I wished they would just copy what SE does with both 3rd person view control and toolbar mapping (and while at it - SE block manipulation during build - also so much quicker).
The inability to move things around on the ship hotbar is extremely frustrating, I really wish it worked the same way as the player hotbar. I'd also like to be able to put other things on the ship hotbar, e.g, constructors, switches, etc. I'd love to be able to just press a number to turn specific sets of lights on or off, or to access the food processor or mining laser, etc.
The answer to how things appear on the toolbar is, let's say intriguing. It's based on how far things are from the core, but not always in the same manner. Also, there's a priority system regarding sides. You can prove this by simply adding and removing weapons in creative. Here's the rundown: Vertically: priority placement goes to weapons on the Underneath of the core If underneath, then the furthest weapon is placed 1st on the toolbar If above, then the nearest weapon is placed 1st on the toolbar Horizontally: priority placement goes to weapons on the Port side (left) of the core If port, then the furthest weapon is placed 1st on the toolbar If starboard, then the nearest weapon is placed 1st on the toolbar Fore/Aft: priority placement goes to weapons to the Aft of the core If aft, then the furthest weapon is placed 1st on the toolbar If fore, then the nearest weapon is placed 1st on the toolbar Priority on all axis goes: Port, Underneath, Aft, Fore, Above, Starboard So, if you have weapons on the horizontal wings, then the port weapons will take priority in how far they are from the core. For instance, if the outer weapons are rockets, and the nearer ones are the gatling guns, then the rockets will be first on the toolbar. Add a detector next to the core and it will be the very last one on the toolbar. The only way to make it 1st would be to stick it on the wingtips. All this basically means that it's realistically and styleistically impossible to get the weapons where you want them (unless you jigger with your design to great degrees).
Is there a issue ticket linked to this thread? If it was as simple as using the ordering of groups, which you can somewhat control suing the power of alphabet, that would make so many people happy.
For what I have seen, Ship weapons are sorted by how many of them are placed on the ship, so the detector always gets pushed away from the first slot, because obviously, we only put 1. High number first. I only have 1 vehicule which contain more than 1 item on the ship hotbar, so I may lack precision on that topic. And... I haven't tested it since so I don't know if it is fixed, but there was a bug where it was possible to put items in the ship bar when wireless direct connection to one of its containers is active. And of course, those items were simply sent to the void never to been seen ever again.
Old thread but it came up in my search. Got a weird problem on the server I'm playing on. Spawned in a CV from blueprint. Made some changes to it, including adding 5 co-axial lasers to the nose. Played with it a bit, and decided to overhaul it and change out the co-ax lasers with arty. Stripped it down to the skeleton, and totally rebuilt the whole thing. Got in the Captain chair and the lasers are still on the hotbar even though they are not installed. Tried logging out and relogging: no fix. Tried removing the artillery, no fix. Tried logging and relogging with the artillery removed, Still no fix. Any ideas?
Going to add my concern to the inability to change where things are on the hotbar, seems like with some fairly intricate programming available to us in the game that there would be a way to put thing where we want them on a hotbar. Just one of those things that doesn't seem to be up far on their priorities I guess.
It is actually possible to arrange weapons on hotbar for vessels. But it requires you to change their placement within the build. Basically, the game starts at the left and does a check for weapons. Whatever order it finds those weapons, that's the order they show up on the hotbar. Credit to Movado for this one.
The video only mentions "left to right", but actually the priorities seem to go like this: From back to front first From bottom to top second From left to right third So a detector placed behind the first weapon on the left will appear first, if placed one block higher but in same vertical alignement it will appear second, etc. All weapons/ devices in the same "column" will appear from back to front, then from bottom to top, then from left to right. .
I wanted to update this thread to add some clarification on weapon toolbar ordering based on some further experimentation and evidence over the years. The left-to-right aspect discussed above still stands, but some of the specifics of bottom-to-top and back-to-front ordering gets a little confusing. I built a small HV to demonstrate how the priority sorting behaves, at least as far as I understand it now. Note: a weapon's "location" is determined by the voxel that it rotates around (where the axis lines appear when placing). For most weapons this is the rear-most voxel. For the harvester it is the rear-center voxel that provides the visible attachment point. First priority: left to right The gatling gun (red) is the left-most weapon on the build. Its toolbar priority supersedes the harvester (orange) which is below and in front of it, and the detector (green) which is above and behind it. Second priority: bottom to top The harvester (orange), laser drill (yellow), laser cannon (blue), and detector (green) are all on the same left/right position, but vary in their vertical location. The harvester appears first as it is the lowest on the build, followed by the drill, and then the detector and laser cannon. Third priority: back to front The detector (green) and laser cannon (blue) have the same left/right and bottom/top placement, so for these weapons the one placed farther to the back appears first If back-to-front ordering was higher priority than bottom-to-top, you would expect to see the detector appear before the harvester. This is not the case. There is a logic to this that we can assume, based on Unity's Y-up coordinate system: it sorts weapons by X position first from smallest (left-most) to largest (right-most), then by Y position from smallest (bottom-most) to largest (top-most), then by Z position from smallest (back-most) to largest (front-most).