Some light UI improvements

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

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moet
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Some light UI improvements

Post by moet »

The User Interface is very clear and very simple as it is. But there are little adjustments that could reduce the number of clicks made by players :

- The unit name in the OB tab should be always highlighted when any unit is selected on the map. Actually, if we open another tab (ex. : FS) and go back to the OB tab, the actual selected unit on the map is no more highlighted in the OB tab.

- When editing a waypoint, we should be able to change the time delay directly in the « Delay » column, instead of making another clic at the bottom of the Unit Waypoint Inspector window.

- It would be nice if the Subunits tab (at the bottom of the screen) remain opened after a click on enemy unit (would be empty in that case). Therefore, the Subunits tab would be always opened till the player decide to open the TOC diary.

In addition, I suggest that the upper right corner of the counters show something more than only the organization level. A good example is given by War in the East/West series : with a hotkey, the color of the counter corner could show the ammunition/readiness/moral level of the unit.
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CapnDarwin
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RE: Some light UI improvements

Post by CapnDarwin »

moet,

Thanks for the suggestions. I've placed them in our list for review.
OTS is looking forward to Southern Storm getting released!

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moet
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RE: Some light UI improvements

Post by moet »

I would add : a left-click unselect the unit or terrain hex. [:)]
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Radagy
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RE: Some light UI improvements

Post by Radagy »

May I suggest to add an "Undo last order" hotkey? When playing with limited orders it would be a useful feature to overcome critical blunders.
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moet
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RE: Some light UI improvements

Post by moet »

ORIGINAL: moet
I would add : a left-click unselect the unit or terrain hex. [:)]

I meant a right-click (I'm left handed...).

[:)]
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Radagy
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RE: Some light UI improvements

Post by Radagy »

I think it could be useful cooordinating an assault with the artillery barrage.
Right know you cannot fine tune the timing, like you do moving units with waypoints.
It would be nice shift-right clicking on the barrage and choosing a starting time.
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CapnDarwin
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RE: Some light UI improvements

Post by CapnDarwin »

Radagy, I will add the timing issue to the features list. Thanks.
OTS is looking forward to Southern Storm getting released!

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cbelva
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RE: Some light UI improvements

Post by cbelva »

You can do that now in the waypoint editor. It gives you the time the barrage is expected and you can add a delay to postpone the bombardment to a different time.
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CapnDarwin
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RE: Some light UI improvements

Post by CapnDarwin »

Thanks Charles, I thought that was the case as well, but I was also thinking about adding back in the dedicated fires we messed with for ME. Something more visual on the screen with the type of mission and the time. More visual feedback on the map too for planned assaults and such. Again we have to make sure the AI can apply them as well. So many good ideas, so little time to code them all. [:D]
OTS is looking forward to Southern Storm getting released!

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pelle75
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RE: Some light UI improvements

Post by pelle75 »

- Would it be possible to add single-key shortcuts? After a few hours I'm already tired of stretching my hand all over the keyboard to press ctrl-L and ctrl-F when it seems like just L or F would be enough and neither key seems to do anything on its own anyway (and the same for all other ctrl-combos).

- Short-cuts for giving orders. Or are there already some hidden somewhere?

- Seems like I can close some dialog windows pressing ESC, but not all, like the detailed unit info window, that requires a carefully placed mouse-click in that little cross in the right upper corner of the window (and I'm too old to hunting around the screen with the mouse-pointer to click tiny icons).
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Radagy
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RE: Some light UI improvements

Post by Radagy »

+1 for Pellen, simpler keys for common used shortcuts would be appreciated.
Sorry for not having noticed the Barrage mask. I kept right-shift clicking the hex, while I had to right-clicking it only.
Is it be possible to activate the window just double-clicking the yellow square, including on that same window the "Delete waypoint" feature? Its a more intuitive way of doing the same thing I guess.
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Radagy
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RE: Some light UI improvements

Post by Radagy »

And what about deleting old save files from the "Open save game" window?
After a few games the window is littered by tens of useless autosave files.
I can delete them using Windows Eplorer, but using an in game window is a cleaner process.
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RE: Some light UI improvements

Post by TheWombat_matrixforum »

Another UI thing I thought of...when the game/AI on your side detects an enemy transmitter (and hence is going to generate a fire support mission probably), it would be great if the game would display something like a lightning bolt or other icon on the hex where the signals were detected. This would convey much more clearly the information the player right now has to infer from where arty is hitting hexes that are well out of view and which are being attacked obviously because of radio traffic/ELINT.

Also, a question: does arty fire in a hex affect everyone, regardless of side? I often have arty firing on my own guys (yeah, my fault usually too, and probably realistic) but I can't recall my own arty every killing my guys. And sometimes, in assaults, you have units from both sides in a hex. Does arty hit 'em both?
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Mad Russian
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RE: Some light UI improvements

Post by Mad Russian »

I would also like the option of refusing the fire order.

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Grim.Reaper
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RE: Some light UI improvements

Post by Grim.Reaper »

ORIGINAL: Radagy

And what about deleting old save files from the "Open save game" window?
After a few games the window is littered by tens of useless autosave files.
I can delete them using Windows Eplorer, but using an in game window is a cleaner process.


Unless I am not understanding your request, when I go into the open a save window from the main menu, I do have an option to delete games already.
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wodin
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RE: Some light UI improvements

Post by wodin »

I'd also like to know if friendly fire incidents happen..if not I would like to see it in game..friendly fire incidents happen in all wars..not as much as years ago but it does happen.
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Radagy
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RE: Some light UI improvements

Post by Radagy »

Right, Grim. I didn't notice it because it was greyed out.
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Mad Russian
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RE: Some light UI improvements

Post by Mad Russian »

ORIGINAL: wodin

I'd also like to know if friendly fire incidents happen..if not I would like to see it in game..friendly fire incidents happen in all wars..not as much as years ago but it does happen.

Yes, they do.

Plot artillery and then move into the hex. It will get you.

In a night action I had 2 friendlies fire on each other.

It's in there.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Grim.Reaper
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RE: Some light UI improvements

Post by Grim.Reaper »

ORIGINAL: Radagy

Right, Grim. I didn't notice it because it was greyed out.

No problem, glad it is what you were looking to do.
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Krupinski
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RE: Some light UI improvements

Post by Krupinski »

Key-Request:

Map-zoom to the mouse wheel. Possible?
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