Page 1 of 4
Combat MFD
Posted: Mon Jun 30, 2014 3:37 pm
by Zireael
Grab it from my Dropbox folder:
https://www.dropbox.com/sh/q8xqu5ymg79z ... cVC9W7mnya
It shows the shield readouts and their percentage values. I tried showing speed, but don't know how to truncate it to 5 digits.
***
I am putting NumericHUD out of use, eh, Norby?
Re: Combat MFD
Posted: Mon Jun 30, 2014 3:40 pm
by Diziet Sma
Sounds interesting.. Got a screenshot?
Re: Combat MFD
Posted: Mon Jun 30, 2014 3:47 pm
by Zireael
Not yet - it was a 5 minute job before leaving for hols.
Re: Combat MFD
Posted: Mon Jun 30, 2014 3:55 pm
by spara
Zireael wrote:I tried showing speed, but don't know how to truncate it to 5 digits.
Check
toFixed() and toPrecision() methods.
Re: Combat MFD
Posted: Mon Jun 30, 2014 3:56 pm
by StathisR
In MFD display 1 it works fine but in display 2 it is always on and you can not disable it or cycle through the other MFDs.
Re: Combat MFD 1.0
Posted: Tue Jul 01, 2014 11:10 pm
by Norby
Zireael wrote:I am putting NumericHUD out of use, eh, Norby?
I like to see as many numbers as possible, so I updated your code to use together.
[wiki]CombatMFD[/wiki] v1.0 is available in the oxz manager.
Re: Combat MFD
Posted: Wed Jul 02, 2014 5:01 pm
by Norby
There are extra functions in Combat MFD:
-current values of
Shield Capacitors (over 100%),
-exact speed with [wiki]Q-Charger[/wiki] or
FTL drive,
-target speed to determine if you are faster in a pursuit or flee,
-target radius to guess the strength of an unknown enemy.
Re: Combat MFD
Posted: Fri Jul 04, 2014 1:40 pm
by Zireael
Dropping by for a moment to say great job, Norby!
Re: Combat MFD
Posted: Fri Jul 04, 2014 2:41 pm
by mossfoot
Should the legal status be shown before you get the targeting upgrade like that?
Re: Combat MFD
Posted: Fri Jul 04, 2014 3:18 pm
by Diziet Sma
mossfoot wrote:Should the legal status be shown before you get the targeting upgrade like that?
No, it definitely should not..
Combat MFD 1.1
Posted: Fri Jul 04, 2014 11:15 pm
by Norby
Thanks for the ideas!
Combat MFD v1.1 features:
-Must buy as an equipment for 300cr.
-Legal status display need Scanner Targeting Enhancement.
-Show Telescope far target names without km.
-Can show Empty, Mined and Usable ship status with Towbar.
-Wormhole target supported with Wormhole Scanner equipment.
Re: Combat MFD
Posted: Sat Jul 05, 2014 12:08 pm
by spara
That radius is a bit strange. How about instead showing the volume of the ship calculated from the bounding box?
I'm also a little uncomfortable with showing the actual raw shield number rather than just percentages. It's a bit of an immersion breaker for some and if there's the percentage there already, that uses the standard shield as 100, is there really any need for the raw number?
All in all, very nice Norby
.
Re: Combat MFD
Posted: Sat Jul 05, 2014 1:19 pm
by Norby
I am thinked on before and choosed radius as a probably detectable parameter due to the shields is sphere-shaped. An alternative is the viewable section of the target which is measurable in a strong visual zoom but this is not tell anything about the length of the target and more complicated. Third is the mass from some kind of gravity detector but this is more far from usual things. Lastly I found that radius is the best in the case of planets and sun (targetable with Telescope), so I selected this as something about the strength of an unknown target.
The energy and shield data is not made by me here and I think also that the percent values are more natural. The exact numbers are help to determine if you have shield boosters only and provide a "little numeric hud" in the bar-based ones. How about if percent is placed first?
Re: Combat MFD
Posted: Sat Jul 05, 2014 1:30 pm
by spara
Norby wrote:I am thinked on before and choosed radius as a probably detectable parameter due to the shields is sphere-shaped. An alternative is the viewable section of the target which is measurable in a strong visual zoom but this is not tell anything about the length of the target and more complicated. Third is the mass from some kind of gravity detector but this is more far from usual things. Lastly I found that radius is the best in the case of planets and sun (targetable with Telescope), so I selected this as something about the strength of an unknown target.
Nice handwavium, works for me. Maybe "Shield radius", instead of "Radius"? There's room there.
Norby wrote:
The energy and shield data is not made by me here and I think also that the percent values are more natural. The exact numbers are help to determine if you have shield boosters only and provide a "little numeric hud" in the bar-based ones. How about if percent is placed first?
I would use game's
256 128 as a base. So that would be 100%. Then with boosters, the readout would simply be something like 125% meaning 25% better that the unboosted shields.
Edit: fixed the wrong value
Re: Combat MFD
Posted: Sat Jul 05, 2014 2:25 pm
by spara
A couple of ideas for you to ponder as there is space there that could be utilized
.
Since this is a Combat MFD, a list of damaged equipment would be cool. If only percent values of the shields are shown, the top right corner of the MFD might serve this purpose. Five broken equipment would fit there as the whole sixth line needs to be left for target ship name.
Uber cool (and quite a challenge to script
) would be keeping track of the enemy when it's targeted and if it shoots, the combat MFD would update to show the type of weapon it has/uses. And if it launches a missile or fires the ECM, that would be tracked too. Right bottom corner might serve this purpose.
First it would be like this:
Code: Select all
Lasers:
unknown
Missiles: unknown
ECM: unknown
And then after a few shots and some combat it would look like this:
Code: Select all
Lasers:
beam, pulse
Missiles: yes
ECM: yes