KeeperHUD V1.2 (for widescreen high-res; 15 MFDs), Updated 4 Aug 2016
Posted: Thu Oct 10, 2013 7:36 am
Download: http://www.keeper1st.com/Oolite/KeeperHUDv1.2.zip
VERSION 1.2:
* Increases number of MFDs from four to 15. When I first added Multi-Function Displays, they were a future feature of Oolite. Now that they're commonplace, four of them may not be enough. You may never need 15 displays on at once, but this does give you options in MFD placement.
* The MFD screens will change color depending on ship status. This is particularly useful when waiting to get out of masslock, as the crosshair and status light changes may not get your attention quite as much. For red status, I didn't use the standard "redColor" as that was too hard to read; I used a lighter red -- 1.0,0.3,0.3).
* Removed the joystick yaw/pitch/roll indicators. They're just commented out, so if you want to use them, you can uncomment the lines from the green, yellow and red hud files (just then make sure not to use MFD screen number 1, which is drawn in the same place).
* Moved the FPS indicator to the middle of the screen so if you turn it on it only will conflict with MFD #15 (for trunk build, probably MFD #14 as well). Anyone with trunk build, let me know if the smaller text that gets included with the FPS counter is still readable for you (or if it even really matters to you!).
VERSION 1.1: Adds new elements introduced in Oolite 1.79, including a new element that all HUDs must implement for compatibility with future OXPs.
* A permanent line indicating what equipment currently is primed.
* A line next to the compass with information about the current ASC target.
* Multi-function display screens for future OXPs that may use them (or the new Tutorial mode which already uses one of them).
I also better positioned the "Weapons systems offline" text which previously was a bit too far to the right.
---
Original post follows:
JazHaz expressed an interest in my HUD after seeing an old screenshot of mine, so I wrote up a readme and uploaded it. I made this HUD in February 2013, modifying bits of ClearHUD by Tichy.
The readme follows, which explains as much as I can remember about the features I implemented, and contains links to screenshots.
--
This is the HUD I made in February 2013 for my high-resolution 16:10 monitor. For a time I also used it on a smaller 16:9 monitor, but it looks fine on that too (just a bit of margin on the sides as the screen is wider on 16:9 versus 16:10). Links to screenshots are below.
I worked on this HUD after downloading Tichy's ClearHUD. I enjoyed some aspects of it, but others I wanted to change, so I did.
I removed the sniper sight and the bars by the crosshairs, as I found them to be distracting. I moved all the ship status bars to the right side so you have one place to look instead of two, and reverted it to horizontal bars. This also allowed for a wider comms window on the left side, which reduces the rate of scroll-off when there's a lot of chatter. (If you have a lot of OXPs, you know how chatty the space lanes can be!)
I also removed the "dashboard" bar that ran across the entire screen, so now it is completely clear between HUD elements.
I reverted to the default size radar (ClearHUD had a squashed disc, making forward/behind distances more difficult to discern). Other things were moved around (see the screenshots). Then, I started really customizing stuff...
Different elements of this HUD will change in opacity/brightness depending on your current status. They'll only become fully bright and opaque when you really need them (e.g. there's no reason to have your shield status brightly displayed when you're in green status). The crosshairs also change color based on status -- a dull slightly transparent grey in green status, cyan in yellow status, and red in red status. It helps to get your attention in case the changing opacity of the gauges (or the status indicator light) wasn't enough. The MFDs also will change color based on status, for the same reason.
The area for display of missiles and target name is much wider than on other HUDs. This is especially good when you're using the RandomShipNames OXP, as now there's plenty of room to display the rather long ship names that can occur.
When docked, the HUD changes entirely, using some of the vertical bars from ClearHUD, but not all of them, and moved to the right side. It will not display the comms, radar, cabin temperature, speed, or altitude, as you don't need those while docked. It will display missiles, fuel, energy and shields. Under normal play, energy and shields are fully replenished when you dock, but I left them displaying here in case you run an OXP where that may not happen.
My explanation for the entirely different HUD gauges while docked: You're not in your ship looking out the window; you're walking around on the station, but you have a handheld or wrist-worn linkup to your ship that is showing you the vital information you need.
