The altitude display is down to whatever HUD you’re using. Which one are you rocking at the moment?
Planetfall 2.0 (apparently)
Moderators: winston, another_commander
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (maybe)
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (maybe)
Yes, there is a bit of a bug. So here's version 2.4 PlanetFall2.oxz
Let me know how you get on.
Let me know how you get on.
Re: Planetfall 2.0 (maybe)
The large HUD with 10 MFDs from "HUD Selector with Large HUD"phkb wrote: ↑Wed Apr 17, 2024 10:02 pmThe altitude display is down to whatever HUD you’re using. Which one are you rocking at the moment?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (maybe)
Yep, just confirmed it. That hud is pulling the raw data from Combat MFD and plonking it on the screen with no filter. Not sure if I should put a fix into Combat MFD, which will impact everything that uses it, or add a custom solution for this particular set of HUDs. I'll mull it over a bit.
Re: Planetfall 2.0 (maybe)
Flew up into the ball from about 600m and was correctly captured.
That bit I'm struggling to find. I see an option to tweak "F3/F8 Main planet". In that menu it shows "true" for capital cities by default. with "Desc: True means site has F3 equip screen".. no option for F8 screen.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (maybe)
You should also see "Select values" underneath "Select flags". In "Select values" are all the options for markets.
Also note: after making a change to the markets, you will need to jump out and then jump back into a system for the change to have an effect where you are.
- Cholmondely
- Archivist
- Posts: 5408
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Planetfall 2.0 (maybe)
Might there be sense in splitting the oxp?phkb wrote: ↑Thu Apr 18, 2024 1:37 amYes, there is a bit of a bug. So here's version 2.4 PlanetFall2.oxz
Let me know how you get on.
The graphics which don't change in one "heavy" oxp and the programming which does - frequently - in a lighter oxp?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (maybe)
Quite possibly! I’ll investigate.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (probably)
OK, there are updates now available for Combat MFD AND HUD Selector (but for different reasons for that one). Combat MFD will only output to 3 decimals when you're below 1000m now, which should address the issue with the Large HUD.
Re: Planetfall 2.0 (probably)
The HUD selector needs a version number name tweak. It ends up as a duplicate in ManagedAddOns when updated and is ignored.
Code: Select all
Old: [email protected]
New: oolite.oxp.Norby.HUDSelector.oxz
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (probably)
This is weird. If you're only using the DM, there shouldn't have been an issue, because the DM doesn't add version numbers to it's downloads. Had you used OoliteStarter at all, at some point in the past?
Re: Planetfall 2.0 (probably)
Yes, now and then.
The mists are clearing about the interactions there now. Thanks. I'll know the cause in future.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Planetfall 2.0 (probably)
OK, here's (hopefully) the final version of this:
PlanetFall2.oxz - v2.5 The guts of the mod.
PlanetFall_Resources.oxz - v1.0 All the images and textures.
FeudalPlanetFall.oxz - v1.1 Update for Feudal Systems (there's no change in this one, just putting it here for ease of access).
This version fixes an issue with creating custom systems, as well as the obvious one of splitting off the image-heavy resources pack.
PlanetFall2.oxz - v2.5 The guts of the mod.
PlanetFall_Resources.oxz - v1.0 All the images and textures.
FeudalPlanetFall.oxz - v1.1 Update for Feudal Systems (there's no change in this one, just putting it here for ease of access).
This version fixes an issue with creating custom systems, as well as the obvious one of splitting off the image-heavy resources pack.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.