^^^Draw me a perfect circle, freehand, using MS paint please.
True enough, but my point stands that there's still more than enough keys to have directional commands AND keyboard turret aiming. WASD for general directional commands, the numpad for more subtle commands (e.g. "move foward 10 meters, turn left 5 degrees, etc.") and the arrow keys for turret movement. Or any mix and match version of that that you'd like.
As long as the "time-to-do" effort is realistically factored, then mousing is a prefectly functional interface.
Having mouse "clickable cockpits" has been an on-going want (make that goal) for combat simulations, whether this be for flight sims, tank sims, or otherwise. Having mouse interfacing and interactive controls available for vehicle interiors and crew position use in HEROES is actually a huge gaiming refinement.
What if you want to take your eyes of the scope and look out of the slits at the side of the turret? Or if you wanted to un-button and use your (bi)knock(ul)ers? You'd be switching from numpad to mouse quite often.
Like I said earlier, it's no big deal how TWI implement the controls because with relatively small changes to a few ini files you can have the keys represent the mouse movement and use the controls any way you want...
No I haven't Peter, but that sounds fantastic!did you play Falcon 4.0? After the F4UT patches, the cockpit was fully mouseable, with every single switch, knob, dial and button that a real F-16 had.
The ROOST system allows you to look around inside the turret currently, what's the problem here? If it's no big deal to implement the controls, then isn't it reasonable for the devs to make the turret controls bindable to the keyboard and "look" bindable to the mouse movement? WASD for gross hull movement, keypad for fine hull movement, arrows for turret movement. Scroll back from "scope" view to look out of various viewports, or scroll up into "unbuttoned/binocular" view. Make it all bindable so we can do what works for us.
All I was originally saying was that the arguement that "there's not enough buttons" was false. There's plenty of buttons.
I guess that mouse control works alright, but if you're talking fine control when you're shooting at targets out past 1500 meters, the mouse would be a pain in the ***. Will ROHOS ship with maps that large? Probably not, but as with ROOST it would be nice that it develops into such a game, and that the controls are designed to grow with it.
No I haven't Peter, but that sounds fantastic!
Not too many flight sims have even modeled pilot bodies or aircrews to be seen from the 1st-person view (as a starting point for realistic interfacing movement).
There's been limited implementation of "clickable cockpits" in a few other flight sims, along with moveable switches, toggles, etc.
The fact that HEROES is having animated 1st-person figure modeling, with the ability to interface with the tank's interior controls, while being able to move to, into, and away from viewing ports, sights, periscopes, or within hatches, and to see the working animations of both crew and weapons also, even having crew death animations, is pretty complete stuff. Sounds like TrackIR isn't needed for any of this viewing either (whether if playing as a tanker, or a grunt either).
Very impressed by these full viewing abilities built-into just our basic PC controls.
I also agree about what you said regarding the mouse. It in general wouldn't feel like a tank as much, would lose that mechanical feeling a bit.
I love this option, lately i seem to attract noobies and i don't want them in my tank at all!When a player chooses a tank role they have the option of locking the tank, or allowing other people to join their crew.
Another frustrating thing was standing around waiting for a tank to spawn. Tankers now always spawn inside their tank, and respawn with their tank. Additionally every level will feature enough tanks so that every tanker will have a tank.