Further to some requests on my other threads, i've knocked up a set of dynamic HUDs that should work w/ any ship in Oolite except mine that have their own HUD sets. The only thing hoying a spanner in the works that i can foresee at the mo is the missile readout : it's currently set for a generic Cobra and would need amending for anything w/ greater amounts of missiles to get a nice centred readout. thoughts on this will be appreciated. anyways....
Docked :-
In-flight (note blank missile diplay is due to me not having any!) :-
Combat, enlarged scanner etc for (hopefully) better situational awareness :-
In trouble :-
Really pretty! Just staged a fight with police to see the guru meditation system malfunction thing
I'll try to get used to having big parts of the screen obscured by the HUD just because it looks so nice, but it's quite a change in visible screen estate compared to the vanilla Oolite HUD.
It looks very nice. It is a shame though that it seems to be incompatible with the Target Reticle Sensitive oxp. Right now, it is a choice between either a nice looking dynamic HUD or a valuable targeting aid. It would be nice of you could fix this. Furthermore I would love to see this kind of HUD for a wide-screen set-up (ie. a 16:10 lay-out).
there appears to be a bug here
when i was playing last night, my Werewolf save showed the WW docked HUD, but as soon as i launched the generic HUDs took over. looks like the script in the standalone OXP is overriding the specific WW script
there appears to be a bug here
when i was playing last night, my Werewolf save showed the WW docked HUD, but as soon as i launched the generic HUDs took over. looks like the script in the standalone OXP is overriding the specific WW script
Perhaps the script needs a check to see if the player ship is a Werewolf. If it is then the Generic HUD is not used? Would that work?