'Config' folder in your local AddOns folder, and copy keyconfig.plist into it, then edit the copy:
Linux: /.Oolite/AddOns
Windows (except Vista): C:Program FilesOoliteAddOns
Windows Vista: C:OoliteAddOns
Mac OS-X: /Library/Application Support/Oolite/AddOns
You can edit keyconfig.plist with any standard text editor. In Oolite 1.65 and earlier, keys are specified as key codes. You'll find a list of Linux keycodes here. Note that Oolite uses decimal values whereas most keycodes are expressed in hexadecimal . This can cause confusion. For example the comma key produces a keycode of 2C (hex) which translates to 44 (decimal), whereas keycode 44 (hex) refers to the uppercase 'D' key, which is actually 68 (decimal)! (If you don't have a hex/decimal calculator handy try this table or this online converter.)
In current test releases, key assignments can be specified as text instead.
If you can't be bothered with manual editing try Keyconfig - a small helper for creating your personal keymapping for Oolite 1.76+. Numeric Keypads
Oolite does not make use of the numeric keypad. This ensures the game is playable on laptops. However, since some players may wish to make use of it, here are the keycodes for all the numeric pad keys. Key Name Keycode (Dec) Keycode (Hex) Suggested keyconfig.plist usage gvArrowKeyRight 252 FC 252; // gvArrowKeyRight gvArrowKeyLeft 253 FD 253; // gvArrowKeyLeft gvArrowKeyDown 254 FE 254; // gvArrowKeyDown gvArrowKeyUp 255 FF 255; // gvArrowKeyUp gvHomeKey 303 12F 303; // gvHomeKey gvEndKey 304 130 304; // gvEndKey gvInsertKey 305 131 305; // gvInsertKey gvDeleteKey 306 132 306; // gvDeleteKey gvPageUpKey 307 133 307; // gvPageUpKey gvPageDownKey 308 134 308; // gvPageDownKey gvNumberPadKey0 310 136 310; // gvNumberPadKey0 gvNumberPadKey1 311 137 311; // gvNumberPadKey1 gvNumberPadKey2 312 138 312; // gvNumberPadKey2 gvNumberPadKey3 313 139 313; // gvNumberPadKey3 gvNumberPadKey4 314 13A 314; // gvNumberPadKey4 gvNumberPadKey5 315 13B 315; // gvNumberPadKey5 gvNumberPadKey6 316 13C 316; // gvNumberPadKey6 gvNumberPadKey7 317 13D 317; // gvNumberPadKey7 gvNumberPadKey8 318 13E 318; // gvNumberPadKey8 gvNumberPadKey9 319 13F 319; // gvNumberPadKey9
Classic Elite keyboard controls
In the original BBC version, you could control your ship with the following controls: S and X to dive and climb; and (well ',' and '.') to roll left and right; and A to fire the lasers.
Here is a download link to grab the keyconfig.plist file that you need to change the keys.
Classic Elite keyboard config hosted on Box.com. Includes a Readme with installation Instructions and a list of the keys.
Download this file, put it into a Config folder, and put that in your AddOns folder. OXPs
Classic Elite keyboard config (just above!)
Keyboard Cobra alters the effects of your roll/pitch/yaw keys to make your cobra more manoeuverable Silly Keyboard Tricks
Change key_launch_missile to 112. Now you'll need to hit 'p' to launch a missile - which also pauses the game. You'll sometimes get a nice snapshot of the departing missile! Retrieved from 'http://wiki.alioth.net/index.php?title=Oolite_Keyboard_Controlsoldid=61068' Old Intel Monkey
Intel Monkey is a program for WITP-AE players to help facilitate digesting Intel provided in the various reports (SigInt, Combat, Operations, Events). Intel Monkey is written in Python, beginning with Python version 3.2.3 and requires that version of Python or higher be installed in order to run Intel Monkey. It is technically independent of the Windows operating system, but as AE is a windows only program I doubt that Intel Monkey will be used on either Linux or Mac OS. The program reads in the player's report files that AE archives every turn. Those files are located in 'save/archive' (in AE's main folder find folder 'save', inside that folder find folder 'archive'). Your AE shortcut must have the '-archive' switch for AE to create those files every turn. __________ Requirement: Python version 3.2.3 or above. You may obtain this at Sources: python.org (free and open source, and where I obtained it) www.activestate.com/activepython/downloads This is also free and a highly regarded distribution. Recommended: Python version 3.3.0 or above (http://python.org/download/releases/3.3.0/) Install Python per the instructions. Also, although the instructions do not say so, on my system I had to reboot after installation so that the system's path was properly updated to run Python. __________ Intel Monkey currently consists of program files (.py), batch files, and documentation files.
