The academy keymap is not appreciated by new players.
You have two choices:
Vote on it
Liam's
Blackdutches's
Keymap replacement urgent VOTE
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MagisterXF94
- Posts: 1935
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- Location: Trieste, Italy
Last edited by MagisterXF94 on Thu Oct 05, 2017 6:04 pm, edited 1 time in total.
Reason: you have 3 days to vote
Reason: you have 3 days to vote
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]


OH THANK GOD FINALLY VOTE YES AND NO ARE ON Y AND N.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
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Deathrender
- Posts: 1405
- Joined: Sun Jan 04, 2009 5:22 pm
- Location: Alberta
FPS Keymap Layout
CTRL is still a staple for ship manipulation. Ctrl 1-8 will swap the corresponding selection of guns, missiles, shield, cloak, mines. The countermeasure button and Afterburner button are absolutely useless.
Ctrl R for Reload, Ctrl T for manual Teleport. These options will bridge the learning of swapping inventory slots as you have to use Ctrl + R to reload, now you're only learning to switch to Ctrl 1 to mount nans. I may set T to exclusively be Teleport, but I worry that the key may accidentally be hit during combat.
Ctrl G stays for Grid. This may be something worth changing.
Anything beyond the core keys of flight on the left side of the keyboard can be learned later on as they're not essential to flight.
Arguments in Discord over Tab boost and Shift + Spacebar boost, I've implemented both. Tab is the easy go-to boost for new players.
Your essential utility keys surround the movement keys and are all accessible with your free fingers. I've attempted to place them in convenient spots that are easy to remember.
TOGGLE MOUSE is set to F2 for laptop users and remains at Numpad 0 for desktop M&K users for ease of access. I've removed non-essential camera options and added an easy turret eject button. Ctrl Shift DDD is still available, but F8 F8 F8 is also an easy option to learn.
Shift provides some alternate targeting options (seen on bottom right of some keys that are yellow or green)
Shift and Ctrl display what they are associated with on the keymap. Otherwise Shift is not fully utilized and the player may bind the target options that they wish to add.
Criticisms welcome.
EDIT: I have changed around the 1-0 keybinds for inventory as they do not update the corresponding numbers in F4. They are back to default.
Last edited by Deathrender on Fri Oct 06, 2017 3:53 am, edited 1 time in total.
phoenix1 wrote:QUOTE (phoenix1 @ Jul 22 2017, 05:58 PM) Mini ac gunner mount was removed because somewhere along the lines we had a core dev that said, "I really hate Terran and want him to be miserable." And all core devs ever since have agreed.
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One-Man-Bucket
- Posts: 1248
- Joined: Sun Jun 19, 2005 7:00 am
I've seen wabbawabbit work on a keymap the past couple of days, he seems to have the right approach (noob friendly, adhere to gaming conventions, avoid allegiance vet bias).
Is that work incorporated in any of these options? Instead of polling I'm happy to trust him and whoever else have been working on this to decide on a good keymap.
Is that work incorporated in any of these options? Instead of polling I'm happy to trust him and whoever else have been working on this to decide on a good keymap.
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Bunnywabbit
- Posts: 965
- Joined: Sun May 15, 2005 7:00 am
- Location: Amsterdam, the Netherlands
That would be Dutchie's.
We worked with Thallium, Blackdutchie, Rock and me. Many kudos to them and their hard work.
So we had both scout and int whores on the team.
We focused very much on three aspects:
1. Respecting current gaming conventions where possible.
2. When deviating from 1, do so in a manner that is as intuitive, ergonomic and easy to communicate as possible.
3. Provide new players with a keymap that would serve them both as new players and as experienced dogfighters/scouters. Does the keymap encourage a competitive playstyle?
Sometimes we had to triangulate between those goals. I feel some improvements could still be made. But the core flight control setup is sound. It may be difficult for some us to get used to, but for a new player it will be much easier.
I certainly encourage you to actually try out the keymaps before voting. You really have to experience the effectiveness of the spacebar setup to appreciate it.
