Forums » Suggestions

Critical functionality currently implemented by plugins

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Jan 21, 2018 PaKettle link
Obviously anything that ships with the game would have to be taken over by Guild and written to their standards...
Feb 27, 2018 xXxDSMer link
StationFind

Description: Allows you to search your station inventory for specific items, stations, ships, items on ships, everything at specific stations, by nation, by faction or all stations.

text entry box for inputting search term, drop-down for search type: station inventory, station ships, cargo in ships, or everything everywhere.

And another drop-down for search area with blue red yellow grey space, individual systems, or everywhere.

search results sortable by name of item, location, number of system hops.

kinda lengthy post but doing my best to describe what the plugin does entirely from my memory because it's currently not working.

But being able to type in an item like heliocene, set everything for search type and everywhere for search area to be able to see all the places have heliocene, numbers at each place and total number found, number of system hops to each stash... 10 years ago I thought should be part of the game, so its on top of my list for recommended adding to the game :)

edit to add links:
https://www.vendetta-online.com/x/msgboard/16/18286
http://vo-wiki.com/wiki/Plug-ins

And because I'm unsure if the version i have matches what's there, Google drive of the file i have: https://drive.google.com/file/d/0BzWy6uX0GxZveWc0ZEJZS3BoU3RKQXU0RGpMVnl1M1NEeUQ0/view?usp=drivesdk
Mar 06, 2018 abortretryfail link
Any chance the integrated turret-hop could preserve targeting? If you're following an enemy who is strafing around the ship, having to re-target over and over is a pain.
Mar 07, 2018 incarnate link
Let's not clutter up this thread with additional discussion, and just stick to people's feature lists.

That said, the turret-hop is supposed to preserve targeting, that was a specific goal in development, and Ray said he tested it and that was all working.

As it said in the patch MOTD:

- Capital ship turrets have been re-configured to allow easy switching between turrets by the pilot. The currently selected target will be maintained, and turbo status is not altered by switching turrets. The command "/enterturret" can be used, with a turret number as an argument, to enter a specific turret.

If it is not functioning as described above, then perhaps a post on Bugs would be the best course.
Mar 07, 2018 SkinWalker link
Vzoom plugin. Use the mousewheel to zoom in or out in small increments. Basically has an upper and lower limit on the FOV.

(oh, and while on the topic of zoom, shouldn't the stars--which are light years away--remain static while closer objects like roids and ships are made larger?)

Weapons Group. It's far easier to assign weapons to fire-buttons with this plugin on while transitioning from the station to the jump point than it is to use the PDA while docked.
Mar 07, 2018 Darth Nihilus link
Weapon Groups has been added YT. Hit up your ship tab while in space (to the left of "Your PDA") and you'll see it.
Mar 08, 2018 Phaserlight link
(oh, and while on the topic of zoom, shouldn't the stars--which are light years away--remain static while closer objects like roids and ships are made larger?)

No.

Vendetta's zoom perspective is correct. The Hubble Deep Field Experiment pointed a space telescope at a very narrow, blank patch of sky; rather than remaining static, the background revealed thousands of galaxies.
Mar 08, 2018 incarnate link
(Again, let's try to NOT post discussion content on this thread, please, I'd like it to be un-cluttered and simply people listing their own Plugin use-cases, like it says back at the beginning).

VO is not correct, stars are coherent point sources. "Zooming in" on a star doesn't increase its size the way it's depicted in the game. That's unrelated to galaxies, which are deep sky objects and very dim, and unrelated to the stars. The stars don't currently maintain correct scale, as they are point sprites, and the whole "zoom" thing is just an FoV hack, and scaling FoV gives you "bigger" point sprites. But really, I don't consider this to be a priority issue..