Full-sized screenshots:
The first three screenshots show the roll/pitch/yaw indicators active. These are not shown by default anymore.
Green status, 1680x1050 (16:10)
http://www.keeper1st.com/pics/oolite/keeperhudgreen.png
Yellow status, 1680x1050 (16:10) -- see notes below about target reticle
http://www.keeper1st.com/pics/oolite/ke ... yellow.png
Red status, 1366x768 (16:9)
http://www.keeper1st.com/pics/oolite/keeperhudred.png
Docked, 1366x768 (16:9)
http://www.keeper1st.com/pics/oolite/ke ... docked.png
All MFDs on (label numbers added), 1680x1050 (16:10), in yellow status, with MFD #15 highlighted:
http://www.keeper1st.com/Oolite/pics/keeperhudmfds.png
This HUD also has target sensitivity enabled, meaning the reticle and its text turn red when your lasers are likely to hit your target. Yes, this makes it easier for the player, but A) surely such technology would be commonplace, and B) my skittish joystick makes it more difficult for me to keep a distant target lined up, so I kinda need it! You can change the "reticle_target_sensitive" value in those three plists if you want to turn it off.
As this HUD is for larger, higher-resolution wide screens, the text size has been reduced all around. However, in Oolite versions 1.77.1 and earlier (i.e. all versions at the time this was released), the target reticle text will remain in the original, large size. This is because that text size was not adjustable in those versions. Oolite versions 1.79 and above allow it to be adjustable, and this HUD includes the "reticle_scale" value that reduces the reticle text size by half. The resulting size can been seen in the Yellow-status screenshots. That value also reduces the minimum size of the reticle box itself, as you can see in the same screenshots.
Please see the Clear-HUD_licence.txt for further credits, as some of the scripts used by Tichy were by others to begin with, which I have further modified (or may have; I made this HUD almost a year ago, so my memory of everything I changed or didn't may be a little rusty!).
And of course, you're free to modify this even further to your liking.
Remember to remove any other HUD OXP you may have before trying to use this one. Easiest is either to rename your existing HUD and change the ".oxp" extension to something else, or simply move it out of your AddOns directory.
VERSION 1.2:
* Increases number of MFDs from four to 15. When I first added Multi-Function Displays, they were a future feature of Oolite. Now that they're commonplace, four of them may not be enough. You may never need 15 displays on at once, but this does give you options in MFD placement.
* The MFD screens will change color depending on ship status. This is particularly useful when waiting to get out of masslock, as the crosshair and status light changes may not get your attention quite as much. For red status, I didn't use the standard "redColor" as that was too hard to read; I used a lighter red -- 1.0,0.3,0.3).
* Removed the joystick yaw/pitch/roll indicators. They're just commented out, so if you want to use them, you can uncomment the lines from the green, yellow and red hud files (just then make sure not to use MFD screen number 1, which is drawn in the same place).
* Moved the FPS indicator to the middle of the screen so if you turn it on it only will conflict with MFD #15 (for trunk build, probably MFD #14 as well). Anyone with trunk build, let me know if the smaller text that gets included with the FPS counter is still readable for you (or if it even really matters to you!).
VERSION 1.1: Adds new elements introduced in Oolite 1.79, including a new element that all HUDs must implement for compatibility with future OXPs.
* A permanent line indicating what equipment currently is primed.
* A line next to the compass with information about the current ASC target.
* Multi-function display screens for future OXPs that may use them (or the new Tutorial mode which already uses one of them).
I also better positioned the "Weapons systems offline" text which previously was a bit too far to the right.
---
Original post follows:
JazHaz expressed an interest in my HUD after seeing an old screenshot of mine, so I wrote up a readme and uploaded it. I made this HUD in February 2013, modifying bits of ClearHUD by Tichy.
The readme follows, which explains as much as I can remember about the features I implemented, and contains links to screenshots.
--
This is the HUD I made in February 2013 for my high-resolution 16:10 monitor. For a time I also used it on a smaller 16:9 monitor, but it looks fine on that too (just a bit of margin on the sides as the screen is wider on 16:9 versus 16:10). Links to screenshots are below.
