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Demongornot

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Everything posted by Demongornot

  1. Demongornot

    French translation

    I could help since I'm French but...I'm Dyslexic...So this is not a good idea haha, actually I write a better English than French !
  2. Demongornot

    French translation

    Yes : http://forums.bistudio.com/showthread.php?160877-Localized-versions
  3. Hi, today the new update for the standard branch of the game which include Mars Expedition One is out. And then before playing i was of course forced to passing through the options to see changes and of course map my keyboard for the Human controls. And then i was REALLY disappointed to face this old issue that was not yet fixed : I try to map W A S D for basic movement of the human, like i have do for the vehicle control, and guess what ? Yes you guess well ! Instead of be able to map i get the following message : Key in use, The key W is used for another action (Primary Forward/Turn Up), do you wish to remap it ? THIS IS STUPID ! Not only cause we should be able to map two time this key (cause after all we won't control rover and human in the same time, and cause every other game in the planed allow vehicle and character control with same keys, including Arma), but also cause of two possible answer : YES - NO If i press YES it just DON'T remap it at all, it just close the key binding windows without remap it AT ALL If i press NO it just ask me for using another key. Don't you see yet the issue ? Their is NO way for delete mapped key in use somewhere else, even if i would want to delete mapped key from my rover, the ONLY way to do it is by affecting random key that i don't use on my keyboard, like ctrl + 8 for example to set free the key i want, no button for "clear" or "maintain escape to delete". It should be the first thing in your todo list since a while... It still yet have NO way to use my Logitech G13's joystick in this game. Without decent/usable keyboard/controllers control this game can't be played, this is a MAJOR issue and it still not fixed yet. Damn it, on Arma we have one of the best device support ever (except the curves, deadzone and others aspect of axis that is really badly handled and a pain to setting, and its worst in Arma 3) it can even detect hot plugged joystick, its the only game i know that can permit to map and use a joystick that we just plug in the middle of the game without need to restart it. And here, we can't even delete a key or use a basic axis from a basic Logitech G13's joystick... I was hopping that now that we NEED, yes NEED to use two time the same key for two things, we will get a slightly better key mapping system. This need URGENT review, i think you should put it over EVERY other bug/issue/feature in the todo list of things that you need to fix/improve/add, without controls, their is no game... Its like creating a Aircraft simulator and don't make any joystick support, and in fact its exactly that, even X Rebirth have better control support now... Another bug report : The option "Invert Aircraft Vertical Control" still don't work, when setting it to "YES" it always automatically back to "NO" And another IMPORTANT issue : While playing in windowed mode i get HORRIBLY BAD performances, in full screen i'm easily getting over 60 FPS (stuck to 60 cause of my 60Hz screen) and its fluid, totally maxed out graphic settings in 1920x1080 and Vsync enabled. When using windowed mode, with or without Vsync i don't get over 30 FPS, even while reducing graphics settings, its HORRIBLY laggy, the mouse its impossible to control, click on the interface its a pain, it look like we need to steer the whole mass of Mars while moving the mouse cursor. Their is NO borderless screen mode, and you will ONLY agree that regarding the nature of the game that this is easily a game that we play for fun and relaxation, this is not a game that have action and where we need to total focus and immersion inside it, we need a huge amount of time to get from point A to point B or doing a basic action, and this is totally NORMAL to do something else while playing this game, so borderless windowed mode AND descent performance in windowed is required of course. But now since the update the "Never Freeze on alt + Tab" option don't work at all. I play for both find bugs/give suggestions and...Playing, i actually have 74h in this game. I don't know what is your roadmap for the final version of the game, but all this issue, that should even for a early access game should already be fixed since a while CAN'T be found in the final version... I hope you will fix this major issue soon as possible. Edit : In fact the joystick issue is not only with the Logitech G13 which is not supported, after plug my X52 Pro and the Throttle of my Warthog HOTAS, i just figured out that the game simply don't handle any joystick at all...
  4. Demongornot

    MAJOR ISSUE key binding and windowed mode.

