Looks VERY interesting cim, and will hopefully make it easier for others to try similar.
I look forward to trying it out

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Your question has been answered, but for those curious about how this works:ffutures wrote:Is there any way to set things up so that it can be active or inactive, and when it is running all other OXPs are disabled?
I do mean to put a proper cockpit on at some point, once I'm sure all the HUD dials are in the right place.Cody wrote:@cim: yellow text against a sun is nigh-on impossible to read, and I seem to have a problem getting moving after certain scans.
The amount of custom dials I'm using you'd need to build or at least adapt the HUD specifically for it - but there's no technical reason it couldn't be done. (At the moment you'd need to edit your savegame to allow an extra OXP into the scenario, but I'll put a properZireael wrote:I wish HUDs could be made to work with this...
tag:
in the scenario definition next release)