[TESTREQUEST] Station Editor

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alt3rn1ty
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Re: [TESTREQUEST] Station Editor

Post by alt3rn1ty » Thu, 29. Jul 21, 02:17

It doesn't feel as intuitive as previous map editing, but if I recall correctly that initially took some getting used to, so I guess we will get used to this less intuitive way of editing.

Nice to be able to place things upside down, I just placed an extra Teladi habitat the wrong way up to experiment in the following video .. I'm sure there will be much more creative stations being made, and from my own experiences in the past there have been many occasions when I wished we could do this to lessen the amount of connectors we needed and make stations have less impact on game performance.

Anyway, on to the video - https://www.youtube.com/watch?v=YYHvsL-xPHw

Its really weird having the background of the station editor following the orientation of the AI Piloted ship I am currently stood in.
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ubuntufreakdragon
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Re: [TESTREQUEST] Station Editor

Post by ubuntufreakdragon » Thu, 29. Jul 21, 04:06

rotating a module into eulearian angles polar sungularity an snapping it or its parents results in many unexpected rotation around the polar axis, switch to quaternions please.
Changing the camera height would be the most needed feature for the new editor.

applying a custom loadout to all modules of the same type would be a nice function. Also using custom loadouts by name for the whole station would be nice.

The stationeditor Gamestart doesn't allow HQ drafts, and could profit from an insta build function, so you can see your station in real.
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adeine
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Re: [TESTREQUEST] Station Editor

Post by adeine » Thu, 29. Jul 21, 04:19

ubuntufreakdragon wrote:
Thu, 29. Jul 21, 04:06

applying a custom loadout to all modules of the same type would be a nice function. Also using custom loadouts by name for the whole station would be nice.
YES. This would be fantastic.

Zloth2
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Re: [TESTREQUEST] Station Editor

Post by Zloth2 » Thu, 29. Jul 21, 07:26

I tried it tonight and loved it. (End result here: https://youtu.be/Xczm-yXkJk8 )

I didn't know about the shift-rotate to jump 30 degrees at a time - that would have helped. Still, I was trying to rotate around an axis that wasn't lined up with X, Y, or Z but still managed to get the station to come together at the top. You can do a lot once you get the swing of things.

I ran into problems trying to delete modules, particularly piers. I would right click, select the menu option to delete, but the module would stick around. Trying to right click on it again just made it rotate. I was able to work around the problem simply by shoving the part outside of the station box then start placing another module.
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G315t
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Re: [TESTREQUEST] Station Editor

Post by G315t » Thu, 29. Jul 21, 08:29

Zloth2 wrote:
Thu, 29. Jul 21, 07:26
I tried it tonight and loved it. (End result here: https://youtu.be/Xczm-yXkJk8 )

I didn't know about the shift-rotate to jump 30 degrees at a time - that would have helped. Still, I was trying to rotate around an axis that wasn't lined up with X, Y, or Z but still managed to get the station to come together at the top. You can do a lot once you get the swing of things.

I ran into problems trying to delete modules, particularly piers. I would right click, select the menu option to delete, but the module would stick around. Trying to right click on it again just made it rotate. I was able to work around the problem simply by shoving the part outside of the station box then start placing another module.
I had the same issue with a defence module yesterday

Raptor34
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Re: [TESTREQUEST] Station Editor

Post by Raptor34 » Thu, 29. Jul 21, 09:30

What if I want to build according to the galactic plane? Is it still easy? Or would the new freeform building make it go out of alignment?

G315t
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Re: [TESTREQUEST] Station Editor

Post by G315t » Thu, 29. Jul 21, 09:51

Raptor34 wrote:
Thu, 29. Jul 21, 09:30
What if I want to build according to the galactic plane? Is it still easy? Or would the new freeform building make it go out of alignment?
It starts in standard orientation so if you just place the first module and then attach more to it it will allways be aligned to the plane.

Fazmaster
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Re: [TESTREQUEST] Station Editor

Post by Fazmaster » Thu, 29. Jul 21, 12:25

Apart from the reported bug in my previous post, three points of feedback:

1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle

2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does

3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them

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Re: [TESTREQUEST] Station Editor

Post by Incinerator » Thu, 29. Jul 21, 13:28

I'd like to request an extra feature to the Station Editor, it would be nice if one could tick a box, or select from a dropdown menu to lock the editor for a specific faction. Like use only for example Teladi station parts and for the weapon/shield loadouts when selecting default loadouts like minimum, medium ,maximum. So it doesn't add a bunch of random pieces and loadouts when trying the station randomizer.

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steph_m37
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Re: [TESTREQUEST] Station Editor

Post by steph_m37 » Thu, 29. Jul 21, 16:48

I think I'm stupid :lol: , I am preparing a video to show you my problems.

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Re: [TESTREQUEST] Station Editor

Post by Zloth2 » Thu, 29. Jul 21, 18:38

Fazmaster wrote:
Thu, 29. Jul 21, 12:25
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
I would have to try that out. It would definitely be handy sometimes, but I would need to play with it to see if it would be bad in other situations. What happens if there's two+ junctions attached?
3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them
Agreed, though the clicks are getting kinda overloaded. Might need to be the middle mouse button?
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Re: [TESTREQUEST] Station Editor

Post by Eyeklops » Thu, 29. Jul 21, 19:05

Zloth2 wrote:
Thu, 29. Jul 21, 18:38
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
The Terran round luxury dock has 45deg connection points and is what I snap things to when I want that angle.

adeine
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Re: [TESTREQUEST] Station Editor

Post by adeine » Thu, 29. Jul 21, 19:10

Eyeklops wrote:
Thu, 29. Jul 21, 19:05
Zloth2 wrote:
Thu, 29. Jul 21, 18:38
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
The Terran round luxury dock has 45deg connection points and is what I snap things to when I want that angle.
There's no reason the snap angle couldn't have both. It doesn't have to be a single fixed increment either. Could go 30, 45, 60, ...