    Nice new, thanks for the info and for the work !
  5. Demongornot

    Build stuff on manned mission

    I don't remember the keys, i wait for the patch that will finally bring correct key binding before playing again to TOM, but in short you grab it, you move it and once you put it on the ground, you can use the action key to bring the printing menu and i'm sure you will easily figure out the rest !
  6. Demongornot

    Build stuff on manned mission

    I think you are looking for the 3D printer, the 3D printer permit to print all objects you need ! Or maybe your question is about creating your own mission with your own base ? In this case i have never try the editor so i can't help you sorry.
  7. Demongornot

    Lander and rover on Space Program

    Once you are on the control center, you can click on the big screen in front of you, it will open the Mars map where you can choose a location and a rover adapted to this location and the mission from prebuilds ones or build your own Then you can click on the location map to change where the rover/lander/probe will land, then you launch it ! I hope i have answer your question !
  8. Demongornot

    command sequence

    I think i have not correctly explain, as i said the best is that the rover that the player actually perform the sequence writing for, actually do what the player write meanwhile, he just don't see it cause its not rendered, which will take less resources than actually render it in real time, when i said simulate i mean just doing it, exactly as the game will do in real time if the player control it, but its just in accelerated when needed, because with less resources taken thanks to the non rendering, it can permit with those supplementary resource to handle the scene the player see plus possibility to speed up the rover in case of the player put a waypoint 1Km away, the "background" running situation will speed up to quickly check any perturbation on the rover from the trip, and every others things like power drain, light sources and stuff like this are also calculated but not rendered, the player only see the same scene, in fact based on NASA and JPL tools, it better have to be static, but meanwhile the game calculate the exact copy of the rover and can even fake a light source based on where the sun will be at this time, the game don't need to render it for taking it into account, so the player keep only looking at the same scene static, frozen in the same time as it would in real life with a Nasa/JPL tool, but actually the game really do the inputs the players write for the rover sequence ! Since the rover actually really do it, its only not visible for the player, i won't be more difficult to "simulate" than actually doing it manually because except that the player only see a single static scene, where he can only move camera and place a low polygon count rover (as we see on the real NASA/JPL tools) while the "real" game just do what he write, after all on the 3D tools of the JPL the scene don't include visual representation of weather and sun when they input rover arm position. For the "replay like recording system", the goal is only if the player decide to connect to the rover while the rover actually perform the task, that the player can see what the rover actually doing, so this kind of replay file is only to put the rover in a certain condition, exactly like save files will do, but this is is based on the time, it will state what the rover do at this particular time, so the player will, once its loaded, have the game loading what the rover do at T minus signal delay which will just put the rover in a different time state, this can also permit to have both real time if we see rover from manned expedition and with delay from mission control ! After all we only need to know what possible effect the rover can have (arm/wheel broken, electricity level, stuck, course deviation even if i don't know how the real one react in this condition) previously encounter and where he is when we loading, and yes of course the science, all this data are gathered while the player input commands of what the rover will do since the game could perform it in the same time, its just a matter of recording those data relative to the time without creating a too big file that state the condition every microseconds and happen to have 100+Mb size for some minutes of rover moving straight. That's why i was talking about replay like system which are know to be light in size compare to what it will be to record the condition every given time, the car game Dirt and DCS World are good example if this kind if things that include persistent states/damages, the goal its only to know what will be the condition of the rover at the time the player will load it if he was doing something else meanwhile, but the game have already "simulate" it and already know the exact time he have perform every actions, its just a matter when/if the player load the scene while the rover perform his sequence to have him at the correct place at the correct attitude/speed/animation/state/movement/power level and others conditions based on the game time, and what the player get can simply be delayed based on the signal delay time, the game will load the state of the rover at game time minus time delay ! If the player simply put a waypoint, the game will move the invisible rover along this waypoint, the player will have no possibility to know that the game do it meanwhile, and it will be realistic, the player only have at his screen a static scene and a low polygon and physicless representation of the rover that will just teleport to this waypoint, so he could see based on the data of the terrain at this position, what the rover will be able to do, taking picture of objectives, using tools etc etc ! The goal is only to know what the rover will do and providing a useful and functional rover programming tool for the player ! My idea permit to have complex/advanced rover programming, possibility for the player to have (fake) rover activity on background from mission control/another rover, signal delay applied to this, rover programming tool that can show message of possible collision/path occlusion/rover damage/too angled slope and all at once !
  9. Demongornot

