Fixed, thanks.Diziet Sma wrote:Downloading via the OXZ Manager fails..
(NEW RELEASE) NumericHUDv3.oxp
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- Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp
- Diziet Sma
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Re: (NEW RELEASE) NumericHUDv3.oxp
It might be an idea to put a note up on the Wiki explaining that the Comms Log does not auto-display in this version of the HUD, as it would cover other instrumentation, and that the player must use the Comms Log key to view it.
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
- Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp
Done, thanks. Feel free to edit the wiki if you have a good idea.
- Diziet Sma
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Re: (NEW RELEASE) NumericHUDv3.oxp
Ok.. will do.. in the meantime, here's a good idea that you could use to bump NumericHUD up to version 3.20
https://bb.oolite.space/viewtopic.php?p=220809#p220809
https://bb.oolite.space/viewtopic.php?p=220809#p220809
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
- Diziet Sma
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Re: (NEW RELEASE) NumericHUDv3.oxp
For the MFDs, yes.. but that post is talking about doing the same thing for the Comms Log.. so that it too sits up by the edge of the screen. At the moment, it only has
See the screenshot immediately above that post to see how it currently looks on my laptop using 3.19.
y_origin=1;
See the screenshot immediately above that post to see how it currently looks on my laptop using 3.19.
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
- Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp
Well, I fit the width and position of comms for 4:3 screens where touch the border, and I think widescreen users can read the text better if not fit to the side but use the more available space between the crosshairs and numbers, so I would like to leave this as is.
- Diziet Sma
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Re: (NEW RELEASE) NumericHUDv3.oxp
Fair enough.. but it does look strange.
Particularly when the 4:3 comms looks ok in 16:9 as well.
I'd much rather see this:
than this:
(If you're inclined to change it, the values you need are
Particularly when the 4:3 comms looks ok in 16:9 as well.
I'd much rather see this:
than this:
Not really.. as you can see, it just looks strange and unbalanced, and unnecessarily blocks the view forward.Norby wrote:I think widescreen users can read the text better if not fit to the side but use the more available space between the crosshairs and numbers, so I would like to leave this as is.
(If you're inclined to change it, the values you need are
x_origin=1
and x=-124
)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
- Diziet Sma
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Re: (NEW RELEASE) NumericHUDv3.oxp
Interesting solution.. looks good!
(what are the '250' and '412' about? Some other OXP?)
(what are the '250' and '412' about? Some other OXP?)
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
- Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp
Yes, my [wiki]Detectors[/wiki] (almost a debug tool in the balance scale due to show the energy+armour(IronHide and HardShips)+shield(CustomShields) value of the current target, almost is due to the willful inaccuracy) - included to verify the occupied space.
The bottom number is the player's energy+armour+shield+shield capacitor value facing the target (150+0+256+6=412). I am a bit slow to summarize these, especially if armour is installed which is not shown otherwise.
A very numeric HUD together.
The bottom number is the player's energy+armour+shield+shield capacitor value facing the target (150+0+256+6=412). I am a bit slow to summarize these, especially if armour is installed which is not shown otherwise.
A very numeric HUD together.
Re: (NEW RELEASE) NumericHUDv3.oxp
It looks great. Good job Norby.
- Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp
Thanks for the warm words, these are motivated me to make a widescreen-optimized v3.21 fitted with 4 MFDs:
The used MFDs in order: Combat MFD, Navigation MFD, Useful MFDs and Manifest MFD.
In 4:3 screens the 1. and 4. MFD is usable as before, and the center ones with some compromise due to the comms and old console messages are not shown continually.
The used MFDs in order: Combat MFD, Navigation MFD, Useful MFDs and Manifest MFD.
In 4:3 screens the 1. and 4. MFD is usable as before, and the center ones with some compromise due to the comms and old console messages are not shown continually.
Last edited by Norby on Wed Jul 02, 2014 8:13 am, edited 1 time in total.
Re: (NEW RELEASE) NumericHUDv3.oxp
That 4 MFD version is brilliant!
- Norby
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Re: (NEW RELEASE) NumericHUD v3.22
How about 6 MFDs?
In NumericHud v3.22:
The first two is at the bottom, if these are enough for you then the upper part will be free (in widescreens, 4:3 should use the top corners).
In NumericHud v3.22:
The first two is at the bottom, if these are enough for you then the upper part will be free (in widescreens, 4:3 should use the top corners).