Here's one of the waypoints mentioned earlier.
You can now add waypoints to the HUD (requires advanced compass), which give a named beacon for the ASC itself, and an overlay on the HUD for the location. They display at full alpha if selected in the compass, or significantly reduced alpha if not.
Since the '?' key didn't have a lot to do after contracts moved off the F8 F8 screen, it's now back with new functionality - on the long range chart, it cycles various useful colour highlightings of systems (if you have an advanced nav array)
Basic:
Economy:
Government:
Tech Level:
The documentation is also back up to date for the various scripting changes in 1.79. Various new pages which may be of interest in addition to the updates to the general JS reference:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Since the '?' key didn't have a lot to do after contracts moved off the F8 F8 screen, it's now back with new functionality - on the long range chart, it cycles various useful colour highlightings of systems (if you have an advanced nav array)
I do have this piece of kit and I do remember the '?' key from the old contracts screen, but it doesn't work for me in it's new function. Not that I would use it much anyway. All that aside, 1.77.1 rocks!
I do have this piece of kit and I do remember the '?' key from the old contracts screen, but it doesn't work for me in it's new function. Not that I would use it much anyway. All that aside, 1.77.1 rocks!
Ah, that's okay - this isn't in 1.77.1. It'll be in the 1.79/1.80 releases.
HUD and interface work continues with the Multi-function displays (MFDs). Here's one being used to read the (OXP) manual while in flight.
The various OXPs which use excessive repetition of console messages to achieve the same sort of effect can hopefully now be rewritten in a friendlier fashion.
HUDs can have multiple MFDs, positioned freely: the basic HUD has two, while "hud-small" has just one. OXPs set text in an MFD list, and then the player can cycle through the available options on the active MFD by pressing ';' and switch between MFDs if they have more than one by pressing ':'. OXPs can set a particular MFD to be visible: there is a polite way to do this which will pick the first unused MFD, which you should just about always use.
MFDs are a fixed size of 10 lines and 15 columns regardless of height and width. If you overrun a line, the MFD will try to compensate, but it's better to sort that out before sending the text to the MFD.
Interesting. So I could be cruisin' the 'lanes whilst reading something like Extracts from the Tre Clan Addresses on Interplanetary Life on-screen, yes? Cool!
Note to self: must expand the ship's library one day.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
The various OXPs which use excessive repetition of console messages to achieve the same sort of effect can hopefully now be rewritten in a friendlier fashion.
Will happen when this comes available. At some point I was also fantasizing a feature that would allow me have a sort of info box that would show the name, distance and maybe some other information of the target and the model of the target. With that mdf above it will be possible to achieve that information bit. For the model, I guess I would need to somehow use visual effect. Is or will it be possible to show the model of the targeted ship as a visual effect?
Is or will it be possible to show the model of the targeted ship as a visual effect?
Not yet. Well, you could do it yourself with a bunch of visual effects (or picture overlays through CabalCL) that look a bit like things the player might target, though that has obvious limitations.
Doing it properly - making the ship model be a HUD item with the alpha of the rest of your HUD - is not entirely straightforward.