    command sequence

    Thanks Dahun and thanks Dram ! And nice to hear ! For those issues the way my idea work solve the issue itself, since rovers are not autonomous and only do what sequence we program them, the time we skip is not a problem, my idea consist of simulating what the rover will do (including the weather at the time he will do it of course) while the player do the rover programming sequence, which mean, longer will be the sequence, longer the player will need to do it and longer the game can meanwhile simulate with accuracy what the rover will do when the player will send the sequence to the rover ! As i state it should work like a replay files, which mean, don't matter how many time the player will skip, if he skip a single hours in a sequence that will need 3 hours to be accomplish, the rover will appear as it already simulate he have to be one hours latter ! And if the player skip 4 hours, well the rover will be on its final state as he have simulate he will be 3 hours after the program sequence start ! I think no one will ever make a 1 year sequence ! But with my idea, even if he does, since the rover simulate what will happen while the player program the sequence, well, it will still be okay, at worst the player will have a big file which is the rover "replay" ! So if we skip 1 year anyway, even with a 2 or 3 days long program sequence which is already really long and will probably took a while to do for the player, the rover will stay where he is for 1 year minus 3 days without doing anything, like the actual game where rovers are not simulated in background, after he finish his sequence, the rover will stay inactive and since my idea don't consisting of simulating what the rover do in real time, there is no issue with both signal delay and time skipping ! For the signal delay, the sort of "replay files" like that the game could use for this can simply be relative to the time of reception, if for example Mars is 9 minutes light speed away in its actual position, the sequence will be relative to the hours of the transmission + the signal delay, and it can also give the to player the possibility to start the sequence at a given time ! The only relation the rover will have compare to the game time will be when in the sort of "replay track" the rover will be if the player decide to load the rover before he have completed his sequence or stop it in the middle of his task (stop will be actual time + time delay), if the player look at the rover after loading it, the rover will simply execute in real time the sequence, and if he send a stop order, the rover will keep perform the task until he receive the signal ! The only possible issue will be if the player is too fast to do the sequence and the game don't have the time to simulate it enough, that's why i have in first place talk about first pass of simulation which is simplified, at worst he will not have a 100% realistic sequence but still have it ! Unfinished sequence simulation could also keep ruining on control center !
  10. Demongornot

    command sequence

    But if you can create a really advanced and complete vehicle programming, i see some few tricks to help having vehicles running in background and signal delay, or in fact giving the illusion to do it ! You agree that when we use the programming system for a rover, if we could hide the rover the game could run every physic simulation he want about that rover since it is the focused vehicle, well the idea will be that the rover already do everything in the same time as the player input commands (but in this state damage are simulated but not activated until we finish the program sequence, if we do a bad move but don't send the signal it will make no senses to get the rover broken), if we ask the rover to travel a long distance, he can, only during the programming sequence "time warp (not jump to)" to this location, a little like we have in some games with time acceleration in real time, Kerbal in one example, but DCS World is a way better example based one how fast we can accelerate without getting strange physic. Anyway during the sequence programming we don't need any visual render for what the rover actually do in background since he is not supposed to do it, the game can focus at 100% on physic simulation (but with accelerated time if/when needed) and on rendering visual only for the "programming software" which can be visually simplified. The game record while we programming what happen to the rover, as a playback file for example, since programming even trough simple script sequence can be long, the rover will get all the time he need to simulate this, and then if we switch to another vessel or to a human or what ever else, when we comeback to this rover, the game just load and render the playback based on the time, if we do a programming for the rover that is supposed to last 3h and we comeback 2h latter to see how he is doing, we will get the playback rendering for 2h after his sequence start Minus the signal delay, for the player it won't make any difference between this and having it in real time running in background. But a lot of things can be done with this trick, including the possibility to see a fake 3D software for the program sequence which is in fact the real rover that we manipulate. While travelling on flat terrain, the rover won't care about simulate it while we programming it, but he will simulate encounter with objects, and an error message can be show in case of damage as a collision prevention by the programming software for example which is in fact the rover simulating the encounter and the game interpreting damage without rendering them, the idea can also be to make the game re-rendering (but without time warp this time) physical encounter while the basic simulation is finish, in short, the game could simply pre-computed the physical simulation first during the programming from the player, and then, if the rover finish this and the player have not finish, well the game will take his time to finishing and polishing the physic simulation for the "playback", it will be a multipass physic simulation rendering. The idea is, while the player input command for travel, stop at a location and use robot arm, the game will simply during this make a simplified simulation of what the command sequence make the rover doing, and the time the player finish the command sequence, the rover can make another physic simulation pass where he have strong interaction with the terrain, the idea is if the rover loose a wheels that the simulation know it soon as possible to avoid the need to rerendering a third time the physic for everything else with a broken wheels this time based on if you prefer the player to be or not informed in case of damages on the trip. Two physic rover will be great, one for simulating terrain moving which is invisible, a travel one that will run even while the other also run, and the to simulate robot arm and/or sensors/mast etc (mainly robot arm) which can render arm in the fake programming software to having a NASA/JPL like programming capability, like this : with all the tools such as where the robot arm have to go and at which angle and stuff like this.And the rendering (trough this second rover) could be something like this http://www.jpl.nasa.gov/video/details.php?id=1171 Another trick for getting a little more time for finishing this should be a fake transmission display, a progression bar with a "Please wait, sending command data to the rover" And finally if the player is really quick, the game can simply finish the rendering just after the loading, it will be a little longer to load but the result will still be at least here ! I hope my idea have help you !
  11. Demongornot

