[Release] AlmostAlmostDefault HUD 1.1.4
Moderators: winston, another_commander
[Release] AlmostAlmostDefault HUD 1.1.4
Details in the wiki: [wiki]Aad-HUD[/wiki].
Download from the expansion manager.
Download from the expansion manager.
Last edited by spara on Sun May 03, 2015 5:42 pm, edited 13 times in total.
- pagroove
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Re: [Release] AlmostAlmostDefault HUD
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.
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- Rese249er
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Re: [Release] AlmostAlmostDefault HUD
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?
Re: [Release] AlmostAlmostDefault HUD
I like it! I was thinking about taking down my version, since your is way much better.
- Captain Beatnik
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Re: [Release] AlmostAlmostDefault HUD
Very good idea! I like it!
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You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
Re: [Release] AlmostAlmostDefault HUD
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 .
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.
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.
Is this a challenge? Wish I had more time to tinker with these oxps.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.
Re: [Release] AlmostAlmostDefault HUD 0.2
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.
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.
Re: [Release] AlmostAlmostDefault HUD 0.2
Maybe I'm missing something, but where's the pitch and roll indicators?
Re: [Release] AlmostAlmostDefault HUD 0.2
Right on. There were none . But now there is. They are integrated to the space compass. New version is up (0.3). Thanks for the heads up.Switeck wrote:Maybe I'm missing something, but where's the pitch and roll indicators?
Re: [Release] AlmostAlmostDefault HUD 0.3
Just to be cool, you might want to add yaw too. When I'm docking, I use that more than pitch changes.
- CommonSenseOTB
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Re: [Release] AlmostAlmostDefault HUD 0.2
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.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.
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.
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WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: [Release] AlmostAlmostDefault HUD 0.4
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.
* Added yaw indicator
* OU made constant, defined at the first run of the oxp.
First post updated and wiki-page created.
- Wildeblood
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Re: [Release] AlmostAlmostDefault HUD 0.4
What's your reasoning for that change?spara wrote:* OU made constant, defined at the first run of the oxp.
Re: [Release] AlmostAlmostDefault HUD 0.4
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.Wildeblood wrote:What's your reasoning for that change?spara wrote:* OU made constant, defined at the first run of the oxp.
I don't know if the player notices any difference, it just felt better.
- Rese249er
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Re: [Release] AlmostAlmostDefault HUD 0.4
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:
From sun to witchpoint? I'm gonna try witchPoint replacing sun. If that's wrong, please correct me, thanks!
EDIT: Crap. How do I change:
Code: Select all
this.ostronomicalUnit = system.sun.position.distanceTo(system.mainPlanet);
Got all turned around, lost my nav connection... Where am I now?