Continued from: http://www.beamng.com/threads/2430-BeamNG-Drive-and-key-function-s?p=28002#post28002 If Commands ever gets implemented, I'd like to suggest a more user friendly way to operate them rather than having F1-F12 keys. My idea is creating different "Beam Commands Group" and having a GUI like this one, in which each slider work on a defined group of command beams. Each command beam could have an option for making it inverted and etc. Slider goes from default position (short) to extended (long). (imported from here) The menu can be brought up with a CTRL combo. The syntax could be: CommandGroup Node1, Node2, ShortSpeed, LongSpeed, Short, Long, Inverted, Group name "n1, n2, 0.4, 0.5, 1, 2, 0, YourGroup" ShortSpeed and LongSpeed as in RoR, the speed which the commandbeam gets longer/shorter. Short, Long is how long or short the commandbeam can get Inverted, if the beam has to be inverted (0, 1) GroupName, commands with same name appear under the same slider.
I don't like that idea, don't want to click with my mouse everywhere. Keyboard is definitely better for commands. It's also impossible to control multiple commands at once this way. I rather would like to see some good description ingame which button controls what. Best would be some "control layers" you can switch through.
I think we could still use the F1 to F12 thing but just have the sliders, buttons, and stuff in the GUI if you want to fine-tune something or prevent a error on your part because you pressed the wrong key.
You forgot one thing: the ShortSpeed and LongSpeed area's are going to be taken out of the commands section if this idea is implemented, because using slider's is very different from the keys on your keyboard, and it would be weird to have to keep the sliders at a certain speed, that is just not possible, really, if they use this other GUI, they might just use it for launching the editor's, and use just the F-keys instead.