    Potential features to be added.

    A lot more than originally expected was added, that true, but, even if i really like the type of the new content, i'm very concern about this ! Of course this both for make player happy which is a nice move and also try to get more customers cause everyone can agree, even if this is a incredibly promising game, it only aim to a very limited kind of players and in a such small community i'm sure everyone can understand why you have prefer to create the manned scenario that early (their is also some technical reason cause we can't add everything we want after a certain state on a game for those who don't know) ! But my concern is about the fact that such a great effort to make things originally not planed such as the manned scenario was done even before some really critical others things, rover are left unfinished by now, even proper key binding was not done left, and even if you have already state that you will do it, well i actually have difficulty to imagine now that we will have great originally planed feature such as rover programming at 100%, NASA/JPL like software for rover programming, cartography, realistic delay and stuff like this ! Anyway, as a suggestion, since with the manned expedition Take On Mars have now getting into futuristic not-yet-done technology/missions, will it be possible to get the planned future rover ? Such as this one http://www.wired.com/2010/09/auto-mars-rover/ Others rovers here : http://www.electronicsweekly.com/embedded-live/general/european-mars-rover-to-explore-embedded-live-2010-09/ Their is also the Sample Return mission http://en.wikipedia.org/wiki/Mars_sample_return_mission But their is not only rover, their is also plane already planned : http://marsairplane.larc.nasa.gov/platform.html And two new improvement that are important, the Orion capsule that have been very successfully tested recently by NASA which will lead the expedition to Mars ! A journey to Mars have two possible path, no return, which mean a single and huge ship that will in one piece land on Mars with everything needed, which is close to what the actual Manned Expedition on TOM actually do, but their is also a mission with return possibility which will be done with a huge ship that will stay on Orbit and a decent module that will have everything needed for several month/almost a year on Mars and an ascent stage but the majority of the ship will stay on orbit and it will probably look like this design : http://www.arcadiastreet.com/cgvistas/spacexp/images/mars_cycler_intro_1280.jpg (not a official NASA design but visually realistic IMHO) But the second important improvement is on Heatshield, two different technology are possible and almost vital for a manned Martial expedition ! Inflatable Heatshield which was actually tested http://www.nasa.gov/directorates/spacetech/game_changing_development/HIAD/irve3-success.html#.VJVq2CHAs a nice animation here and more details here and even more details here : And the ADEPT heatshield : http://www.nasa.gov/centers/ames/orgs/exploration-tech/projects/adept.html also another info here http://gsfctechnology.gsfc.nasa.gov/Umbrella.html And a video here that show way better how it work : I would really like to see a combination of all those technology on Take On Mars ! Huge ship coming and doping the decent vehicle, see the reentry phase which is by far the best part, impressive, look cool and very important ! And in the game see inflatable or deployable heat shield, then land with habitable module that will inflate on the ground if the technology is unlocked, which will permit to improve living space, reducing weight and adding more and more advantages ! Both heatshield have advantages and should be at almost the same tech level but with different advantage each, but of course you can decide to make one of them having more advantage and getting higher on the tech tree, it will be nice to have configuration possibility of the living module we send on Mars, like the rover, assembling the decent module and pack it with what we want to, depending of returning or not mission, possibility to send better vehicle, like the actual ingame mobile lab but with for example inflatable lateral structure as habitation module that rest on foldable lateral structure which will permit to take more resources, have more experiments/lab/sensors on board and permit to stay longer on exploration mission with this vehicle etc... When the planetary alignment are done, for the returning mission having them to leave Mars but the material and everything that was used on the ground, such as the mobile lab for example will stay on place and can be used by another team ! Resupply mission for both resources/consumables and upgraded/replacement equipment for long duration mission ! Also Mars plane, advanced rover with "deep" drilling capability : http://www.universetoday.com/104516/wheres-the-best-place-to-drill-for-history-on-mars/ And others stuff like this will be fun and nice to have !
  12. Demongornot

