spara wrote:Now that there are OXPs that bring ETA and distance to target to hud...
And other things, too.
spara wrote:In my visions there is an info-box in the hud that would show all sorts of target information including ETA, distance, type etc and a small rotating object. When there is a target lock, info-box would show that target otherwise it would show space compass target.
Oxp wise this would require scriptable textual hud elements and the small rotating object. Especially the rotating object would be real nice

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The "rotating object" (a model of the ship being targeted?) is easy now. It is things like that that cim added the visual effects for. Putting any kind of text on the HUD is a pain.
OXP-wise you have to switch HUD files, or switch equipment, and have pre-defined text (Have you tried Wide-Screen HUD in trunk, with the compass mode labels?). There is no method for writing variable text onto the HUD, other than a console/comms message. I used to have a Target Analyser script that dumped info about the target into comms messages (not console messages), but it always caused the game to stutter, so I did away with it, and went for re-writing the .displayName instead in Combat Assistant. (Oh, so there is another method, after all.)
Oolite-wise, get into HeadUpDisplay.m and try tweaking the code for the reticle box to change the information it displays, the way the wormhole scanner mode does. (I once changed its colours to be blue and yellow, instead of red and green. But that's as far as I got.

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Hmm... Really all we need is the ability to put a line feed in the .displayName, and over-ride the reticle's following the target around the screen to make it stay in one place.