Page 2 of 3

Posted: Mon Feb 20, 2006 6:58 pm
by neilplus
A real-3D scanner sounds good to me. Scanner upgrades and the option to step through potential targets by pressing a key would be really nice, too.

Re: The (IFF) Scanner

Posted: Mon Feb 20, 2006 7:18 pm
by JensAyton
hoqllnq wrote:
Could the top of the lollypop be a small (and more simple?)
version of the actual object, pointing in the correct direction?
That’d be problematic, but how about symbols for ship, asteroid, missile, station, beacon, whatever I missed? Real military scanners use ’em, y’know. :-)

Re: The (IFF) Scanner

Posted: Mon Feb 20, 2006 10:34 pm
by hoqllnq
Ahruman wrote:
hoqllnq wrote:
Could the top of the lollypop be a small (and more simple?)
version of the actual object, pointing in the correct direction?
That’d be problematic, but how about symbols for ship, asteroid, ... whatever I missed?
somehting that indicates what kind of object it is, but also the orientation..
the wiki :D wrote:
It is a sophisticated instrument that displays a 3D view of space in the immediate vicinity of your ship as seen from a point above it, and all other objects within.
..so that its more like a real birds view of yourself and the space around you

Posted: Mon Feb 20, 2006 10:56 pm
by Arexack_Heretic
I hated the tactical scanner in FFE, so I don't like where this is going...

But some techno doodle with some of the targeted shipspecs off to the side would add a little extra tactics and ambiance to the game I feel.

edit: Such a screen would also be usefull for adding a portrait (or animation!) when recieving comms. :D

Posted: Thu Feb 23, 2006 6:04 am
by Dilbert
I hated the tactical scanner in FFE, so I don't like where this is going...
I kind of leery about a 3D scanner too. The implementations I've seen always seem to detract from the main screen somehow. I mean you have this fancy 3D display below what appears to be a 2D display....

Image

Okay, I cut my teeth on the Beeb's wire-frame models so I'm probably biased.

How about simply enhancing the existing scanner by changing the pixel size of craft/objects in the vicinity? (Smaller dot = further away...)

borrow from Freespace2 perhaps?

Posted: Tue Mar 14, 2006 3:15 pm
by frankie
Hi, new guy here.

Just want to mention the "orb radar" from FS2_Open. Also FS2's HUD in general: target selection, tracking brackets, auto-match speed, etc. If someone could combine that sort of flight interface with Oolite's nonlinearity and extensibility, it would earn the people's ovation forever (or at least my thanks for a good long time).

Posted: Tue Mar 14, 2006 4:25 pm
by Commander Gralen
Hm. I dunno...
Maybe i should see it first.
And could you make a option in th options menu for:
Scanner type: Classic/3D

:?

Posted: Wed Mar 15, 2006 1:28 pm
by stevesims
Just checked out the screenshots for Freespace 2 at http://fs2source.warpcore.org/wmcscreenies/

Their graphics engine looks really cool - the space nebula are particularly good, as is the ship lighting.

We'd had another discussion here about ambient lighting levels, with the complaint being put forward that the ambient levels in Oolite are too high, and Giles has now made that configurable so it can be reduced to give the game a slightly more realistic feel... The ambient level in Freespace looks to be very low - which helps make it look good.

Now if only we had ship lights and the glowy-plasma type effects from engines, and those cooler-looking nebulae in Oolite...

:-)

Posted: Wed Mar 15, 2006 1:31 pm
by stevesims
Actually the screenshots link I gave didn't seem to show any of the in-ship graphics. If you check out another galery linked to on the left of that page, like Derelict, you'll see some in-ship stuff.

Their UI does look pretty cool...

Posted: Wed Mar 15, 2006 1:52 pm
by stevesims
And it seems there's a Mac OS X port too... Just downloading the two or three CD images of data needed right now...

Posted: Wed Mar 15, 2006 2:11 pm
by winston
I turned down the ambient lighting in Oolite - and it does look much better (but there are some annoyances - scooping cargo can be a bit of a pain, although the tractor beam helps)

Posted: Wed Mar 15, 2006 4:11 pm
by ArkanoiD
winston wrote:
I turned down the ambient lighting in Oolite - and it does look much better (but there are some annoyances - scooping cargo can be a bit of a pain, although the tractor beam helps)
what is tractor beam, how does it work?

Re: The (IFF) Scanner

Posted: Wed Mar 15, 2006 4:18 pm
by ArkanoiD
aegidian wrote:
Y'know a thought just struck me..

Oolite's using OpenGL (an advanced 3d interface) to simulate (crudely) Elite's IFF scanner which is simulating (crudely) an advanced 3d interface.

Duh!

:idea: Why don't I implement a scanner that does what the original simulates? Draw a circle - draw a grid - raise some lollypops over and under it - all in 3d. No more fuss about disproportionate grids or such.

Waddayathink?
I think it is a good idea.
What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?

Re: The (IFF) Scanner

Posted: Wed Mar 15, 2006 5:41 pm
by aegidian
ArkanoiD wrote:
What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?
Too much like 'other space sims' not enough like Elite.

Re: The (IFF) Scanner

Posted: Wed Mar 15, 2006 5:58 pm
by ArkanoiD
aegidian wrote:
ArkanoiD wrote:
What is your current opinion on "advanced combat computer" that tracks and displays multiple target info concurrently?
Too much like 'other space sims' not enough like Elite.
Well, what if it starts following the target only after you spot it manually?