Quote:
Originally Posted by TheBeast
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.
Grey = Tube Empty
Green = Tube Loaded - Doors closed (Weapons Safe)
Red = Tube Loaded - Doors Open ready to fire. (Weapons Hot)
Flashing Yellow = active process - Doors Open/Close, Tube Loading.
EXAMPLE:
Can flash Yellow and Red for flooding tube but indicator lamp stays solid yellow until doors are opened. flash yellow red again and then stay solid red when ready to fire.
Flash Yellow and Green for loading Tube until loading is complete then solid green because tube is not flooded and outter doors are closed.
Cool lightshow  
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Great ideas that lead me to a few suggestions;
As I like Gap's T-Lampentafel so much I'd like to see it implemented
and to keep it as much as possible as it looked from start.
This should mean the panel could either;
a) Be 'extended', size-wise', and be a mouse over/sliding panel not to clutter.
Contain three lamps for the three states plus switches for each torpedo on the same panel.
As for colors I leave it to others to decide.
or (if feasible)
b) (This would keep Gap's panel just like it was from start. I.e. like the photo).
Make it a mouse over/sliding panel not to clutter and, to lose those switches, make the lamp itself a button/switch (i.e. just as it looked from start) and make it changing colors step by step when you press it (no switches needed).
If you should decide not to launch the torpedo you can close the doors by keeping the button pressed (for some seconds).
After launching the torpedo I'm sure those mates attending to the tubes understand they should close the tube doors and the lamp button goes back to the starting mode.
Just some thoughts.