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Even with Game Commander 3, i still greatly appreciate having a tilt scroll wheel on a mouse for steering left/right. The setting i've used most is hard left or right.
Where a command is very often repeated the mouse is best. What's coolest about voice commands is ordering the crew to battle station or emergency dive, etc. These "captain" type games can get very immersive that way. Ordering soldiers around in Armed Assault (operation flashpooint 2) is another fantastic game to play as a "captain". |
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This still sounds very promising, but I really hope that you can figure out how to make it work to command a specific depth or course rather than have to go with just the dive/maintain and hard rudder/amidships approach - I'd really like to be able to order a depth and go do something else without worrying that I'll forget to say "level off" and send us all to the bottom (or forget to say rudder amidships and sail around in circles). Your comment about the string of words maybe having to include all the possible degree combinations ir probably right on target, much as it pains me to realize it. I remember when I was training Shoot for my German profile for SH3, I entered each separate word into the custom dictionary (e.g., "kleine", "langsame", "fahrt" and "voraus"), and then it would recognize each word separately as I put them together in various phrases. However, in order to tell it what to listen for when I wanted it to send the particular speed command, I did have to tell it to look for each specific combination of words (e.g., "kleine fahrt voraus", "langsame fahrt voraus"), so if you are going to be able to give granular, degree-by-degree course commands it looks like you might well have to define a separate command for all 360 degree phrases, which I was hoping to maybe avoid by calling out the numbers one by one. Too bad :( Still, even if it proves to be too much to be able to command course changes to specific degree courses or in 1-degree increments, being able to do it in maybe 5 or 10-degree increments ("come right 10 degrees", or "come left 45 degrees", etc.) would still be really cool. Same thing with depth - even if you can't order depth in 1-foot increments, being able to do it in 10 or even 20 foot increments would still be pretty cool. You could still use either the mouse or the dive/maintain or hard rudder/amidships approaches as well if you wanted some intermediate results, since the latter are already key-mappable. Keep up the good work :up: |
FYI
On Monday and Tuesday I will be on a business trip, and then I will be visiting family for the rest of the week. I will have a laptop and might do some work here and there but I doubt I'll do much on this next week at all. Please don't think I've abandoned the project! I'm quite obsessed with this, and while I'm fickle with such things at times, I'm committed to getting this done! The more I work on it, the cooler it gets.
I just finished creating voice command aliases for all of the major key commands. Some just have one, but others have many variants, and it's so easy to add them, I've thrown in some fun ones, and you're free to add your own when you start using it. "Let's have a look" for the observation periscope, for example. It really sucks when there's just one command, like Enigma, that sounds so unnatural. This will rock. I realized today there's going to be a lot more mouse-driven events than I thought, since many MANY functions don't have default key mappings (um, battle stations? Depth below keel? hellooo?) so I'll probably work these in to the first version. The dials will probably wait and getting these simple click based ones in will be a good opportunity to tune in the click delays and such to ensure the mouse commands are reliable before moving onto the trickier dials. BTW, I'm thinking on the "come right three four zero", I've got a pretty solid plan on how to do this. Since each possibly speakable phrase must be known to the voice rec when it loads, I'm going to write a routine that takes all voice commands that require numbers (like indicating "come right" has property=numeric argument, range=1-360) and simply generates all the additional voice combinations for 1-360 from a lookup list, and it will just magically load them all in. However, when you rotate the gyro dial 90 degrees, it only changes the gyro angle like 15 "gyro degrees" though, so I'll have to account for that somehow too (should be a simple multiplier, ie, "gyro right 15 degrees" secretly means "gyro right [15*6] degrees"). |
This sounds very interesting. Too bad they did'nt include in game voice commands such as "Sub Command" did years ago for all the incremental stuff. Keep up the good work.
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Version 1.0 is done and out the door!
http://www.subsim.com/radioroom/show...880#post606880 No mouse stuff yet. Full support of all default key commands. Several good additional voice command entered for certain commands (like "quiet" and "silence" in addition to "silent running" for silent running mode) Excellent voice recognition! I am ecstatic about how well it is working. Be sure to read the guide on tuning your mic and configuring and training speech! This thread is officially closed, please move all discussion to the other. Thanks everyone! Mods, please lock this thread? |
I have not tested your release, too busy with my own project :p
I did think of one thing: with mouse related commands, try to keep in mind the different resolutions people will be using. You could use screen offsets instead of absolute values in the config, so that users would only need to specify their resolution, and the tool calculates where the actual click must take place. Like for rudder: bottom - n pixels, right - n pixels. Otherwise, it would be a serious pain to recreate configs for all resolutions (don't forget widescreen!). |
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