Topic: Alpha strike on industrial modules
Let spacebar (by default) activate all mining/harvester modules. On that note: somehow my keyboard can't keep up with F1 to Fn. I already tried connecting a PS/2 to make sure it wasn't some hardware thing.
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Let spacebar (by default) activate all mining/harvester modules. On that note: somehow my keyboard can't keep up with F1 to Fn. I already tried connecting a PS/2 to make sure it wasn't some hardware thing.
It's all fine if you have EITHER only mining or harvester modules equipped, but what would you do when it's mixed, or even mixed with weapons? Which ones should space activate?
All of them. If a module doesn't work it will say, just give us the choice to do so.
THanks
It's all fine if you have EITHER only mining or harvester modules equipped, but what would you do when it's mixed, or even mixed with weapons? Which ones should space activate?
Maybe a couple of {if...then} constructs can figure that out. If in doubt, don't fire anything.
All of them. If a module doesn't work it will say, just give us the choice to do so.
If we do that, you will get an error for every module that is not usable on the selected target, every time you press space. If that's ok, we can do it.
Kokomut wrote:All of them. If a module doesn't work it will say, just give us the choice to do so.
If we do that, you will get an error for every module that is not usable on the selected target, every time you press space. If that's ok, we can do it.
a option that can be turned on that it works that way would be totaly fine. ppl that want to have it can turn it on. otherwise its turned off by default...
noted (#3995)
Kokomut wrote:All of them. If a module doesn't work it will say, just give us the choice to do so.
If we do that, you will get an error for every module that is not usable on the selected target, every time you press space. If that's ok, we can do it.
This is kind of what already happens if you have weapons with different ranges, right? Doesn't seem like too huge a problem...
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