Two copies of the main Intel Monkey program (one each for the Allied and Japanese sides)
Two copies of batch files to run the Intel Monkey program (one each for the Allied and Japanese sides)
A documentation file
Release notes
A utility program called 'GetBasesFromScenario.py' In addition, the download will also include 'witploadAE.exe' and its documentation file. __________ Installation: - In your main WITP-AE folder there is a folder call 'tools'. Navigate into that folder. That is the place where tools like Staff Assistant and Tracker are typically installed, and is a good place for Intel Monkey. - Create a folder there called 'Intel Monkey'. - Navigate into the 'Intel Monkey' folder that you just created. - Copy the Intel Monkey files (and witploadAE) into the 'Intel Monkey' folder. If they are in a .zip or .7z file then you might need to 'Extract Files Here' as needed. Intel Monkey is now installed, and you now need to create a 'Bases.txt' file for the scenario you are playing. Run the program 'GetBasesFromScenario.py' (by double-clicking on it). Then just tell it where your AE scenario folder is, (usually called 'SCEN' under the main AE folder) where your Intel Monkey is (that will already be the default), and the 3-digit scenario number that you are playing. Press the 'Proceed' button and within a few seconds it will create the Bases.txt file you need. The two .py files you see are identical except one (-A) is configured to read in the Allied reports and the other (-J) is configured to read in the Japanese reports. There is also a .bat (batch) file for each one, which pauses after the actual Intel Monkey program finishes. This would enable you to read any error messages that might crop up before they were wiped off the screen. The easiest way to proceed is to create a shortcut to the version you plan to use, and put the shortcut with your other AE shortcuts. Note: Because the combat report functionality can provide information about both sides, you might want to use both 'your' Intel Monkey and the 'enemy' version so you can review what information the other side has been getting from the combat reports. To create a shortcut just Right-click on the correct Intel Monkey version (-A or -J) and select 'Create shortcut' from the menu. A shortcut will be created right there in the Intel Monkey folder. You can then move that shortcut to anyplace you wish. You can even rename it if you like. Intel Monkey will also work with multiple AE installs, just like Tracker and other utilities. Simple install it once for each instance of AE. __________ Current State and Use Instructions: The program reads files from AE's 'save/archive' folder. Make certain you play AE with the '-archive' switch or else those files will not be created and there will be nothing to read. Intel Monkey is still very new and has a very small set of functions compared to what is intended. Currently Intel Monkey processes all of the player's SigInt files and combat report files. Future versions will process other files as well. - When started, Intel Monkey will display a small top level window with options for the various reports. Currently there are the Basic SigInt and Basic Combat Report functions implemented. - When you click on the Basic SigInt button, Intel Monkey will take several seconds to read in all the SigInt files. - A GUI window will open, where the information is displayed. - Each line from each SigInt file has been made into its own record with the date at the front, and parsed into fields containing the various information. Note that some of the line come with four pieces of information (including the date) while others come with six (including the date). - Buttons in the lower left corner allow the report to be sorted according to the criteria noted next to each button. - You can click in the 'Enter Search Text' box and type in something to search for. The first occurrence from the top (in the currently selected sort order) will be found and positioned at the top of the screen (unless too near the bottom of the report). The search is case insensitive (upper/lower case does not matter). - The report can be scrolled using the scroll bars, or just click inside it to use the keyboard (PageUp, PageDown, etc.) or the mouse wheel if your mouse has one. - You can select text in the report and copy it a) to some other program or text editor (useful if you are making notes for yourself), or b) into the search text entry area (useful to search for something you see now that causes you to want to change the sort order and look at all similar things). - When finished, click on either the Exit button or the X in the upper right-hand corner to close the report you are viewing. When you do that to the top windown, Intel Monkey will close. - The Basic Combat report displays very similarly to the SigInt report. There are some differences. First, the Combat Report takes longer to process than does the SigInt report. Second, The Combat Report has multiple options. Currently implemented are the options for Ship information and LCU information, and Battles. Troop, and Aircraft information functions are not yet implemented. - Note Well: While I believe that all ship location information is captured from the combat reports, the same is not true for LCU location information. Presently only Ground Combat locations for LCUs is captured. LCU locations revealed during combat reports of battle types of naval bombardment, air attacks, amphibious landings, and so on are not yet captured. Doing so is not straighforward because the combat report does not always provide clues as to which side the LCUs belong to. I look forward to increasing the amount of information captured with future versions. - The Battles tab on the Basic Combat Report displays one battle at time. A battle is a segment of a combat report, so for a typical turn there are multiple battles contained in that turn's combat report. You can search for a battle by Battle Number, or you can cycle forward and backward through the battles with the 'Previous Battle' and 'Next Battle' buttons. Note that the Battle Number is displayed for each record on the other tabs in the Basic Combat Report. There are many additional functions planned for Intel Monkey, including reading in and processing the other reports. The present functions are very useful already as they allow a player to see SigInt reports for a specific base, or all reports for a specific enemy unit, and so on. See the Intel Monkey Release Notes. The download link is below. Click on the down-arrow on the right-hand side. Intel Monkey V0-4-1b.zip
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