Fazmaster
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Re: [TESTREQUEST] Station Editor

Post by Fazmaster » Thu, 29. Jul 21, 21:04

Zloth2 wrote:
Thu, 29. Jul 21, 18:38
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
22.5° x 4 is 90°, but still a good point with the tri-like shapes. 15° might be a compromise. I think we could go that low as long as single steps are clearly distinguisable from each other (i.e. you see it's 30° and not 30° +/- 1 step).

Not having the increments fixed like @adeine suggested might also be a solution but might also be irritating?
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
I would have to try that out. It would definitely be handy sometimes, but I would need to play with it to see if it would be bad in other situations. What happens if there's two+ junctions attached?
I was thinking about that too. Tricky one. But then you usually place a new module and attach it at one junction. And in case you select a module where a second module or sequence is attached the whole following sequence is selected. This is already the case and thus I think it should already work pretty well for most cases.
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
3.) It would be great to have the ability to click on arrows of two of the modules to align or directly connect them
Agreed, though the clicks are getting kinda overloaded. Might need to be the middle mouse button?
Yes, I agree there need to be some qualifier. I was thinking about it that way: When no module is selected, pressing shift highlights the modules' arrows and then two consecutive clicks on arrows align the first selected module with the second.

michi_oss
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Re: [TESTREQUEST] Station Editor

Post by michi_oss » Thu, 29. Jul 21, 21:16

Incinerator wrote:
Thu, 29. Jul 21, 13:28
I'd like to request an extra feature to the Station Editor, it would be nice if one could tick a box, or select from a dropdown menu to lock the editor for a specific faction. Like use only for example Teladi station parts and for the weapon/shield loadouts when selecting default loadouts like minimum, medium ,maximum. So it doesn't add a bunch of random pieces and loadouts when trying the station randomizer.
Something like that would be helpful anyway. When you have only TEL shield blueprints the heavy loadout uses TEL shields. But when you have also TER shield blueprints the heavy loadout uses TER shields and there is no way to change automatically every shield from TER to TEL if you want to use TEL shields. You have to change manually for each modul (which cannot be copied from an already changed modul) the shields.
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adeine
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Re: [TESTREQUEST] Station Editor

Post by adeine » Thu, 29. Jul 21, 23:08

Fazmaster wrote:
Thu, 29. Jul 21, 21:04
Zloth2 wrote:
Thu, 29. Jul 21, 18:38
Fazmaster wrote:
Thu, 29. Jul 21, 12:25
1.) I'd often like to rotate modules by 45°, especially cross-connection joints. I think 22.5° instead of 30° might be a better fixed snap angle
What is at a 45 degree angle? The Split/Paranid tri-things would be better with 60 and the right angles need 90, so 30 seems good for both.
22.5° x 4 is 90°, but still a good point with the tri-like shapes. 15° might be a compromise. I think we could go that low as long as single steps are clearly distinguisable from each other (i.e. you see it's 30° and not 30° +/- 1 step).

Not having the increments fixed like @adeine suggested might also be a solution but might also be irritating?
I don't think it would be irritating if it gives you quick access to all the useful angles of rotation to properly connect things. It's not like this applies to free rotation; once you get used to whatever steps it offers it just saves time.

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steph_m37
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Re: [TESTREQUEST] Station Editor

Post by steph_m37 » Fri, 30. Jul 21, 06:25

Hi !

Small video to align another module to a dock.
(This is a new save game (split departure) that I started for the tests of the Beta since its launch.)

attempting to align

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Re: [TESTREQUEST] Station Editor

Post by Imuniser » Fri, 30. Jul 21, 06:41

I like the fact that, if you hold down the right mouse button, you can basically "fly" your view into any position you want using the keyboard. Nice!

I have noticed that, if you enter the loadout screen, the camera resets back to a default position upon exiting this screen. It would be best if the camera position is remembered. Having it reset to a default position, far away from the station thus having to move back into position can get tiresome.

Regarding the 3-axes modules rotation, I believe it would be helpful if the editor would remember the position and angle of the previous module.

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Re: [TESTREQUEST] Station Editor

Post by BigGreenThugs » Fri, 30. Jul 21, 06:42

I don't know if this is new in beta 5 but wow! Being able to place a module outside of my build boundaries and then rotate it how I want it and then snap it to the station is GREAT! As someone who likes to build in an extremely small footprint as much as possible, This is just what I needed.

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Re: [TESTREQUEST] Station Editor

Post by DocAce » Fri, 30. Jul 21, 10:30

Fazmaster wrote:
Thu, 29. Jul 21, 12:25
2.) When rotating a module it should rotate along it's junction to an attached module, not around it's center like the teladium gießerei does
This is supposed to happen already, though only for the "predecessor" connection. Any modules that have this one as a predecessor should rotate as a sequence, the same as when you move them. If it doesn't do this then that's a bug.

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