[Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

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oli4uk
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by oli4uk » Thu, 13. Dec 18, 19:53

add in a "scan" hotkey for ship scanning, it's a real pain while in combat right now (Xenon spaceweed mission)

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Wou
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Wou » Thu, 13. Dec 18, 22:26

Maybe someone has already posted that somewhere, but I could really use a button I could hold when issuing orders on the map that would make that order the only one, clearing all of the queue.
Especially during combat.
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piffpaffjoe
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by piffpaffjoe » Thu, 13. Dec 18, 22:47

+1 for this post

Varien101
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Varien101 » Fri, 14. Dec 18, 17:22

-Select multiple ships to eject cargo.

-Select multiple transports to trade goods. Parking my trade fleet outside a station and having them sell one by one by one by one by one is not fun. (Which brings me to mass eject)

-Select multiple ships to reassign.

-Select multiple traders to give the same trade orders.

-Copy/Paste behaviors

-I have a station where the first module put down was a pier, if I move or remove this piece, the entire station falls apart. This makes no sense.

-Show the Z and X axis in Plan Build mode to avoid the situation above.

-Wings/Combat ships fly at base speed to engage targets with the attack command from the other side of the sector. Let them fast travel if over a certain distance and stop under a certain distance from the target(s)?

-Ships added to the players wing don't really keep up.

-Global Behaviors based on type of ship. Fighters/scouts/tranports ect ect. Right now we set the global behavior to run or eject cargo for our transports. Then we have to change the behaviors on everything else we don't want to run and vice versa.

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ParGellen
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by ParGellen » Sat, 15. Dec 18, 01:02

I "fixed" (yes in quotes lol) the issue with diagonal strafing with the HAT switch on the T.Flight Hotas X using an AutoHotKey script. You have to set the strafing options in the game to use the arrow keys on the keyboard (Up, Down, Left, Right) and the script will use them to strafe in all 8 directions on the HAT switch.

Here is the AutoHotKey script: https://pastebin.com/1ybGZVcp

Unfortunately I'm no AutoHotKey expert (please don't laugh at my script too much) and I cannot provide support for this script if it doesn't work for you. It works for me though so I'm stupid happy right now! I CAN FLY MY SHIP AGAIN!!!

Just a side note I'm pretty tootin' sure this would NOT be hard to code directly into the game itself without the need for AutoHotKey since it only combines keys that the game already recognizes and doesn't need any "under the hood" coding of the way the game itself works. Of course you'd have to translate it to whatever the game is written in but that shouldn't be too hard for people that wrote this great game to begin with. Hello? Devs? Please feel free to use this to fix the game if you would like to. You have my full permission!!!! ;)

Cisor
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Cisor » Sat, 15. Dec 18, 07:32

I think the following two Map related QOL amendments have merit:

- Map sector/station persistence between closing and opening.

There are multiple occasions that one is forced to leave the map while doing something, and having to get back to that sector, that station, is a laborious process.

- Being able to set a waypoint on the Z-plane on the Map.

It is difficult to go to a specific point an the Z-plane, and nigh impossible to tell the the AI to do so.
Last edited by Cisor on Sat, 15. Dec 18, 08:10, edited 2 times in total.

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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Cisor » Sat, 15. Dec 18, 07:47

As it stands, escort fighters are not worth the loss of REP. Also, the player cannot realistically be expected to drop what they're doing, teleport to the NPC ship, do a scan on enemy, everytime they're confronted by a pirate.

If one gives your NPC pilot a Police scanner, it should be their default behaviour to scan said pirate as soon as they have are confronted. That way escort fighters can get reasonably get involved, and sector law can do their job.

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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Cisor » Sat, 15. Dec 18, 08:34

A collect wares in sector for player flown ship. Previous X games allowerd this.

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ParGellen
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by ParGellen » Sat, 15. Dec 18, 23:00

Here is an AutoHotKey script for using a digital HAT switch to look around inside the cockpit. viewtopic.php?f=146&t=408653

DeerStalker
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by DeerStalker » Sat, 15. Dec 18, 23:42

TL;DR ;-)

In 98% of all "load a savegame" scenario, it´s the latest savegame i´m loading.
It would be nice if this latest savegame would be cached to memory. Yes i know a savegame is unpacked about 250MB+, but at least 60% are XML overhead. In theory it should be possible to cache the data with under 150MB or less additional RAM ( more likely a lot less, if some optimization is done). Could be toggled off for low spec clients too.

Of Course this is a low priority feature for now.

