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Re: [RELEASE] Telescope OXP v1.8

Posted: Sun Aug 31, 2014 2:28 pm
by Zireael
Bump! Any chance for a scanner info MFD instead of repeated console messages?

Re: [RELEASE] Telescope OXP v1.8

Posted: Mon Sep 15, 2014 9:58 am
by Mad Hollander
To me this oxp is 'too big gun', despite the fact it is not a gun.

Re: [RELEASE] Telescope OXP v1.8

Posted: Mon Sep 15, 2014 11:35 am
by Duggan
I find that the purple blobs are quiet useful in helping me stay out the way of the authorities when trading illegal goods.

Re: [RELEASE] Telescope OXP v1.8

Posted: Fri Sep 19, 2014 2:28 pm
by Bogatyr
Once you turn it on, how do you turn it off?

Re: [RELEASE] Telescope OXP v1.8

Posted: Fri Sep 19, 2014 4:07 pm
by Norby
Bogatyr wrote:
Once you turn it on, how do you turn it off?
There is a two-dimensional settings menu described in the wiki. After you primed Telescope (Shift+N) press mode (b) until show the part what you want to turn off, then activate (n) until see "off".

Re: [RELEASE] Telescope OXP v1.9

Posted: Sat Oct 11, 2014 3:26 pm
by Norby
Telescope v1.9 is available with some requested features:

-Show the list of the nearest 10 targets in his MFD.
-The newest detected target is displayed in the [wiki]CombatMFD[/wiki] if installed.
-A small fix if Visual target:off and size is changed, thanks to Anthony.

Image

Re: [RELEASE] Telescope OXP v1.9

Posted: Sat Oct 11, 2014 4:27 pm
by Bogatyr
Some feedback after using telescope for a while.

1) I like it!
2) With weapons enabled I do NOT EVER want the target changing without me first hitting "u" or "r". Yes, I *know* there's a missile coming my way, but I need my ship target, damnit! There's the "T" key to indicate that I want the missile as target. Yes I know that's that station over there but I'm *fighting* now and do not want the target to *ever* change automatically. Please!

Even with weapons are disabled I like sometimes to clear the target, I prefer to fly in to the station without the buoy target selected (less visual clutter) Sometimes the only way I can seem to clear the target is to turn at least 90 degrees away form any targetteable option and hit "u". I'd like to be able to clear the target more easily than this.

3) if there was a "target step hostile/outlaw" option I'd probably switch to using telescope without Target System Upgrade.

4) if there was a "target nearest hostile/outlaw" I'd be ecstatic.

Re: [RELEASE] Telescope OXP v1.9

Posted: Sat Oct 11, 2014 10:50 pm
by Norby
Bogatyr wrote:
I like it!
Thanks, I am glad to hear. Without this I can guess only that the 860 downloads in the last 3 months mean something good in overall, so I am thankful for any feedbacks. :)
Bogatyr wrote:
I'm *fighting* now and do not want the target to *ever* change automatically.
This is not intentional nor easy to reproduce so I will ask for more help in PM.
Bogatyr wrote:
Even with weapons are disabled I like sometimes to clear the target, I prefer to fly in to the station without the buoy target selected (less visual clutter) Sometimes the only way I can seem to clear the target is to turn at least 90 degrees away form any targetteable option and hit "u". I'd like to be able to clear the target more easily than this.
The "u" key is always cleared the target at me, but there is an other solution: press the "r" key three times rapidly. The first will lock the most centered target, the second start steer to the target and the third should clear the target.
Bogatyr wrote:
if there was a "target nearest hostile/outlaw" I'd be ecstatic.
The "Nearest target" option (prime Telescope then activate with "n") should lock the nearest hostile target in Red Alert. In the next version I can make a new command to always lock the nearest "red" target and another to step to the next.

Re: [RELEASE] Telescope OXP v1.9

Posted: Sun Oct 12, 2014 9:08 am
by Zireael
I love the new MFD, no more frantically pausing the game to note down the names and readings as they appear in console messages to use them in the story later.

Re: [RELEASE] Telescope OXP v1.9

Posted: Wed Oct 15, 2014 7:09 am
by pagroove
Thank you for the update. Will install today.

Re: [RELEASE] Telescope OXP v1.9

Posted: Fri Oct 17, 2014 7:32 am
by spara
This excellent oxp has become so full of features that I've started to turn some of them off. It's easy enough to do from the script by setting the variables, but I think it would be nicer (and more immersive) if there was an interface screen (f4) that would let me do that in-game. IMHO it's such a complex and feature rich system that it would have some sort of control panel interface.

Re: [RELEASE] Telescope OXP v1.9

Posted: Tue Oct 28, 2014 3:34 am
by fluxxx
First,I must say that the OXZ is great. Very helpful! One slight problem for me. The mass lock borders only show up as almost the same colour as the space I am flying through. I cannot seem to find how to change their colours as in your screenshots. Thanks, Norby.

Re: [RELEASE] Telescope OXP v1.11

Posted: Tue Oct 28, 2014 12:02 pm
by Norby
I guess the core game changed since the screenshots which caused very dark borders, at least on some videocards.
Please try v1.11 where I added emission maps to offset the brightness.

The skipped v1.10 should fix a target changing problem reported by Bogatyr. He is not answered to my PM yet, but the fix seems to be good so stay in v1.11.

Thanks for the other suggestions also, I added these into my list.

Re: [RELEASE] Telescope OXP v1.11

Posted: Tue Oct 28, 2014 10:03 pm
by fluxxx
Got the new one,Norby. Its my video chipset. Intel 945 Mobile. But, even if it cannot do the colours,the lines are more visible now. I can use them better. One other thing. Without the stuff which requires weapons to be offline for use, there is no way that I have found to put the laser offline. So your OXZ has saved me from becoming a fugitive from one inadvertent left click of the mouse while docking. A godsend for mousers. Thanks.

Re: [RELEASE] Telescope OXP v1.11

Posted: Thu Apr 02, 2015 6:19 pm
by Layne
A few comments/questions:

First off, I love the /idea/ of this oxp, being able to read off the ships in a cluster around you without having to continually spin your ship, lock on, spin, lock on, rinse, repeat. It's good to have a 'scanner' display of the ships near you on an easy-to-read MFD.

But I question the utility of adding moons, suns, buoys, and planets to the long-range tracking. Is there some way to turn off scanning of large system objects? The extra blips on the radar from something halfway across the system that's not going to be moving is very distracting. In short is it possible to modify this oxp so that it /only/ picks up and displays ships and nothing else?

Also, I'm not sure this oxp is entirely compatible with the Chupacabra HUD that I'm using-- the central compass display no longer 'shifts' when in green status the way it's supposed to. (For those who haven't used this HUD, the compass moves from a small side-display to a central feature of the crosshairs when the ship is in green status, and I find that very helpful for me.) Is anyone else using this particular HUD who's having the same problem?