You could be right there. I may double check that one day.Wildeblood wrote: ↑Thu Jan 02, 2025 12:33 pmIf it was really every one, including Docked HUDs, that could have been the culprit.Cholmondely wrote: ↑Thu Jan 02, 2025 9:29 amHow many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
(Release) Vimana-X HUD
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- Commander Mick
- Deadly
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Re: (Release) Vimana-X HUD
Right on Commander!!
- Commander Mick
- Deadly
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- Joined: Sat Aug 24, 2013 2:31 pm
Re: (Release) Vimana-X HUD
I retried reinstalling the HUD and HUDS OXPS except for Docked Ships and now Vimana or Vimana-X work when selected.Wildeblood wrote: ↑Thu Jan 02, 2025 12:33 pmIf it was really every one, including Docked HUDs, that could have been the culprit.Cholmondely wrote: ↑Thu Jan 02, 2025 9:29 amHow many HUD oxps did you have loaded? And was it really every one listed on the Expansions Manager?
However, I have also noticed since reinstalled all those HUD related OXPs, the font has gone from colored to white in game. I want the old font color back. Which would be the offending OXP now?
Right on Commander!!
- Cholmondely
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Re: (Release) Vimana-X HUD
The various “Dangerous” HUDs change the text colours. Don’t know if that is relevant.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
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- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Vimana-X HUD
New version (1.20) should be in the manager shortly. In this release:
- Performance improvements.
- Added image for Sidewinder NG
- Added more Thargoid/Tharglet images, and improved identification for various Thargoid Warships and Robot Fighters.
- Added/tweaked images for Thargoid vessels in TCAT 2.0.
- Added some missing Feudal States images.
- Added image for Cobra Mk IX.
- Added image for Sidewinder NG.
- Max normal speed now always shown correctly on speed dial.
- Performance improvements.
- Added image for Sidewinder NG
- Added more Thargoid/Tharglet images, and improved identification for various Thargoid Warships and Robot Fighters.
- Added/tweaked images for Thargoid vessels in TCAT 2.0.
- Added some missing Feudal States images.
- Added image for Cobra Mk IX.
- Added image for Sidewinder NG.
- Max normal speed now always shown correctly on speed dial.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5025
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Vimana-X HUD
Version 1.21 should be in the manager shortly.
In this version:
- Added rgba_background to message_gui element.
- Added individual images for all asteroids, boulders, fragments and splinters. Hopefully, I've found all the possible asteroid/boulder/splinter models scatter throughout all our OXP's, but if you find one I've missed, just let me know.
- Split off the ship images into a separate OXP (Wireframe Ship Images) to make it easier for other OXP authors to leverage the images, and so this OXP doesn't need to be updated as much.
- Re-enabled ship scan and shield graphics (forgot to turn them on again after testing!)
In this version:
- Added rgba_background to message_gui element.
- Added individual images for all asteroids, boulders, fragments and splinters. Hopefully, I've found all the possible asteroid/boulder/splinter models scatter throughout all our OXP's, but if you find one I've missed, just let me know.
- Split off the ship images into a separate OXP (Wireframe Ship Images) to make it easier for other OXP authors to leverage the images, and so this OXP doesn't need to be updated as much.
- Re-enabled ship scan and shield graphics (forgot to turn them on again after testing!)
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5025
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Vimana-X HUD
A small tweak this time: when ships have been given a unique name, the name will be place directly below the ship class name on the target info panel, so it should be readable, rather than getting cut off when included on the line above.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5025
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Vimana-X HUD
One thing that I find annoying with this HUD is that there is no way to switch from showing info about your current target to showing your travel info for your current plot. You have to wait until the target goes out of range (or you shot him because you couldn't wait).
I'm playing around with a small change and just wanted feedback from anyone who might use this HUD.
So, the change is, whenever you switch between "ident" mode (ie. press "R") to "missile target" mode (ie press "T") , it will clear your current target. That instantly brings up your travel info. It's a fairly simple change, but I'm not sure if it would put people off, having your target cleared each time you change modes.
Anyway, nothing is set in stone, but post your comments, if you have one!
I'm playing around with a small change and just wanted feedback from anyone who might use this HUD.
So, the change is, whenever you switch between "ident" mode (ie. press "R") to "missile target" mode (ie press "T") , it will clear your current target. That instantly brings up your travel info. It's a fairly simple change, but I'm not sure if it would put people off, having your target cleared each time you change modes.
Anyway, nothing is set in stone, but post your comments, if you have one!
- Cholmondely
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Re: (Release) Vimana-X HUD
No problems with it. Being "stuck in target" used to be an issue, but no longer. Maybe the situations where it was an issue are no longer recurring?
What is an issue is the incoming Missile warning. That too gets stuck (until I dock). I just got peppered by some pirates at G7 Orraes (just up from Quandixe) and one of then fired a missile at me. After being ECM'd, the now redundant warning was still there, staring me in the face, blocking my viewscreen. Benedict swore at it in Swahili, but nothing doing...
What is an issue is the incoming Missile warning. That too gets stuck (until I dock). I just got peppered by some pirates at G7 Orraes (just up from Quandixe) and one of then fired a missile at me. After being ECM'd, the now redundant warning was still there, staring me in the face, blocking my viewscreen. Benedict swore at it in Swahili, but nothing doing...
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?