The (IFF) Scanner
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- JensAyton
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Re: The (IFF) Scanner
That’d be problematic, but how about symbols for ship, asteroid, missile, station, beacon, whatever I missed? Real military scanners use ’em, y’know. :-)hoqllnq wrote:Could the top of the lollypop be a small (and more simple?)
version of the actual object, pointing in the correct direction?
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Re: The (IFF) Scanner
somehting that indicates what kind of object it is, but also the orientation..Ahruman wrote:That’d be problematic, but how about symbols for ship, asteroid, ... whatever I missed?hoqllnq wrote:Could the top of the lollypop be a small (and more simple?)
version of the actual object, pointing in the correct direction?
..so that its more like a real birds view of yourself and the space around youthe wiki :D wrote:It is a sophisticated instrument that displays a 3D view of space in the immediate vicinity of your ship as seen from a point above it, and all other objects within.
- Arexack_Heretic
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I hated the tactical scanner in FFE, so I don't like where this is going...
But some techno doodle with some of the targeted shipspecs off to the side would add a little extra tactics and ambiance to the game I feel.
edit: Such a screen would also be usefull for adding a portrait (or animation!) when recieving comms.
But some techno doodle with some of the targeted shipspecs off to the side would add a little extra tactics and ambiance to the game I feel.
edit: Such a screen would also be usefull for adding a portrait (or animation!) when recieving comms.
Riding the Rocket!
I kind of leery about a 3D scanner too. The implementations I've seen always seem to detract from the main screen somehow. I mean you have this fancy 3D display below what appears to be a 2D display....I hated the tactical scanner in FFE, so I don't like where this is going...
Okay, I cut my teeth on the Beeb's wire-frame models so I'm probably biased.
How about simply enhancing the existing scanner by changing the pixel size of craft/objects in the vicinity? (Smaller dot = further away...)
Please slow your engines and do not attempt to dodge our lasers, criminal!
Yeah, right!
Yeah, right!
borrow from Freespace2 perhaps?
Hi, new guy here.
Just want to mention the "orb radar" from FS2_Open. Also FS2's HUD in general: target selection, tracking brackets, auto-match speed, etc. If someone could combine that sort of flight interface with Oolite's nonlinearity and extensibility, it would earn the people's ovation forever (or at least my thanks for a good long time).
Just want to mention the "orb radar" from FS2_Open. Also FS2's HUD in general: target selection, tracking brackets, auto-match speed, etc. If someone could combine that sort of flight interface with Oolite's nonlinearity and extensibility, it would earn the people's ovation forever (or at least my thanks for a good long time).
- Commander Gralen
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Just checked out the screenshots for Freespace 2 at http://fs2source.warpcore.org/wmcscreenies/
Their graphics engine looks really cool - the space nebula are particularly good, as is the ship lighting.
We'd had another discussion here about ambient lighting levels, with the complaint being put forward that the ambient levels in Oolite are too high, and Giles has now made that configurable so it can be reduced to give the game a slightly more realistic feel... The ambient level in Freespace looks to be very low - which helps make it look good.
Now if only we had ship lights and the glowy-plasma type effects from engines, and those cooler-looking nebulae in Oolite...
Their graphics engine looks really cool - the space nebula are particularly good, as is the ship lighting.
We'd had another discussion here about ambient lighting levels, with the complaint being put forward that the ambient levels in Oolite are too high, and Giles has now made that configurable so it can be reduced to give the game a slightly more realistic feel... The ambient level in Freespace looks to be very low - which helps make it look good.
Now if only we had ship lights and the glowy-plasma type effects from engines, and those cooler-looking nebulae in Oolite...
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Re: The (IFF) Scanner
I think it is a good idea.aegidian wrote:Y'know a thought just struck me..
Oolite's using OpenGL (an advanced 3d interface) to simulate (crudely) Elite's IFF scanner which is simulating (crudely) an advanced 3d interface.
Duh!
Why don't I implement a scanner that does what the original simulates? Draw a circle - draw a grid - raise some lollypops over and under it - all in 3d. No more fuss about disproportionate grids or such.
Waddayathink?
What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?
- aegidian
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Re: The (IFF) Scanner
Too much like 'other space sims' not enough like Elite.ArkanoiD wrote:What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?
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Re: The (IFF) Scanner
Well, what if it starts following the target only after you spot it manually?aegidian wrote:Too much like 'other space sims' not enough like Elite.ArkanoiD wrote:What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?