this.shipLaunchedFromStation = function () {
var self = player.ship;
var count = self.passengers.length + self.contracts.length + self.parcels.length;
if (count > 0) {
self.showHUDSelector("drawClock:");
} else {
self.hideHUDSelector("drawClock:");
}
}
So, I launch and the clock disappears because I have no contracts running. Cool. I target the nav buoy and drift away. At the moment I pass out of scanner range of the buoy, the clock re-appears. Similarly with this:
this.playerStartedJumpCountdown = function (type, countdown) {
if (type === "standard") {
player.ship.showHUDSelector("drawPitchBar:");
}
}
this.shipExitedWitchspace = this.playerCancelledJumpCountdown = this.playerJumpFailed = function () {
player.ship.hideHUDSelector("drawPitchBar:");
}
The pitch bar I have no use for and label "Jump stability meter" on my HUD. Launch, start countdown, abort countdown, pitch bar disappears. Target nav buoy then drift away. As the target is lost the pitch bar re-appears.