Fixed issue with missile warning system not working reliably,
Added primable equipment info for Ejection Damper (from GalCop Missions OXP).
Tweaked the distance to target element, so large values should fit into the UI bounds better.
Space compass target distance made to stay within bounds.
Speed value will now stay within bounds.
Added disambiguation for Kiota Habitat Stations (could be 2 ring, 4 ring or 4 ring variant).
Added code to read Telescope V2 mode (only available with Telescope v2.1.4).
Edit: And V1.13 is now available, which just tweaks the compass target distance display a bit. Nothing too serious, but wanted to get it out before the weekend rush.
How do you get this HUD to show up as my current HUD. I have both Vimana Huds installed and it still looks vanilla. No other Huds are installed except the Combat MFD Hud. That one was needed in order for Vimana to be loaded, but it just doesn't show.
How do you get this HUD to show up as my current HUD. I have both Vimana Huds installed and it still looks vanilla. No other Huds are installed except the Combat MFD Hud. That one was needed in order for Vimana to be loaded, but it just doesn't show.
Please help...
I use the HUDSelector oxp - and then chose it via the option on the docked F4 screen (under Ship Systems).
They had more than one option for the same Hud, and I went with the one that seemed to be the most.
Is VimanaX better than Vimana?
I guess i will learn these things
I love this one, except that there doesn't appear to be dive/climb & roll indicator.
I might have liked the Steampunk Hud. (I know this is abit off topic...) It looks real fancy, but the Radar is seriously compromised...
Re: more than one option for the same HUD - yes, mostly due to limitations in the way HUDs are built, and because some player like to have lots of MFD slots, whereas other prefer fewer.
Re: is VimanaX better than Vimana - I think so, but given I’m the author you can take my opinion with a large grain of salt. However, I think there are some objective improvements in VimanaX over the original eg (better adherence to UI constraints, more ship images) I think you can still call it an improvement.
Re: pitch/yaw indicators - these should be displayed inside the space compass (yellow dots)
I notice that if you have all the acceptable (Meaning the ones that don't conflict with others...) Huds installed (which I did after thinking that it wouldn't matter now that I 'm using the selector... ) they still get in the way of setting to your favorite Hud. Even now when i choose Vimana or Vimana-X on the selector. Now it still shows the default Hud.
Must I get rid of the other Hud sett-ups and MFD options before I can restore the Vimana Huds?
Regular Vimana will probably conflict with Vimana-X
In my book Vimana-X is the better. I prefer the workings of the ship module on Vimana, but it is much more limited in ship models than Vimana-X. And Vimana-X is more honest in terms of revealed information on the target module. It has other superior points too (no typos, the dedicated docked F4 screen preferences panel, etc.).
I get the impression that Gnievmir’s original Vimana was a bit of a cheat (upping the stats of the player ship and revealing unknowable details of a target).
No, my problem is that I have downloaded/installed every OXP from the HUD category while already removing the ones that are in obvious conflict with the Vimana OXPs. However, even when I select Vimana or Vimana-X after pressing F4. It still only shows the default Hud whenever I launch...
Which of all those OXPs that are all listed under HUD need to be removed in order for me to get the selected Hud to work?
No, my problem is that I have downloaded/installed every OXP from the HUD category while already removing the ones that are in obvious conflict with the Vimana OXPs. However, even when I select Vimana or Vimana-X after pressing F4. It still only shows the default Hud whenever I launch...
Which of all those OXPs that are all listed under HUD need to be removed in order for me to get the selected Hud to work?
All of them or maybe a small number of them?
The Vimana-X is a stand-alone, needing nothing other than the HUDSelector (if even that). HUD Selector should prevent the other HUDs conflicting with the Vimanas.
Breaking/unzipping either Vimana open and ogling the manifest.plist should show the various dependencies and known conflicts. But mentions in the manifest.plist means that the game itself adjudicates all this for the listed cases.
I wonder if the conflict is a non-HUD oxp which impacts on HUDs?
How many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
Agree with you about the steampunk HUD. Such fun! But now someone with Javascripting could make it fully functional, so that every gauge does something. Killer Wolf’s later HUDs are very impressive.
How many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
Agree with you about the steampunk HUD. Such fun! But now someone with Javascripting could make it fully functional, so that every gauge does something. Killer Wolf’s later HUDs are very impressive.
No, I didn't have every OXP loaded. Yes, I did have every Non-Conflicting OXP going under the category of HUD & HUDS loaded.
About the Steampunk HUG. Loved it, but the ships-radar was thick white colour and very hard to see the golf-sticks on it.