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Re: (Release) Vimana-X HUD
Posted: Fri Dec 01, 2023 3:06 am
by phkb
Version 1.12 has been released. In this version:
- Fixed issue with missile warning system not working reliably,
- Added primable equipment info for Ejection Damper (from GalCop Missions OXP).
- Tweaked the distance to target element, so large values should fit into the UI bounds better.
- Space compass target distance made to stay within bounds.
- Speed value will now stay within bounds.
- Added disambiguation for Kiota Habitat Stations (could be 2 ring, 4 ring or 4 ring variant).
- Added code to read Telescope V2 mode (only available with Telescope v2.1.4).
Edit: And V1.13 is now available, which just tweaks the compass target distance display a bit. Nothing too serious, but wanted to get it out before the weekend rush.

Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 3:27 pm
by Commander Mick
How do you get this HUD to show up as my current HUD. I have both Vimana Huds installed and it still looks vanilla. No other Huds are installed except the Combat MFD Hud. That one was needed in order for Vimana to be loaded, but it just doesn't show.
Please help...
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 6:06 pm
by Cholmondely
Commander Mick wrote: ↑Wed Jan 01, 2025 3:27 pm
How do you get this HUD to show up as my current HUD. I have both Vimana Huds installed and it still looks vanilla. No other Huds are installed except the Combat MFD Hud. That one was needed in order for Vimana to be loaded, but it just doesn't show.
Please help...
I use the HUDSelector oxp - and then chose it via the option on the docked F4 screen (under Ship Systems).
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 8:07 pm
by Commander Mick
Thanks, that may work for me...
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 8:35 pm
by Commander Mick
They had more than one option for the same Hud, and I went with the one that seemed to be the most.
Is VimanaX better than Vimana?
I guess i will learn these things
I love this one, except that there doesn't appear to be dive/climb & roll indicator.
I might have liked the Steampunk Hud. (I know this is abit off topic...) It looks real fancy, but the Radar is seriously compromised...
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 8:47 pm
by phkb
Commander Mick wrote: ↑Wed Jan 01, 2025 8:35 pm
They had more than one option for the same Hud, and I went with the one that seemed to be the most.
Is VimanaX better than Vimana?
I guess i will learn these things
I love this one, except that there doesn't appear to be dive/climb & roll indicator.
I might have liked the Steampunk Hud. (I know this is abit off topic...) It looks real fancy, but the Radar is seriously compromised...
Re: more than one option for the same HUD - yes, mostly due to limitations in the way HUDs are built, and because some player like to have lots of MFD slots, whereas other prefer fewer.
Re: is VimanaX better than Vimana - I think so, but given I’m the author you can take my opinion with a large grain of salt. However, I think there are some objective improvements in VimanaX over the original eg (better adherence to UI constraints, more ship images) I think you can still call it an improvement.
Re: pitch/yaw indicators - these should be displayed inside the space compass (yellow dots)
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 9:24 pm
by Commander Mick
I notice that if you have all the acceptable (Meaning the ones that don't conflict with others...) Huds installed (which I did after thinking that it wouldn't matter now that I 'm using the selector... ) they still get in the way of setting to your favorite Hud. Even now when i choose Vimana or Vimana-X on the selector. Now it still shows the default Hud.
Must I get rid of the other Hud sett-ups and MFD options before I can restore the Vimana Huds?
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 9:40 pm
by Cholmondely
Regular Vimana will probably conflict with Vimana-X
In my book Vimana-X is the better. I prefer the workings of the ship module on Vimana, but it is much more limited in ship models than Vimana-X. And Vimana-X is more honest in terms of revealed information on the target module. It has other superior points too (no typos, the dedicated docked F4 screen preferences panel, etc.).
I get the impression that Gnievmir’s original Vimana was a bit of a cheat (upping the stats of the player ship and revealing unknowable details of a target).
Re: (Release) Vimana-X HUD
Posted: Wed Jan 01, 2025 10:14 pm
by Cholmondely
I’ve had problems with the Vimana-X and the newest beta of Feudal States. Might that be your problem?
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 12:14 am
by Commander Mick
No, my problem is that I have downloaded/installed every OXP from the HUD category while already removing the ones that are in obvious conflict with the Vimana OXPs. However, even when I select Vimana or Vimana-X after pressing F4. It still only shows the default Hud whenever I launch...
Which of all those OXPs that are all listed under HUD need to be removed in order for me to get the selected Hud to work?
All of them or maybe a small number of them?
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 12:40 am
by Cholmondely
Commander Mick wrote: ↑Thu Jan 02, 2025 12:14 am
No, my problem is that I have downloaded/installed every OXP from the HUD category while already removing the ones that are in obvious conflict with the Vimana OXPs. However, even when I select Vimana or Vimana-X after pressing F4. It still only shows the default Hud whenever I launch...
Which of all those OXPs that are all listed under HUD need to be removed in order for me to get the selected Hud to work?
All of them or maybe a small number of them?
The Vimana-X is a stand-alone, needing nothing other than the HUDSelector (if even that). HUD Selector
should prevent the other HUDs conflicting with the Vimanas.
Breaking/unzipping either Vimana open and ogling the manifest.plist should show the various dependencies and known conflicts. But mentions in the manifest.plist means that the game itself adjudicates all this for the listed cases.
I wonder if the conflict is a non-HUD oxp which impacts on HUDs?
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 4:46 am
by Commander Mick
I removed all the offending HUD OXPs and it works now...
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 9:29 am
by Cholmondely
How many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
Agree with you about the steampunk HUD. Such fun! But now someone with Javascripting could make it fully functional, so that every gauge does something. Killer Wolf’s later HUDs are very impressive.
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 12:33 pm
by Wildeblood
Cholmondely wrote: ↑Thu Jan 02, 2025 9:29 am
How many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
If it was really every one, including Docked HUDs, that could have been the culprit.
Re: (Release) Vimana-X HUD
Posted: Thu Jan 02, 2025 11:59 pm
by Commander Mick
Cholmondely wrote: ↑Thu Jan 02, 2025 9:29 am
How many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
Agree with you about the steampunk HUD. Such fun! But now someone with Javascripting could make it fully functional, so that every gauge does something. Killer Wolf’s later HUDs are very impressive.
No, I didn't have every OXP loaded. Yes, I did have every Non-Conflicting OXP going under the category of HUD & HUDS loaded.
About the Steampunk HUG. Loved it, but the ships-radar was thick white colour and very hard to see the golf-sticks on it.