With custom HUD elements now, it should be possible to replicate the missile display and have it always visible? Off the top of my head, I can't think of a reason why not?spara wrote:Exactly because there are different player and different needs, separating the ID and the missile load out might serve a purpose. I can easily envision a fighter HUD used by bounty hunters showing the missile load out all the time. And to prevent misunderstandings, I don't mean that the current ID/missile element needs to go, I mean that there could be use for separate ID and missile elements.ffutures wrote:For me it's simple. 95% of the time I don't want missiles - I don't want them on line, I don't want to be targeting with them, I don't need to see what I have left. I really try to avoid having them on line since it's too easy to fire accidentally while docking etc.spara wrote:It would be nice, if the missile/ident selector could be separated. That way there could be HUDs that show the missile load out and the target identity at the same time.
Split: Missile System Display
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Re: Split: Missile System Display
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Re: Split: Missile System Display
I admit, I'm a bit rusty on this area. You mean by using drawCustomImage or something?Wildeblood wrote:With custom HUD elements now, it should be possible to replicate the missile display and have it always visible? Off the top of my head, I can't think of a reason why not?
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Re: Split: Missile System Display
I do seem to recall posts from newcomers to Oolite complaining of being attacked by previously neutral ships, merely in response to them having put a missile lock on said neutral ship.spara wrote:Cim's probably the only one who can answer that. I assume they _can_ act differently because there's an event for missile lock. In a big picture it does not really matter from the player's point of view, even the idea of neutral and hostile targeting affects the game play giving the game depth.phkb wrote:To someone who understands how the Ai works, do npc's react differently if you target them with a missile lock than with a id lock?
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
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Re: Split: Missile System Display
There are 3 other ways it is displayed:Smivs wrote:And knowing your current target is also essential so I can't see why you feel you don't need it.
- scanner targeting enhancement...okay, you have to have your current target within your current view for that
- Combat MFD
- After locking onto it (by cycling with key_next_target), a message "locked onto xxx" appears. In my screenshot it would be in the top right.
warning sound if a missile is inbound: Missile warning
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Re: Split: Missile System Display
1) If it's not in view that is no help - I'll often target the biggest perceived threat/s with missiles as an insurance policy, then clean up the 'easy ones' first with the lasers, knowing I have the big problem covered if he gets aggressive, and he could be anywhere at any time.Anonymissimus wrote:There are 3 other ways it is displayed:Smivs wrote:And knowing your current target is also essential so I can't see why you feel you don't need it.
- scanner targeting enhancement...okay, you have to have your current target within your current view for that
- Combat MFD
- After locking onto it (by cycling with key_next_target), a message "locked onto xxx" appears. In my screenshot it would be in the top right.
2) It's not displayed if you don't use that OXP (MFDs are a distracting pain in the **** and just clutter the screen which is why I don't use them).
3) That must be another OXP feature (which I don't use).
When discussing core functionality, it is best done in the context of the core game, and not with OXPs in mind as this just confuses the matter.
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Re: Split: Missile System Display
<nods> I do use the Navigation MFD, but it's only on-screen for a few seconds whenever I need the info - like you, I much prefer an uncluttered screen.Smivs wrote:MFDs are a distracting pain in the **** and just clutter the screen which is why I don't use them.
As for missiles, I can see some sense in two displays (one for ID, one for missiles) - but I have no problem with the current system.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: Split: Missile System Display
Nope. Just checked with a "strict" commander, the debug console and the nav buoy and station. Only OXP loaded is Debug.oxp according to Latest.log.Smivs wrote:3) That must be another OXP feature (which I don't use).
You can argue here that it disappears after a few seconds, but more than that I don't need. It's how I know my current target (rather than looking at CombatMFD).
warning sound if a missile is inbound: Missile warning
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Re: Split: Missile System Display
Ah, that's the console messages, which are part of the core game. As you point out though the message is only up for about 5 seconds, so it is only of limited merit.
I'm certainly not against separate missile lock and I.D. info - I can see some benefits to that.
I'm certainly not against separate missile lock and I.D. info - I can see some benefits to that.
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Re: Split: Missile System Display
warning sound if a missile is inbound: Missile warning