Default load-out
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Anguirel
- Posts: 407
- Joined: Tue Mar 09, 2004 8:00 am
- Location: El Pueblo de Nuestra Señora la Reina de los Ángeles del Río de Porciúncula
Without a code-change, no. The closest is changing the default load in the core, but it won't, for example, put a gun in your primary slot and a nanite gun in cargo, or fill a ship with lots of spare missles. That doesn't work. The only "auto-fill" is fuel and ammo, presently.

"I disapprove of what you say, but I will defend to the death your right to say it" - Beatrice Hall, The Friends of Voltaire
then stop standing around and get going on the next version, you lazy stand about louts. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />madpeople wrote:QUOTE (madpeople @ Feb 25 2007, 08:38 AM) his point is still valid, were not getting paid to stand around... were not getting paid at all /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
Seriously, tho -- you developer programmer guys do a great job here and I certainly have not thanked you enough for all you do.
regarding the original topic -- does not the confirm button basically change the 'memory' of your ship load out, even if you don't launch it?
for example, i am in base and know we need probes, but also that we have just gotten ints up. I know I will need to jump in my int quickly to defend a base, but we also need probage in other sectors. I can select the loadout of the int and hit the confirm button, then go to the scout -- load it up with probes and launch and probe. When the defend base comm comes, I rip home and get in base, transfer, switch to int and launch w/out having to configure my load out.
I am saying this is possible, I think. Howver, I am loathe to actually plan that far ahead -- so I don't remember if this is actually the way it works. However, I think that is why there is a little confirm button there on the loadout screen.

Robin: "Gosh, Batman, this camel grass juice is great."
Batman: "Beware of strong stimulants, Robin."
Using a scout for an example, how about adding tow more buttons below the "default" button. One for probing and one for nanning. The first button (probing) would load the scout with all probes and a gatt. The second button (the nanite) would load the scout with all mines and a nan. God, that would help the noobs, and save me valuable time.
Allegiance Terror Alert Level: HIGH
need to be customisable, not other preset options
thinking in terms of ctrl+number in base to save a loadout, shift+number to load the loadout saved to number (0,1,2,3..,9) load outs are persistent and core + faction + ship specific (for simplicity)
if you try to use a loadout that has tech you don't have (e.g. pulse lasers) it gives you the "some of the parts you requested are no longer available" error.
if you saved your loadout that has say AB3 in it and you loose your sup, the loadout when it tries to load ab 3 will find its not there and try to load the thing ab3 overrides: ab 2, finding it cant load ab 2, it tries to load AB 1 where it suceeds
thinking in terms of ctrl+number in base to save a loadout, shift+number to load the loadout saved to number (0,1,2,3..,9) load outs are persistent and core + faction + ship specific (for simplicity)
if you try to use a loadout that has tech you don't have (e.g. pulse lasers) it gives you the "some of the parts you requested are no longer available" error.
if you saved your loadout that has say AB3 in it and you loose your sup, the loadout when it tries to load ab 3 will find its not there and try to load the thing ab3 overrides: ab 2, finding it cant load ab 2, it tries to load AB 1 where it suceeds
Last edited by madpeople on Mon Feb 26, 2007 12:45 am, edited 1 time in total.
"South of the Alps and East of the Adriatic, paranoia is considered mental equilibrium..."