M0oP0o
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by M0oP0o » Sat, 15. Dec 18, 23:52

I would love for some sort of sort function on the "player owed" section, also the ability to rename many ships at once.

Imagine how nice it would be to pull up just your M traders, or only your S ships, and just removing the many many laser towers from that list!

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Hero77
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Hero77 » Sat, 15. Dec 18, 23:58

Add ship behaviour settings "reject pickup of illegal wares" > None, Current System Faction, Any Faction
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ehf111
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by ehf111 » Tue, 18. Dec 18, 16:49

furirkeeper wrote:
Sun, 9. Dec 18, 15:59
I don't know which category this falls under, but here goes:

When assigning fighter escorts to my traders with the default escort order the fighter becomes a subordinate to the trader ship.
The fighter flies in formation with the trader ship between trades (or at least that is what you would expect, but really doesn't work).
When the trader docks with the stations the fighter ship stops outside of the station.

The really annoying thing is that when the fighter do that it contacts you by radio saying that it is "ready and awaiting orders".
It does this for every station the trader docks at and as you might expect with a bunch of traders you will basically hear this all the time, super annoying.
Also the most natural thing would be, since the fighter is a subordinate to the trader, that the fighter would report this to the trader ship and not to you.
This is an absolute must. I spent a lot of time setting up dozens of trader escorts and was inundated with "awaiting orders" contacts to the point I could not see any way to turn it off and had to leave the game. I would also add the "drop your cargo" comm hails from bandits. If you travel to a sector heavily populated with bandits the orange visual comm screen is virtually on constantly and with only a few different AI dialogue options this becomes indescribably annoying and worse yet, immersion breaking after an hour of game play. Maybe it could be a small text window option (I say option as some might like the visual comm). Other than that ... love the game ... keep up the good work.

strask412
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by strask412 » Fri, 21. Dec 18, 20:57

I have a few additional hotkey requests, which I didn't notice anyone else had posted (sorry if these or similar have already been discussed).

For each of the main ship modes (travel, shortrange scan, longrange scan, seta) I would like to see hotkeys for "turn mode on" and "turn mode off" in addition to the existing "toggle mode" hotkey. It would also be great to have a hotkey for "turn off any active mode".
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Nerophos
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Nerophos » Fri, 21. Dec 18, 21:34

In X3 TC and AP a long button press and short press at the same joystick button controlled 2 different commands.
That was awesome I'll hope u at that for X4.

ApoxNM
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by ApoxNM » Fri, 21. Dec 18, 21:40

I would appreciate more RTS elements in the map aswell.

-click + drag to mark several ships (creates a selection square as in many other programs).

-more controll in the map, such as when "comming" people not jumping out of the map screen and sector you were focused on in the map, having to go back when issueing order, after giving order trough comms.

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Wou
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Wou » Fri, 21. Dec 18, 21:54

ApoxNM wrote:
Fri, 21. Dec 18, 21:40
-click + drag to mark several ships (creates a selection square as in many other programs).
just hold shift, then draw the box
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ApoxNM
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by ApoxNM » Fri, 21. Dec 18, 22:05

Wou wrote:
Fri, 21. Dec 18, 21:54
ApoxNM wrote:
Fri, 21. Dec 18, 21:40
-click + drag to mark several ships (creates a selection square as in many other programs).
just hold shift, then draw the box
Are you saying that already works?

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Wou
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by Wou » Fri, 21. Dec 18, 22:42

ApoxNM wrote:
Fri, 21. Dec 18, 22:05
Are you saying that already works?
Yeah, has been in the game since day 1

just hold the shift first, click and hold LMB second
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wilsonlaizo
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

Post by wilsonlaizo » Fri, 21. Dec 18, 22:57

morbideth wrote:
Sun, 9. Dec 18, 17:44
I would really like it if it didn't change the guidance/mission target when accepting a new mission iff there is already a guidance target set. I frequently grab more missions as I fly past them on the way to do a mission and having it change the autopilot every single time drives me nuts.
++++++++1 for this ... this is REALLY annoying when you are looking for quests while you are still in one. And the lack of order makes it even more difficult because if you don't remember the name of the mission you are doing ... you will need to look for it all over again.

Also ... letting you accept missions at least for like 10 seconds after you changed the sector would be nice, other than that it's hard to pick up those missions for stations that are near the end of the highway in a sector.

And as we are on that, have a way to see your messages/tracking mission when you are on Map, I know that it supposed to appear on map already, but a lot of times it does not work.

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