(NEW RELEASE) NumericHUDv3.oxp

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Norby
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

Diziet Sma wrote:
Downloading via the OXZ Manager fails..
Fixed, thanks.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Diziet Sma »

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.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

Done, thanks. Feel free to edit the wiki if you have a good idea. :)
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Diziet Sma »

Ok.. will do.. in the meantime, here's a good idea that you could use to bump NumericHUD up to version 3.20 :mrgreen:
https://bb.oolite.space/viewtopic.php?p=220809#p220809
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

The x_origin=1; is already in 3.19.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Diziet Sma »

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 y_origin=1;

See the screenshot immediately above that post to see how it currently looks on my laptop using 3.19.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

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.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Diziet Sma »

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:

Image

than this:

Image
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.
Not really.. as you can see, it just looks strange and unbalanced, and unnecessarily blocks the view forward.

(If you're inclined to change it, the values you need are x_origin=1 and x=-124)
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Re: (NEW RELEASE) NumericHUDv3.20.oxp

Post by Norby »

Finally in NumericHUDv3.20 I fit comms into the top center region:

Image
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Diziet Sma »

Interesting solution.. looks good! 8)

(what are the '250' and '412' about? Some other OXP?)
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

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. :)
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by StathisR »

It looks great. Good job Norby.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Norby »

Thanks for the warm words, these are motivated me to make a widescreen-optimized v3.21 fitted with 4 MFDs:

Image
The used MFDs in order: [EliteWiki] 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.

Image
Last edited by Norby on Wed Jul 02, 2014 8:13 am, edited 1 time in total.
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Re: (NEW RELEASE) NumericHUDv3.oxp

Post by Zireael »

That 4 MFD version is brilliant!
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Re: (NEW RELEASE) NumericHUD v3.22

Post by Norby »

How about 6 MFDs? ;)
In NumericHud v3.22:
Image

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).
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