Dynamic HUDs quirk / StartUp

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Svengali
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Post by Svengali »

JeffBTX wrote:
They both have a certain quirk, and probably EVERY Dynamic HUD being used most likely has the same quirk... you start up in Oolite with the DEFAULT HUD, and you have to launch from the station to see the new HUD. At your first docking you will see the Dynamic HUD's "docked hud" for the first time.
To understand what happens here it is necessary to know which event-handlers are fired under what kind of situation, specially if you want to avoid a Timer.

Code: Select all

                        app start - Jameson             |   loaded savedgame
                        new career  died  died on F5    |   loaded  died  died on F5
startUp                     Y         Y       Y         |      Y      Y       Y
guiScreenChanged            Y         Y       N         |      Y      Y       N
missionScreenOpportunity    Y         Y       Y         |      Y      Y       Y
alertConditionChanged       Y         Y       Y         |      N      Y       Y
As you can see a script has to handle different situations (and e.g. BGS does it).
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Post by Disembodied »

One quirk/minor niggle I have with dynamic HUDs is that – presumably when the HUD switch occurs – the scanner seems to lose touch with a ship that's sent a message. For example: I'm flying along, and a ship ahead of me send out a distress call. The signalling ship is marked with the usual (((*))) on the scanner. If I then bring up the comms log, and the most recent signaller is still on the scanner, the (((*))) marks are still shown. I dive in to the rescue and despatch the bad guys, causing the HUD to flick to red alert and then back again. But if I bring up the comms log again, even if the ship who signalled is still on the scanner, there are no (((*)))s displayed.

It's not a major problem – although I do sometimes want to use the (((*))) to quickly identify the ship I'm trying to help in the middle of a furball ...
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Killer Wolf
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Post by Killer Wolf »

would it be possible/better to have a change put in so that the scanner displays a ship in distress as a flashing stalk, or something like that? until such time as its status changes, by death or rescue? ive had that prob too, you dive into a fight w/ several red and yellows and you lose who's in trouble fairly quickly.
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Post by Cody »

I don’t use a dynamic hud… if I did, that would definitely be a problem… in the middle of a firefight, as Disembodied says, you often need to ID the ship that sent the distress call.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Disembodied
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Post by Disembodied »

Killer Wolf wrote:
would it be possible/better to have a change put in so that the scanner displays a ship in distress as a flashing stalk, or something like that? until such time as its status changes, by death or rescue? ive had that prob too, you dive into a fight w/ several red and yellows and you lose who's in trouble fairly quickly.
Ooh! Neat idea! +1 from me on that. Although we'd need to think of a good colour combination: most of the good ones are taken. Maybe something like yellow/black? You don't want to get it confused with, say, an armed q-bomb ...
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Post by Cody »

+2 from me… if not a flashing trace, maybe it could keep the (((-))) marks until its status changes.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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