    What's In TOH's Future?

    I hope this will mean that you prefer to focus onto ultra realistic and really oriented simulation rather than global but only half realistic aspect !
  13. I have not play yet (i wait the patch that will fix the keys binding issue) and i have only see the VTOL craft from the trailer of the surviving update video, but i think that the VTOL need way more than a technical redesign, it look TOO MUCH unrealistic and arcade, it is not at all a realistic looking thing ! THIS is a real VTOL vehicle design for the moon : http://upload.wikimedia.org/wikipedia/commons/a/ac/LLRV_2.jpg Except the jet engine that is only installed for simulate moon gravity on Earth. The one in TOM is too much aggressive/Sci fi looking and not even really aerodynamic, which count on mars, mars unmanned aircraft are planed by NASA : http://marsairplane.larc.nasa.gov/platform.html And they are not really compact, you will need so much food/water and consumable reserve while going to Mars that you will want your VTOL aircraft if you take one to be really compact, even deployable ! But the one in the Trailer is not legit looking at all ! Even those http://media2.s-nbcnews.com/j/msnbc/Components/Photos/070907/070907_flyingCar_hmed11a.grid-6x2.jpg (with rocket rather than propeller) are more legit design ! Please devs reconsider the VTOL appearance !
  14. With the fact that now TOM have MP and probably a lot of efforts are put in it, are some features that was initially planed still worked one and planed ? _Such as advanced programming, i have read some time ago that a "JPL/NASA's 3D software" like was planed to help programming our rover like they do IRL ? _Or like animated launch sequence (even if a video sequence will be better for me in term of visual realism, mainly if this is the sequence of the true rocket launch and require less work) ? _Things like rover still working when disconnected from them AND (in real time mode) when the game is not launched ? _Several delay of transmission, short one of some seconds for the one who want to play in real time but still want a delay for challenge and realism, and realistic delay for those who want to only use rover programming ? In fact my original vision of TOM was to play with realistic delay + only programming, and if i can, use an old computer that will (in plus of others things useful for me) ran TOM 24/24 7/7 and or at least for the day and when i have free time, check the status of my rover, what he have done and programs others actions, in fact doing like if i have my own rover on Mars in real time, but with the fact that rover programming still today really limited in every ways, the fact that MP probably take all the development time and that the forum is...Dead...More than 10 days without any small message, not topic, but just post, it is in my opinion not good for a game forum...I now start to have doubts on the fact that the game will keep evolving in the initially planed way... So please devs, can you told me if you can if all features that was initially planed are still planed or not ? Thanks !
  15. Demongornot

    Are those features still planed ?

    Great new ! Thanks for the info, and your welcome, please to help ;)
  16. Demongornot

    Are those features still planed ?

    No new about Keybinding ? And by the way i have find a video on the NASA's youtube channel that may interest you since they talk about some technology for manned expedition on Mars IRL :
  17. Demongornot

    Are those features still planed ?

    Thanks for the informations, good to know ! No more info on when keymapping will be improved ? I still have the issue that make me unable to rebind any key : I can't rebind the same key for move rover forward and astronaut walk forward for example, and since i use a Logitech G-13 keyboard and i never use defaults keys on any game, i can't really play/test Take on Mars yet... I hope a updated key binding will come soon !
  18. Demongornot

    Are those features still planed ?

