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Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sat Nov 26, 2011 1:53 am
by CommonSenseOTB
The NumericHUDv1.3.2 prototype with a completed smaller number set. No other adjustments have yet been made. The 2 screen shots illustrate the before and after showing how much smaller the footprint of these new numbers really is. Now to make some version 2 prototypes and hopefully improve the layouts and design. :D

Before:
Image
Numeric HUDv1b by CommonSenseOTB, on Flickr

After:
Image
smaller numbers complete by CommonSenseOTB, on Flickr

Cheers! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sat Nov 26, 2011 10:38 am
by Staer9
Once again, Great work CSOTB!

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sat Nov 26, 2011 11:36 am
by Zireael
Brilliant! Where can I download the 'smaller numbers' version?

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 27, 2011 5:30 am
by JazHaz
Zireael wrote:
Brilliant! Where can I download the 'smaller numbers' version?
If you reread the post, you'll see he's still working on it, so its not yet available!

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 27, 2011 6:45 pm
by Kaks
JazHaz wrote:
If you reread the post, you'll see he's still working on it, so its not yet available!
Err...
CommonSenseOTB wrote:
The NumericHUDv1.3.2 prototype with a completed smaller number set. No other adjustments have yet been made.
JazHaz, I believe CSOTB is saying he's finished making the smaller numbers...

As for download, go to the first post of this very thread, and there's a link to the latest version! :)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 27, 2011 7:09 pm
by maik
Kaks wrote:
As for download, go to the first post of this very thread, and there's a link to the latest version! :)
Which has been edited in August the last time... And the box.com link from the Wiki page that is linked to leads to a download from earlier this month. :?

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 27, 2011 7:14 pm
by Kaks
Looks like the hasn't yet got round to updating the file on box.net... Shouldn't take long! :)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 27, 2011 9:14 pm
by CommonSenseOTB
Hehe! Little anxious for a look see, eh? :)

To clarify, I have a prototype with the smaller numberset completed. That prototype is not finished yet as the entire layout is changing for an upcoming version 2 of the numeric hud. I've had a productive weekend and this first try at a new layout(you'll have to wait to see it) looks good enough that I probably won't need to bother with any others. Still lots to do for scripting and some new gauges but I still hope to have it out before mid-december. :D

The last update on the wiki for this hud in november was only the result of switching all my oxp downloads from mediafire to box.net and nothing has changed for NumericHUDv1.3.2.

Cheers!

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Tue Nov 29, 2011 5:40 pm
by CommonSenseOTB
Shield Capacitor numerical readouts are finished for this beast and even dissappear when not needed. 8)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Thu Dec 01, 2011 7:33 pm
by CommonSenseOTB
Just finished adjusting the target range gauge to disappear when not needed, a new crosshair, and custom missile display with name ID added from chupacabrahud. Only left to do are the numeric gauges for altitude and cabin temperature that will also disappear when not needed and any minor adjustments and minor features.

This hud is starting to be real fun in testing and I just couldn't resist so here's a sneak pic. :D

Image
NumericHudv2 WIP by CommonSenseOTB, on Flickr

What I'm really happy about is how much more useable this configuration is in testing so far. Can't wait for others to try this so it's full speed ahead to finish it!

Cheers! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Fri Dec 02, 2011 8:39 am
by maik
How does it hold up in combat? It looks like the numerical readouts would obscure too much of the screen. Or do you have a different HUD configuration for condition red?

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Fri Dec 02, 2011 4:48 pm
by CommonSenseOTB
maik wrote:
How does it hold up in combat? It looks like the numerical readouts would obscure too much of the screen. Or do you have a different HUD configuration for condition red?
For combat, all I can say is wow! :)

It's a valid point about obscuring too much of the screen, one that I'm taking some thought and effort to solve. Firstly, the effective alpha of the hud is 0.5 which makes ignoring them when you want to see through them easier and are not too bright to distract you from the combat outside the ship. Next, the placement of gauges is more in keeping with real world fighter style heads up displays with the information lined up along the sides and a central band from top to bottom being mostly clear. This placement is only just doable with this size of gauge and when it becomes possible to use text in the hud this way then the concept will really take off. A number size of one half of this size would be about perfect. Next, any gauges which are likely candidates are being made to disappear when not needed or required. Capacitor gauges are not there when not equipped or damaged. The target range gauge is not there when targetting scanner enhancement is not equipped or damaged or no target is currently selected. Planetary distance ratio and cabin temperature also appear and disappear in a manner like the same guage cluster on the chupacabrahud. These guages help free up a lot of space that is not being used. This is just the first step in a modular style of huds for the future where everything appears, disappears and operates only if you have or select them. Last, the concept approach for this hud is a simple killing heads-up display. There is no change of huds or colors and no morphs for alert condition, providing less distraction and making later modification simpler. The crosshair is an image and can be swapped out easily in favor of the built-in crosshair. I like the sight lines but it does take up visual real estate. Testing proves positive for it but it is not set in stone.
There are limits here related to the number size and they are being pushed to the limit to provide a hud with a realistic and useable configuration using numbers that I would desire to be smaller. The result is compromise where hopefully the right balance is acheived. I imagine this style of hud on a primarily combat oriented ship and that will influence the balance.

Thanks for the comment maik. Any specific concerns can be looked at. :wink:

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sat Dec 03, 2011 8:57 pm
by CommonSenseOTB
Looks like I found another potential hud problem similar to the scanner/torus drive issue from months ago.

In replacing the altitude and cabin temperature gauges with numerics, I found in testing there to be a problem. Issues with fuel scooping, and possibly changes in mass-lock distance and temperature are happening. When I place invisible(0.0 alpha) draw selectors for those gauges in the hud.plist, the behaviour returns to normal. Does this mean there is code controlling these things buried in the bar guages themselves similar to what was the case with the scanner and torus drive mass-locking problem from months ago? If so, my current solution of having invisible versions of those original gauges on the hud.plist is 100% effective and easy to implement. I just thought the devs should know for the future as they may want to implement a similar fix like was done for the scanner/torus drive problem.

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Mon Dec 05, 2011 1:27 am
by Cmdr Wyvern
If I may input one tiny suggestion?

Add the contraster disc and pipper dot from MilHUD. The contraster makes dark targets - like Griff's ships - easier for old eyes (especially on old monitors) to see. The pipper makes for better aim at long distance. Win-win.

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Mon Dec 05, 2011 2:38 am
by CommonSenseOTB
Cmdr Wyvern wrote:
If I may input one tiny suggestion?

Add the contraster disc and pipper dot from MilHUD. The contraster makes dark targets - like Griff's ships - easier for old eyes (especially on old monitors) to see. The pipper makes for better aim at long distance. Win-win.
I'll have a look at that. :)