{EDIT} You can download the keymap here {EDIT}
My personal test is: can I look at the keymap in one glance and remember where the most important controls are? This passes that test. (especially if we give the thust buttons a slightly different color on the keyamp image)
Waxd makes a simple Rosetta on the keyboard. S is standard for backwards and brakes in all wasd games. All forward movement, fw thrust and boost is on the spacebar, which is kind of strange but we're allowed a few idiosyncrasies in translating 3d movement onto the 2d keyboard plane. Shift+space is an easy and familiar hand position; a running jump by convention. Q and E for rolls make sense. Tab for mouse control respects game convention where tab opens a meta-ui (often scoreboards and the like)
The setup allows for every conceivable roll, thrust and boost combination. You can do backwards, thrust up, right and roll left all at once. The ceiling is very high with this setup, while it is also child's play to memorize.
{EDIT 2}Oh, I forgot:
We are assuming the player has a standard 3 button mouse. Throttle is mapped to the mousewheel, which you can't tell from the mouse representation on the image.
{/EDIT}
We worked with Thallium, Blackdutchie, Rock and me. Many kudos to them and their hard work.
So we had both scout and int whores on the team.
We focused very much on three aspects:
1. Respecting current gaming conventions where possible.
2. When deviating from 1, do so in a manner that is as intuitive, ergonomic and easy to communicate as possible.
3. Provide new players with a keymap that would serve them both as new players and as experienced dogfighters/scouters. Does the keymap encourage a competitive playstyle?
Sometimes we had to triangulate between those goals. I feel some improvements could still be made. But the core flight control setup is sound. It may be difficult for some us to get used to, but for a new player it will be much easier.
I certainly encourage you to actually try out the keymaps before voting. You really have to experience the effectiveness of the spacebar setup to appreciate it.
{EDIT} You can download the keymap here {EDIT}
My personal test is: can I look at the keymap in one glance and remember where the most important controls are? This passes that test. (especially if we give the thust buttons a slightly different color on the keyamp image)
Waxd makes a simple Rosetta on the keyboard. S is standard for backwards and brakes in all wasd games. All forward movement, fw thrust and boost is on the spacebar, which is kind of strange but we're allowed a few idiosyncrasies in translating 3d movement onto the 2d keyboard plane. Shift+space is an easy and familiar hand position; a running jump by convention. Q and E for rolls make sense. Tab for mouse control respects game convention where tab opens a meta-ui (often scoreboards and the like)
The setup allows for every conceivable roll, thrust and boost combination. You can do backwards, thrust up, right and roll left all at once. The ceiling is very high with this setup, while it is also child's play to memorize.
{EDIT 2}Oh, I forgot:
We are assuming the player has a standard 3 button mouse. Throttle is mapped to the mousewheel, which you can't tell from the mouse representation on the image.
{/EDIT}
Last edited by Bunnywabbit on Fri Oct 06, 2017 1:41 pm, edited 1 time in total.

current version r158 new beta as of jan 23 2012-
One-Man-Bucket
- Posts: 1248
- Joined: Sun Jun 19, 2005 7:00 am
So... after reading for an hour or so, digging through ancient threads (lol even juckto's thread... you know... the "you suck at Allegiance" one... and he's right), would this be the keymap to start with for me? As opposed to the others this one is downloadable, so that's a plus...
The learning wall they talk about is real, I tell you... gonna give it a try though, Falcon BMS got me so Allegiance should be do-able... I hope...
PS: and where do I find a higher resolution keymap image I can print?
The learning wall they talk about is real, I tell you... gonna give it a try though, Falcon BMS got me so Allegiance should be do-able... I hope...
PS: and where do I find a higher resolution keymap image I can print?
Last edited by Fluke on Mon Oct 09, 2017 7:47 am, edited 1 time in total.
Right click on image, open in new page. And yes, just pick one of the ones here that's downloadable, print the keymap, and run with it.Fluke wrote:QUOTE (Fluke @ Oct 8 2017, 05:49 PM) So... after reading for an hour or so, digging through ancient threads (lol even juckto's thread... you know... the "you suck at Allegiance" one... and he's right), would this be the keymap to start with for me? As opposed to the others this one is downloadable, so that's a plus...
The learning wall they talk about is real, I tell you... gonna give it a try though, Falcon BMS got me so Allegiance should be do-able... I hope...
PS: and where do I find a higher resolution keymap image I can print?


