Sim:WTF/Player Client

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Revision as of 19:36, 30 September 2022 by Tone (talk | contribs)
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The playtesters will likely only run the Player Client.

Logging In

Imprtant note: the Player Client will only really do much if Tony is running the World Server, which he only does for an organized play test.

When you launch the player client, you are asked to log in. The default server address provided should work if Tony is indeed running the server. Type whatever short user handle you'd like to use, say 4-6 characters. There is no security or password – don't be clever.

Once you are logged into the World Server, choose which ships you'd like to board, and you should presently find yourself spawned. Pressing "Escape" will bring up a menu allowing you to choose another ship.

While on a ship or a port facility, game play is similar to many FPS games.

HUD

The bottom of the screen shows:

  • your player name (and your present duty assignment, if any)
  • the time in GMT
  • your ship's name
  • some other data I'll probably remove later
  • If the text is in yellow, this means your ship is at Action Stations (as opposed to Cruising Stations)

Other sailors you see will be labelled with their Duty (if they are AI), or their player name.

Movement

  • W,A,S,D and mouse
  • Shift to run
  • Spacebar to jump
  • Right mouse to squint (a mild zoom)
  • don't try to fall overboard... you might succeed

Talking

With the Fleet uses speech more deeply that you've ever seen. Pressing and holding the Z key allows you to speak into the microphone and to speak to nearby sailors, whether they are player-driven or AI-driven. AI sailors will understand and react to well-formed nautical commands. The speech recognizer is not all that amazing, and I will probably have to replace it and/or use a more assertive press-to-talk key when a command is intended to better avoid false positives.

The valid commands are interspersed below near the sort of sailor who will recognize them.

Assuming/Relinquishing Shipboard Duties

You can walk the decks all you want, but controlling the ship and its equipment requires you to use the equipment, thereby assuming a distinct shipboard "duty", which will be indicated in the lower left corner of the screen after your handle.

Most of the duty-related equipment on board is usable by a single sailor (AI or player) at a time. Some examples of usable equipment (and their related shipboard duties):

  • Ship's wheel (Helmsman - an essential duty)
  • Telegraph key (Wireless - an essential duty)
  • Searchlight (Searchlight - manned when ship is at action stations)
  • Gunsight (Sightsetter - ditto)
  • Gun layer's wheel on left side (Layer - ditto)
  • Gun trainer's wheel on right side (Trainer - ditto)
  • Torpedo director (Torpedoman - ditto)

You must be fairly close to a usable item to start using it. You take control of it by clicking on it with the cursor, which is hidden by default.

  • Reveal cursor via Left Control (Windows) or Left Command (Mac)
  • Click on the item in question. If it was not being used by a player-controlled sailor, you will become the user and will automatically move to an appropriate place for use.

You relinquish a duty by hitting Shift+Escape. If it is an essential duty (or your ship is at Action Stations), an AI sailor will immediately appear to carry on.

Equipment NOT related to a duty

Some equipment you just click on (after revealing the cursor) to manipulate:

  • Doors (such as those at the Wireless station)
  • Running lights (a rotary switch on the bridge)
  • Enemy ships (clicking them designates them as the target)

Duties

The sim has the following duties at the moment.

Helmsman

The Helmsman is responsible for controlling the Ship's Wheel and setting the two Engine Telegraphs to make the ship move about. He must honor commands he receives regarding engine orders, rudder settings and maintain requested headings.

You become the Helmsman by revealing the cursor and clicking on the wheel when an AI sailor is acting as Helmsman. If a player is acting as Helmsman, use your microphone and some tact to ask him to relinquish his duty.

UI:

  • Tab/Shift+Tab to cycle select between Port Engine Telegraph, Wheel, and Starboard Engine Telegraph
  • Left/Right/Up/Down arrows to adjust selected control through its range; Shift increases the rate of change

Example Commands:

  • Rudder amidships
  • (Full|Half|Slow) (Ahead|Astern) (Port|Starboard|Both) eg.g., "Half ahead both"
  • Stop (Port|Starboard|Both) e.g., "Stop both"
  • Turn (#) Points to (Port|Starboard) e.g., "Turn 2 points to port"
  • Steer (<Heading>) e.g., "Steer North by East"
  • Steer (#) Degrees e.g., "Steer ninety degrees"

Gun Layer

The gun layer sets the gun's elevation and fires it soon after hearing the command to fire, or when otherwise appropriate when the crosshairs are "on".