I worked on this HUD after downloading Tichy's ClearHUD. I enjoyed some aspects of it, but others I wanted to change, so I did.
I removed the sniper sight and the bars by the crosshairs, as I found them to be distracting. I moved all the ship status bars to the right side so you have one place to look instead of two, and reverted it to horizontal bars. This also allowed for a wider comms window on the left side, which reduces the rate of scroll-off when there's a lot of chatter. (If you have a lot of OXPs, you know how chatty the space lanes can be!)
I also removed the "dashboard" bar that ran across the entire screen, so now it is completely clear between HUD elements.
I reverted to the default size radar (ClearHUD had a squashed disc, making forward/behind distances more difficult to discern). Other things were moved around (see the screenshots). Then, I started really customizing stuff...
Different elements of this HUD will change in opacity/brightness depending on your current status. They'll only become fully bright and opaque when you really need them (e.g. there's no reason to have your shield status brightly displayed when you're in green status). The crosshairs also change color based on status -- a dull slightly transparent grey in green status, cyan in yellow status, and red in red status. It helps to get your attention in case the changing opacity of the gauges (or the status indicator light) wasn't enough. The MFDs also will change color based on status, for the same reason.
The area for display of missiles and target name is much wider than on other HUDs. This is especially good when you're using the RandomShipNames OXP, as now there's plenty of room to display the rather long ship names that can occur.
When docked, the HUD changes entirely, using some of the vertical bars from ClearHUD, but not all of them, and moved to the right side. It will not display the comms, radar, cabin temperature, speed, or altitude, as you don't need those while docked. It will display missiles, fuel, energy and shields. Under normal play, energy and shields are fully replenished when you dock, but I left them displaying here in case you run an OXP where that may not happen.
My explanation for the entirely different HUD gauges while docked: You're not in your ship looking out the window; you're walking around on the station, but you have a handheld or wrist-worn linkup to your ship that is showing you the vital information you need.
Full-sized screenshots:
The first three screenshots show the roll/pitch/yaw indicators active. These are not shown by default anymore.
Green status, 1680x1050 (16:10)
http://www.keeper1st.com/pics/oolite/keeperhudgreen.png
Yellow status, 1680x1050 (16:10) -- see notes below about target reticle
http://www.keeper1st.com/pics/oolite/ke ... yellow.png
Red status, 1366x768 (16:9)
http://www.keeper1st.com/pics/oolite/keeperhudred.png
Docked, 1366x768 (16:9)
http://www.keeper1st.com/pics/oolite/ke ... docked.png
All MFDs on (label numbers added), 1680x1050 (16:10), in yellow status, with MFD #15 highlighted:
http://www.keeper1st.com/Oolite/pics/keeperhudmfds.png
This HUD also has target sensitivity enabled, meaning the reticle and its text turn red when your lasers are likely to hit your target. Yes, this makes it easier for the player, but A) surely such technology would be commonplace, and B) my skittish joystick makes it more difficult for me to keep a distant target lined up, so I kinda need it! You can change the "reticle_target_sensitive" value in those three plists if you want to turn it off.
As this HUD is for larger, higher-resolution wide screens, the text size has been reduced all around. However, in Oolite versions 1.77.1 and earlier (i.e. all versions at the time this was released), the target reticle text will remain in the original, large size. This is because that text size was not adjustable in those versions. Oolite versions 1.79 and above allow it to be adjustable, and this HUD includes the "reticle_scale" value that reduces the reticle text size by half. The resulting size can been seen in the Yellow-status screenshots. That value also reduces the minimum size of the reticle box itself, as you can see in the same screenshots.
Please see the Clear-HUD_licence.txt for further credits, as some of the scripts used by Tichy were by others to begin with, which I have further modified (or may have; I made this HUD almost a year ago, so my memory of everything I changed or didn't may be a little rusty!).
And of course, you're free to modify this even further to your liking.
Remember to remove any other HUD OXP you may have before trying to use this one. Easiest is either to rename your existing HUD and change the ".oxp" extension to something else, or simply move it out of your AddOns directory.