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Re: (Release) Vimana-X HUD
Posted: Fri Jan 03, 2025 12:00 am
by Commander Mick
Wildeblood wrote: ↑Thu Jan 02, 2025 12:33 pm
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.
You could be right there. I may double check that one day.
Re: (Release) Vimana-X HUD
Posted: Fri Jan 03, 2025 6:46 pm
by Commander Mick
Wildeblood wrote: ↑Thu Jan 02, 2025 12:33 pm
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.
I retried reinstalling the HUD and HUDS OXPS except for Docked Ships and now Vimana or Vimana-X work when selected.
However, I have also noticed since reinstalled all those HUD related OXPs, the font has gone from colored to white in game. I want the old font color back. Which would be the offending OXP now?
Re: (Release) Vimana-X HUD
Posted: Sat Jan 04, 2025 5:35 pm
by Cholmondely
The various “Dangerous” HUDs change the text colours. Don’t know if that is relevant.
Re: (Release) Vimana-X HUD
Posted: Fri Mar 28, 2025 6:13 am
by phkb
New version (1.20) should be in the manager shortly. In this release:
- Performance improvements.
- Added image for Sidewinder NG
- Added more Thargoid/Tharglet images, and improved identification for various Thargoid Warships and Robot Fighters.
- Added/tweaked images for Thargoid vessels in TCAT 2.0.
- Added some missing Feudal States images.
- Added image for Cobra Mk IX.
- Added image for Sidewinder NG.
- Max normal speed now always shown correctly on speed dial.
Re: (Release) Vimana-X HUD
Posted: Fri Apr 11, 2025 11:27 pm
by phkb
Version 1.21 should be in the manager shortly.
In this version:
- Added rgba_background to message_gui element.
- Added individual images for all asteroids, boulders, fragments and splinters. Hopefully, I've found all the possible asteroid/boulder/splinter models scatter throughout all our OXP's, but if you find one I've missed, just let me know.
- Split off the ship images into a separate OXP (Wireframe Ship Images) to make it easier for other OXP authors to leverage the images, and so this OXP doesn't need to be updated as much.
- Re-enabled ship scan and shield graphics (forgot to turn them on again after testing!)
Re: (Release) Vimana-X HUD
Posted: Sat May 10, 2025 4:08 am
by phkb
A small tweak this time: when ships have been given a unique name, the name will be place directly below the ship class name on the target info panel, so it should be readable, rather than getting cut off when included on the line above.
Re: (Release) Vimana-X HUD
Posted: Wed May 14, 2025 6:48 am
by phkb
One thing that I find annoying with this HUD is that there is no way to switch from showing info about your current target to showing your travel info for your current plot. You have to wait until the target goes out of range (or you shot him because you couldn't wait).
I'm playing around with a small change and just wanted feedback from anyone who might use this HUD.
So, the change is, whenever you switch between "ident" mode (ie. press "R") to "missile target" mode (ie press "T") , it will clear your current target. That instantly brings up your travel info. It's a fairly simple change, but I'm not sure if it would put people off, having your target cleared each time you change modes.
Anyway, nothing is set in stone, but post your comments, if you have one!
Re: (Release) Vimana-X HUD
Posted: Wed May 14, 2025 7:19 am
by Cholmondely
No problems with it. Being "stuck in target" used to be an issue, but no longer. Maybe the situations where it
was an issue are no longer recurring?
What
is an issue is the incoming Missile warning. That too gets stuck (until I dock). I just got peppered by some pirates at G7 Orraes (just up from
Quandixe) and one of then fired a missile at me. After being ECM'd, the now redundant warning was still there, staring me in the face, blocking my viewscreen. Benedict swore at it in Swahili, but nothing doing...
Re: (Release) Vimana-X HUD
Posted: Sun May 25, 2025 8:29 am
by Cholmondely
Cholmondely wrote: ↑Wed May 14, 2025 7:19 am
What
is an issue is the incoming Missile warning. That too gets stuck (until I dock). I just got peppered by some pirates at G7 Orraes (just up from
Quandixe) and one of then fired a missile at me. After being ECM'd, the now redundant warning was still there, staring me in the face, blocking my viewscreen. Benedict swore at it in Swahili, but nothing doing...
Note on the above.
When I destroy
all the missiles by laser (not ECM) the warning vanishes as desired.
Re: (Release) Vimana-X HUD
Posted: Sun May 25, 2025 11:33 am
by phkb
Cholmondely wrote: ↑Sun May 25, 2025 8:29 am
When I destroy all the missiles by laser (not ECM) the warning vanishes as desired.
Intriguing. I still can't reproduce this, and looking at the code I can't see where the flaw is.
There's one this I might get you to try. In the "Scripts" folder, open "VimanaX_Alerts.js", and on line 169 change it from this:
Code: Select all
if (m.isValid && m.isInSpace && m.position.distanceTo(p) < p.scannerRange) {
to this:
Code: Select all
if (m.isValid && m.isInSpace && m.target == p && m.position.distanceTo(p) < p.scannerRange) {
And see if that makes a difference.