MFDs
Moderators: winston, another_commander
MFDs
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.
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.
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Re: MFDs
<nods> Ain't that a fact!spara wrote:These are an awesome addition and full of potential.
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: MFDs
To take an MFD option out, dospara wrote:1. I would love to script them to disappear on condition red.
Code: Select all
player.ship.setMultiFunctionText(mfdKey,null);
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".
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.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.
Re: MFDs
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:To take an MFD option out, dospara wrote:1. I would love to script them to disappear on condition red.If that MFD is currently visible, it will also turn off display of that MFD window.Code: Select all
player.ship.setMultiFunctionText(mfdKey,null);
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".
Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.cim wrote: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.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.
Re: MFDs
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:Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.
Looks like you have room for another two in between, in fact...spara wrote:Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
Re: MFDs
You're right of course. Better keep that data updated.cim wrote: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:Well maybe not stop the timer, but at least pass the calculations. I just hate to run calculations unnecessarily.
And two on the sides too. If only there was something to show there.cim wrote:Looks like you have room for another two in between, in fact...spara wrote:Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
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Re: MFDs
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)spara wrote:And two on the sides too. If only there was something to show there.cim wrote:Looks like you have room for another two in between, in fact...spara wrote:Actually moving the two mfds to the top corners of the screen seems to be an excellent solution.
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