    Thanks a lot of the answer, This is a really good new for me ! I'll take a look at the Steam Forum ! And maybe Nasa/JPL can give you legal free access to their official video of launch of vehicles ? But anyway if a dynamic launch sequence is planed, of course video are not the solution. A last question, i have already ask it but i don't remember to get clear answer on this. Will the manned expedition be part of the robotic expedition in the campaign ? I mean, will we be able to start from almost nothing, with only probes, like actually and with new things unlock on the tech tree the Manned Expedition ? Or will we have two different thing with only rovers and probes on campaign and Manned Expedition on scenario mode ? Thanks !
  19. Demongornot

    command sequence

    The thing that afraid me is that devs have "promises" that TOM will have a fully modeled programming system as the NASA have, including 3D system to look reprogramming things such as trajectory or rover arm position, and that it will be in combination with possibility to have real time delay between order, execution and reception of the answer on Earth from Mars... But since they are a small team and they now focus on multiplayer...I'm afraid that WAY BETTER rover programming (even a simple working arm prog) won't be done before the release, same for the extremely important missing key binding options, we can't simply map my keyboard, idk why, i have already explain it...But in fact i simply don't play the game even if i like to help in development on games in general, i cannot map anything for the manned expedition for example...And while i NEVER use default controls in any games... The rover should already have a working arm and waypoint path system on programming + possibility to edit commands and not to have to rewrite them all just cause we make a single typo error...AND a way longer authorized list of commands (the command queue itself and new commands). I have in fact write a wall of text that explain a simple but nice (in my point of view) method to do it 5 month ago : http://forums.bistudio.com/showthread.php?175972-My-suggestion-for-this-10-April-2014-(long-post)&p=2665485&viewfull=1#post2665485 I'm sad that it don't seam to have interest devs... Anyway i'm start learning to code in Assembly language (MASM and NASM) and i'll after learn machine language learn C and C++ which is probably the language this game is coded in, since we have access to source code i might be able to help in 2 or 3 month (i've no job i have all my time to work on it so it will be fast since i already find the MASM and the preview of the C++ i get easy). But if a dev can confirm me please in which language the game is coded in C ? C+ ? C++ ? ps : For those who want a "preview" of the possibility of the rover programming, i've make this video :
  20. Nice update, i'm a little surprised and sad that the keybinding issue which is a major one still not fixed yet... Will we have in the future (for the final maybe ?) Mars Expedition One which will be available through the Space Program "campaign" without need to use Scenario ? We first send rovers and then after unlock tech for manned expedition and send it, and send more and more stuff to them, tools, supply, vehicle, new suit and stuff like this. Maybe first need to send resources from Earth for the 3D Printer and then after have an extraction vehicle that can extract materials from Mars ?
  21. Demongornot

    2 Week vacation

    No problem, you create a nice video game, this is not a easy/short and quiet thing to do ! Enjoy your vacation !
  22. Demongornot