You become the Layer by revealing the cursor and clicking on the wheel on the left side of the gun when no one (or an AI sailor) is acting as Layer. If a player is acting as Layer, use your microphone and some tact to ask him to relinquish his duty.

UI:

  • Up/Down arrows to elevate weapon; Shift to increase rate of change
  • B to toggle looking through the sighting telescope
  • Mouse controls elevation when looking through telescope; Shift increases sensitivity
  • Enter fires the weapon (when loaded)

Example Commands:

  • Fire
  • Rapid Independent
  • Check Fire

Gun Trainer

The gun trainer rotates the gun to keep his crosshairs on the target.

You become the Trainer by revealing the cursor and clicking on the wheel on the right side of the gun when no one (or an AI sailor) is acting as Trainer. If a player is acting as Trainer, use your microphone and some tact to ask him to relinquish his duty.

UI:

  • Left/Right arrows to traverse weapon; Shift to increase rate of change
  • B to toggle looking through the sighting telescope
  • Mouse controls training when looking through telescope; Shift increases sensitivity

Example Commands:

  • Stop Tracking
  • Train (Red|Green) (# degrees in 5s)
  • Train Fore and Aft

Sightsetter

The Sightsetter adjusts the gunsight to the commanded Range and Deflection. These orders might be corrections to the sight's settings (to be applied as a delta to the present indicated range and deflection) or a literal range or deflection to be established regardless of the sight's present state.

You become the Sightsetter by revealing the cursor and clicking dials on the left side of the gun when no one (or an AI sailor) is acting as Sightsetter. If a player is acting as Sightsetter, use your microphone and some tact to ask him to relinquish his duty. Range is expressed in yards in 25 yard granularity, and deflection in whole "knots" left or right, essentially "pips".

UI:

  • Tab/Shift+Tab to cycle select between Range, Deflection and Free Look mode
  • Left/Right/Up/Down arrows to adjust selected control through its range; Shift increases the rate of change

Example Commands:

  • (Up|Down) (number of yards in 100 yard quanta) e.g., "Up two hundred" -- this is a delta in range to apply
  • (Left|Right) (number of knots) e.g., "Left five" -- this is a delta in deflection to apply
  • Gun Range (this grammar is sort of wonky, but I'm confident you'll be able to understand it)
  • Gun Deflection (this grammar is sort of wonky, but I'm confident you'll be able to understand it)

The Gun Range and Gun Deflection are weird, in that their phrasing is selected to avoid ambiguity with a report of what was on the sights.

Searchlight

The Searchlight man can point the Searchlight and switch it on and off. A telescope helps him align it with a desired object.

UI:

  • Left/Right/Up/Down arrows to alter the light's elevation and training; Shift increases the rate of change
  • B toggles whether you are looking through the telescope
  • Mouse also directs the light when you are looking through the scope; Shift increases the rate of change
  • Reveal your cursor to click the rotary switch on the back of the light to toggle it on and off.

Torpedoman

UI:

  • Tab/Shift Tab cycles through the various controls: Torpedo Training Angle, Target Inclination, Target Speed, Torpedo Speed
  • Left/Right/Up/Down arrows to alter the setting of the current control; Shift increases the rate of change
  • B toggles whether you are looking through the sighting wires
  • Enter fires the torpedo (if it is loaded)

Wireless

The Wireless man can send and receive wireless messages. It is not finished, and is recommended for people competent at Morse Code.

Messages prefaced by the two-letter callsign of a ship ("AC" for Acheron, "AR" for Ardent) in the world are considered commands to that ship. For instance, "AC steer south". If you receive such a message directed to your ship, you should speak the command aloud to someone who can act on it. There is, as yet, no intra-ship message relay other that direct speech.

UI:

  • Enter works the telegraph key.
  • There is no facility, yet, to write down incoming traffic

Example Commands:

  • you can use the typing chat to tell an AI sailor to send a given message, e.g., "send AC steer south"