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Non-linear scanner

Posted: Tue Jun 10, 2014 5:53 pm
by spara
Would it be possible to make the scanner reflect the scanner_non_linear setting in the hud.plist? So that the ticks would be denser when closer to the edge of the scanner and more apart in the center.

Re: Non-linear scanner

Posted: Tue Jun 10, 2014 6:04 pm
by another_commander
Isn't that already the case? I am seeing logarithmic scaling when the scanner is switched to non-linear.

Re: Non-linear scanner

Posted: Tue Jun 10, 2014 6:12 pm
by spara
Ah. Misunderstood, sorry. I thought it would make the 1:1 non-linear too. Zoom in and it works like a charm. Brilliant. Loving it.

Re: Non-linear scanner

Posted: Tue Jun 10, 2014 6:31 pm
by Cody
You had me scratching my head for a minute or two there, spara. You got the ultra zoom too, yes?

Re: Non-linear scanner

Posted: Tue Jun 10, 2014 6:43 pm
by spara
Cody wrote:
You got the ultra zoom too, yes?
I sure do. I've always really only needed the 5:1 zoom and the 1:1 zoom. Ultra zoom takes care of that and goes even beyond. Combined these are invaluable when mining asteroids. Splinters are much easier to scoop with the ultra zoom and the non linear scanner helps to keep the bearing. These are such an improvement, that I'll probably be defaulting them in my Aad-hud.

Re: Non-linear scanner

Posted: Tue Jun 10, 2014 6:48 pm
by Cody
spara wrote:
These are such an improvement, that I'll probably be defaulting them in my Aad-hud.
Aye, they're built-in to my personal Fighter Hud now. I use x4 mostly, and kinda wish the setting would persist through jumps etc.

Re: Non-linear scanner

Posted: Thu Jun 26, 2014 1:30 pm
by Diziet Sma
Cody wrote:
spara wrote:
These are such an improvement, that I'll probably be defaulting them in my Aad-hud.
Aye, they're built-in to my personal Fighter Hud now. I use x4 mostly, and kinda wish the setting would persist through jumps etc.
This would be a nice feature for the next round of development..

Re: Non-linear scanner

Posted: Thu Jun 26, 2014 2:12 pm
by Cody
Diziet Sma wrote:
This would be a nice feature for the next round of development..
<nods> It would be handy - as would the compass target persisting through jumps too.

Re: Non-linear scanner

Posted: Thu Jun 26, 2014 4:26 pm
by Diziet Sma
another_commander wrote:
Astrobe wrote:
Where can I insert these lines? I'd like not to alter a script in AddOns, as I've moved oolite-trunk.app in my standard Oolite folder in order to benefit from the already-installed OXPs.
If you just want to activate the feature, the easiest way would probably be to use hud.plist. Inside your AddOns, make a folder named Config and paste your active HUD's plist there. Then add

Code: Select all

scanner_non_linear = yes;
scanner_ultra_zoom = yes;
at the bottom of the plist, then restart the game and you should be able to have the new scanner functionality.
I'm trying to get this working in the NumericHUD3 OXZ, and not having any luck. I've tried adding it to the hud.plist and numerichudv3.plist files, but no joy so far.. any suggestions? Am I missing something?

Re: Non-linear scanner

Posted: Thu Jun 26, 2014 4:37 pm
by Norby
Diziet Sma wrote:

Code: Select all

scanner_non_linear = yes;
scanner_ultra_zoom = yes;
at the bottom of the plist
But before the last } - working well for me in numerichudv3.plist.

Re: Non-linear scanner

Posted: Thu Jun 26, 2014 10:44 pm
by Diziet Sma
Thanks! That did the trick..

I'd suggest updating the OXZ, so that those entries are already in the plist, but set to "no", as is the case with the default HUDs.