[Release] AlmostAlmostDefault HUD 1.1.4

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

[Release] AlmostAlmostDefault HUD 1.1.4

Post by spara »

Details in the wiki: [wiki]Aad-HUD[/wiki].

Download from the expansion manager.
Last edited by spara on Sun May 03, 2015 5:42 pm, edited 13 times in total.
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Re: [Release] AlmostAlmostDefault HUD

Post by pagroove »

Nice features. (I like the big clock) Would it also be possible to giva an ETA (Estimated Time of Arival) based (calculated) on current speed (and vector). Although this would be very difficult to program.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
Rese249er
---- E L I T E ----
---- E L I T E ----
Posts: 647
Joined: Thu Jun 07, 2012 2:19 pm
Location: Well, I WAS in G3...

Re: [Release] AlmostAlmostDefault HUD

Post by Rese249er »

LOVE IT! That has always annoyed me that there was no way of figuring out just how far it was to a compass spot.
Got all turned around, lost my nav connection... Where am I now?
User avatar
Tichy
---- E L I T E ----
---- E L I T E ----
Posts: 345
Joined: Wed Jul 11, 2012 5:48 pm

Re: [Release] AlmostAlmostDefault HUD

Post by Tichy »

I like it! I was thinking about taking down my version, since your is way much better.
User avatar
Captain Beatnik
Deadly
Deadly
Posts: 154
Joined: Sun Feb 27, 2011 10:15 pm
Location: Eastern Bavaria (Average Agricultural Confederacy)

Re: [Release] AlmostAlmostDefault HUD

Post by Captain Beatnik »

Very good idea! I like it! :D
I love deadlines. I like the whooshing sound they make as they fly by. (Douglas Adams, 1952 - 2001)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] AlmostAlmostDefault HUD

Post by spara »

Glad you like it. But to be honest, I merely polished and glued together two oxps (by Tichy and Cim) and added the distance function 8).

By the way, the distance functionality should be very easy to integrate into any hud. I used Tichys hud merely because it is a what I'm using. I love the simplicity of it.

If no crucial problems are found, I'll make a wiki page for it next week.
pagroove wrote:
Nice features. (I like the big clock) Would it also be possible to giva an ETA (Estimated Time of Arival) based (calculated) on current speed (and vector). Although this would be very difficult to program.
Is this a challenge? :D Wish I had more time to tinker with these oxps.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] AlmostAlmostDefault HUD 0.2

Post by spara »

As was said in another thread earlier, in-game distances are very unrealistic. And now, when I see it constantly, it started to put me off. So I defined that the distance between the center of main planet and the center of the sun is one Ostronomical Unit (OU).

The distance is now shown in OUs rather than kms and it feels a lot better. New version (0.2) and new pics updated to the first post.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: [Release] AlmostAlmostDefault HUD 0.2

Post by Switeck »

Maybe I'm missing something, but where's the pitch and roll indicators?
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] AlmostAlmostDefault HUD 0.2

Post by spara »

Switeck wrote:
Maybe I'm missing something, but where's the pitch and roll indicators?
Right on. There were none :shock: . But now there is. They are integrated to the space compass. New version is up (0.3). Thanks for the heads up.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: [Release] AlmostAlmostDefault HUD 0.3

Post by Switeck »

Just to be cool, you might want to add yaw too. When I'm docking, I use that more than pitch changes.
User avatar
CommonSenseOTB
---- E L I T E ----
---- E L I T E ----
Posts: 1397
Joined: Wed May 04, 2011 10:42 am
Location: Saskatchewan, Canada

Re: [Release] AlmostAlmostDefault HUD 0.2

Post by CommonSenseOTB »

spara wrote:
As was said in another thread earlier, in-game distances are very unrealistic. And now, when I see it constantly, it started to put me off. So I defined that the distance between the center of main planet and the center of the sun is one Ostronomical Unit (OU).

The distance is now shown in OUs rather than kms and it feels a lot better. New version (0.2) and new pics updated to the first post.
Yeah, there's a reason that I never linked the target range indicator of numerichudv3 with compass targets and why the altitude of numerichudv3 is a ratio. Hiding the actual scale when it doesn't make sense adds to immersion. :wink:
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] AlmostAlmostDefault HUD 0.4

Post by spara »

I think this is the final version.

* Added yaw indicator
* OU made constant, defined at the first run of the oxp.

First post updated and wiki-page created.
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2446
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia
Contact:

Re: [Release] AlmostAlmostDefault HUD 0.4

Post by Wildeblood »

spara wrote:
* OU made constant, defined at the first run of the oxp.
What's your reasoning for that change?
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [Release] AlmostAlmostDefault HUD 0.4

Post by spara »

Wildeblood wrote:
spara wrote:
* OU made constant, defined at the first run of the oxp.
What's your reasoning for that change?
At first one ostronomical unit (OU) was defined every time the oxp starts to be the distance of the sun and the main planet of that system. So in different game sessions OU would be different depending of the system the player has saved at. That felt wrong as OU should be a unit on measuring and thus should be exact. So I made it so that it is defined on the first run.

I don't know if the player notices any difference, it just felt better. :D
User avatar
Rese249er
---- E L I T E ----
---- E L I T E ----
Posts: 647
Joined: Thu Jun 07, 2012 2:19 pm
Location: Well, I WAS in G3...

Re: [Release] AlmostAlmostDefault HUD 0.4

Post by Rese249er »

I have OXP's that alter the distance between planet and sun. I decided to tweak v0.3 so 1 OU is the distance from witchpoint to planet.

EDIT: Crap. How do I change:

Code: Select all

	this.ostronomicalUnit = system.sun.position.distanceTo(system.mainPlanet);
From sun to witchpoint? I'm gonna try witchPoint replacing sun. If that's wrong, please correct me, thanks!
Got all turned around, lost my nav connection... Where am I now?
Post Reply