    Roboarm command info

    Hi, I have extract game data and i have look at the files. First thing, i'm not a coder yet, i only touch at high level such as HTML, CSS and others, but i have never do something more deeper than lua and php in a game. So low level code like C and C++ i don't have yet learn it, but i still able to understand the bases of what is inside the game files of Take On Mars. I have found the onsim_roboarm.h inside *\scripts\entities\controllers\instruments And i want to try to make the Topt Roboarm command working. I want to try it, fun fun and both try to learn myself bases of this level of coding and help you, cause if i can get a working solution i will of course obviously send the code, but i know that i will probably fail to it. I want to try to make my own sequence based on instrument (already explain in my suggestion post) Command : TOPT RoboArm (instrument) Like Topt RobArm1 APXS1 for example I expect this sequence to be done : (1) Measure distance between point and arm attachment point, if too close or too far command fail, them measure angle, if its out of the rover front the command fail. (2) If the point its on the good spot, the arm will first, whatever was is last position goes to "Unstow" position. (3) Then based on the distance and angle between point and the rover arm's attachment point it will put the robot arm in the correct position : arm's attachment -> point distance = head - arm attachment distance then based on Y axis for vertical measure set the correct yaw angle. (4) Then two possibility : (A) Make a fake invisible arm (unbreakable and which can't affect the rover by pulling it up, a ghost one who have the same moving characteristic than the real one but way faster) with a spherical hitbox where its size its based on the instrument we have selected) then, cause its supposed to be over the target point, just come down until it hit any object (rock, sand or others) and then send two informations to the rover : where on the hitbox their is a contact and what is the distance that the real arm must travel to touch the objective, then the real arm will simply move its head based on the hit position on the hitbox and slowly put the arm down until he is at some centimeter of the surface and then slowly finish the movement. (B) Simply measure distance between head and objective, then move down the arm of this distance - a safe distance, at this point, based on the instrument we want to use, measure the relative inclination of surface around the point (player must be sure to target a flat shaped object, like a huge flat rock) then orientate the head at the wanted position, then simply finish the job while moving down the arm and get the correct position based on distance between target and instrument (middle of the range between too far to work and contact distance) then the action its completed. Of course i don't know at all how to proceed and i know that i have, based on my actual knowledge on coding, really low chances to success. But anyway it can help Devs to find a "simple" and working solution to fix the "topoint" command for the arm...But i need some informations for try it. First, it seam logic to me that the Jx (J1, J2...J5) is the robot arm's articulations, but i wish to have the correspondence to know which one correspond to which articulation. Also i wondering how work the RoboArm_Jx.GenVec[x] system, cause obviously its not angle on percentage that was coded inside this file... So, if anyone (anyone who know coding or devs) can please give me tutorial about this aspect or any information it will be useful to me, and i will perfectly understand if Dev ! And if their is possibility to make it through a "mods" form rather than a replacement of the original game files i will be happy to know it, but to me it look like a too deep aspect to make a mods from it. Thanks !
  23. Demongornot

    MAJOR ISSUE key binding and windowed mode.

    Thanks, i have PM you anyway, but i wait for the Dev to answer about what can be possibly wrong with key binding system, how the game store user data about keys and where its stored.
  24. Demongornot

    MAJOR ISSUE key binding and windowed mode.

    Well, i try for both cause i'm not using standard keyboard, i use my Logitech G13, and to avoid issue with the hazardous and badly working multi profile system of Logitech, i use a single one, which mean i have to fit all my game with only 3 "configs" (mode) for my G13, i hate to play with keyboard. And also i use AZERTY and not QWERTY keyboard, and anyway i have never like the default key in any game, i play in my own way. Here is my video of this issue : And thanks for the info but this is not the keys bind apparently, this is i think the file that give to the game ID from keyboard keys, its just some hexadecimal addresses for each touch. I have archive the whole folder in a .rar But i don't think that anything inside this folder can have any impact on the game itself, its just a way to have access to source codes for find errors and make ourself modifications, but the real game stay installed at its original place. But thanks !
  25. Demongornot

    MAJOR ISSUE key binding and windowed mode.

    I don't know if its a key conflict or not, but it still that the game have a urgent need of way more improved system for keys configs, including joystick, delete key and others stuff. This issue occur since a while, i have buy the this game almost the day when the preorder have begin, and when it was release the first time i have try it and simply stop playing it cause the key issue are horrible. Since, i have reinstalled my OS (Windows 7 x64) and i have also reinstall another time the game (trying to deal with a issue with Steam) It mean 3 total download and install of the game since its very first time and i have always get this issue, and my hardware have change since. If you don't get the issue and i do, it still that the game have an issue somewhere. Also i have a MSI HD 7970 Lightning BE (1150 mhz gpu and 1500 memory) which can easily fight against R9 290x stock without OC. My drivers are updated with the lastest Beta version 14.3, and this issue occur since a while, and before this i just got the final version (change for test Mantle). My PC is = I7 3770k, MSI Z77A GD64, 16Go DDR3 1600 Cas7 Corsair Vengeance, 7970 Lightning BE, SSD for windows and fast HDD for games. My computer is for sure not the issue. I know that this is an alpha, and in fact i do the same level of bug testing than just playing, the optimization bug is comprehensible, bug the controller issue with its leak of feature its a bad thing even of an alpha. Testing joystick and various controller support if its not done at the very first, it will quickly drive to issue almost impossible to fix on the final without start again from scratch. Joystick and others axis and button based controller permit both to test animation fluidity and various speed compatibility of things (like 6 wheels controls) that are not available with mouse only. Bug even if i can understand that it need some time to be implemented for the joystick and other controllers, the actual key assignment system need a serious review...
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