MFDs

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

MFDs

Post by spara »

These are an awesome addition and full of potential. I've been testing them with my updating TSC oxp and what an improvement they are to the previous method of message log spamming. Here are a couple of things I'm missing though.

1. I would love to script them to disappear on condition red.
2. I would like to know what is currently selected to the display as I'm using a timer and want to stop running it when it's not needed.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: MFDs

Post by Cody »

spara wrote:
These are an awesome addition and full of potential.
<nods> Ain't that a fact!
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!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: MFDs

Post by cim »

spara wrote:
1. I would love to script them to disappear on condition red.
To take an MFD option out, do

Code: Select all

player.ship.setMultiFunctionText(mfdKey,null);
If that MFD is currently visible, it will also turn off display of that MFD window.

I would advise against doing this, though, in most cases - the player can easily change the MFDs themselves, if they have more combat-appropriate MFDs, or just want to clear the HUD space, and "condition red" doesn't necessarily mean "in combat".
spara wrote:
2. I would like to know what is currently selected to the display as I'm using a timer and want to stop running it when it's not needed.
How would you start running it again without watching that property in a timer anyway? Unless the MFD update calculations are extremely slow, this is probably not necessary to optimise.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: MFDs

Post by spara »

cim wrote:
spara wrote:
1. I would love to script them to disappear on condition red.
To take an MFD option out, do

Code: Select all

player.ship.setMultiFunctionText(mfdKey,null);
If that MFD is currently visible, it will also turn off display of that MFD window.

I would advise against doing this, though, in most cases - the player can easily change the MFDs themselves, if they have more combat-appropriate MFDs, or just want to clear the HUD space, and "condition red" doesn't necessarily mean "in combat".
Tried that already and yes, it's not good as it does not bring the MDF back. Hmmm. Maybe it's more of a HUD thing after all. I'll test them with different positioning, on a wide-screen there is a lot of space on the sides after all.
cim wrote:
spara wrote:
2. I would like to know what is currently selected to the display as I'm using a timer and want to stop running it when it's not needed.
How would you start running it again without watching that property in a timer anyway? Unless the MFD update calculations are extremely slow, this is probably not necessary to optimise.
Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: MFDs

Post by spara »

Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.

Image
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: MFDs

Post by cim »

spara wrote:
Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.
A player with more MFDs than their HUD has displays for might well go for quickly cycling through them with ';' at times - if you update on a timer and only when it's visible, they might look at it several minutes after you last updated it, and then move away before the next timer tick.
spara wrote:
Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
Looks like you have room for another two in between, in fact...
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: MFDs

Post by spara »

cim wrote:
spara wrote:
Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.
A player with more MFDs than their HUD has displays for might well go for quickly cycling through them with ';' at times - if you update on a timer and only when it's visible, they might look at it several minutes after you last updated it, and then move away before the next timer tick.
You're right of course. Better keep that data updated.
cim wrote:
spara wrote:
Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
Looks like you have room for another two in between, in fact...
And two on the sides too. If only there was something to show there.
User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6312
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: MFDs

Post by Diziet Sma »

spara wrote:
cim wrote:
spara wrote:
Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
Looks like you have room for another two in between, in fact...
And two on the sides too. If only there was something to show there.
Looking at that screenshot, since you were talking about not having enough space in a MFD to display all the data you wanted, would it be possible to stack a pair, one above the other, to form a double-sized MFD? That ought to give you enough extra space to display things.. (heck, you could even have a 2x2 display, maybe)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: MFDs

Post by Zireael »

Yeah, I love the MFDs, they have awesome potential!
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: MFDs

Post by JazHaz »

What are MFDs? I assume its a new feature, but I missed the announcement.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: MFDs

Post by Norby »

Here is the proposal and announcement of MFDs.
Post Reply