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How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 2:10 pm
by Lone_Wolf
I have 4 primable devices installed. two do show a message on screen when primed with shift+n , the other 2 don't .

The auxiliary fuel tank from [EliteWiki] ExtraFuelTanks and turret toggler [EliteWiki] Turret Toggler are the problem ones.


Is there a way to verify which device is primed during flight ?
Note: my current hud doesn't support MFDs.

Re: How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 2:52 pm
by Cholmondely
Lone_Wolf wrote: Mon Aug 04, 2025 2:10 pm
I have 4 primable devices installed. two do show a message on screen when primed with shift+n , the other 2 don't .

The auxiliary fuel tank from [EliteWiki] ExtraFuelTanks and turret toggler [EliteWiki] Turret Toggler are the problem ones.


Is there a way to verify which device is primed during flight ?
Note: my current hud doesn't support MFDs.
Several HUDs just print this on the screen: try [EliteWiki] Vimana-X HUD (javascript?) & [EliteWiki] CB-HUD Mark III (HUD.plist)

Re: How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 4:15 pm
by Wildeblood
Lone_Wolf wrote: Mon Aug 04, 2025 2:10 pm
Is there a way to verify which device is primed during flight ?
Note: my current hud doesn't support MFDs.
It's now a HUD dial, copy/paste the dial from the standard HUD file to whatever you're using.

Re: How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 4:34 pm
by Cholmondely
Here's the code from the CB-HUD Mk III's HUD.plist (the entire HUD is in OpenStep apart from the HUDSelector linkage):

Code: Select all

//----------------------------------------------------------
//      P R I M E D   E Q U I P M E N T   I N D I C A T O R
//----------------------------------------------------------
        
        {//P R I M E D   E Q U I P M E N T   I N D I C A T O R  C A R O U S E L
            selector = "drawPrimedEquipment:";
            n_bars = 3;
            height = 11.0;
            width = 10.0;
            x = 158.0;
            y = -163.0;
            x_origin = 0;
            y_origin = 0;
            align = 0;
            color = (1.0, 0.0, 0.0, 1.0);
            alpha = 0.8;
            alert_conditions= 14; //do not show in the dock
            viewscreen_only = 1;
        },
        {//P R I M E D  E Q U I P M E N T  I N D I C A T O R  C A R O U S E L  S U R R O U N D
            selector = "drawSurround:"; height = 8.0; width = 98.0; x = 208.0; y = -167;
            x_origin = 0; y_origin = 0; color = (0.0, 0.8, 0.0, 1.0); alpha = 0.8;
            alert_conditions = 14; viewscreen_only = 1; //not shown in dock and noviewscreens
        },
        {//P R I M E D  E Q U I P M E N T  I N D I C A T O R  C A R O U S E L  S U R R O U N D
            selector = "drawSurround:"; height = 7.0; width = 99.0; x = 208.0; y = -167;
            x_origin = 0; y_origin = 0; color = (0.0, 0.8, 0.0, 1.0); alpha = 0.8;
            alert_conditions = 14; viewscreen_only = 1; //not shown in dock and noviewscreens
        },


It looks like this (in green, on the right-hand side: "Waypoint Here" selected):


Image

Re: How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 9:47 pm
by Lone_Wolf
Adding (or replacing) a dial with selector=drawPrimedEquipment: does seem to be a good improvement.

I've done some more checking and found using shift+n does print a message (right of centre of screen) but not always .

After viewing contracts on galcop bulletin board (F4) messages after launch including shift+n messages are printed on the bottom left of the hud instead.

Removing the "Contracts on Bulletin Board" expansion 1.12 does solve the issue.

Re: How to check which device is primed inflight ?

Posted: Mon Aug 04, 2025 9:57 pm
by phkb
Lone_Wolf wrote: Mon Aug 04, 2025 9:47 pm
After viewing contracts on galcop bulletin board (F4) messages after launch including shift+n messages are printed on the bottom left of the hud instead.

Removing the "Contracts on Bulletin Board" expansion 1.12 does solve the issue.
Although Contracts on BB doesn't do anything to the HUD - it doesn't have a custom HUD, and doesn't turn the HUD on or off. The Bulletin Board itself has a custom HUD it uses when the current player HUD doesn't support a big GUI, but all Contracts on BB does is move contracts onto the BB.

I'll have a look at the BB and see if I can make it *not* restore the player HUD correctly.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 9:36 am
by Lone_Wolf
I may have been to direct / not clear enough in previous posts in this and the bulletin board systems thread.

I wanted to share an observation about oolite 1.91.0.7687 , revision 8ce1b1a0f on my archlinux system.

The observation is :
Accessing default F4 cargo contracts screen and leaving it has no effect on my MilHUD 4 .

When Contracts on BB is installed, accessing the combined contracts screen and leaving it does affect my hud.
This suggests there is a discrepancy between the behaviour of default F4 contract screen and the bullewtin board system combined screen.

At this point in time there are way to many variables to determine what causes this.

Thank you for looking into this, phkb.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 9:52 am
by phkb
Are you using HUD selector, or do you just have Milhud4000 installed?

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 10:24 am
by Lone_Wolf
HUD selector is not present. My HUD is a tweaked version of MilHUD 4, I uploaded it to https://app.box.com/s/t5s01wmg7kbbjn5h508vmskr9lqp87fw .

Below is my latest.log with all expansions listed.

Code: Select all

Opening log for Oolite version 1.91 (x86-64 test release) under Linux 6.15.9-arch1-1 at 2025-08-05 12:16:01 +0200.
AMD Ryzen Threadripper 1920X 12-Core Processor  24 processors detected. System RAM: 15862 MB (free: 12119 MB).
Build options: OpenAL, GLSL shaders, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

12:16:01.271 [process.args]: Startup command: /usr/share/oolite-git/oolite 
12:16:01.604 [display.initGL]: V-Sync requested.
12:16:01.605 [display.mode.list.native]: X11 native resolution detected: 2560 x 1440
12:16:01.605 [display.initGL]: Trying 8-bpcc, 24-bit depth buffer
12:16:01.730 [gamma.set.failed]: ----- WARNING: Could not set gamma: That operation is not supported
12:16:01.730 [display.initGL]: Achieved color / depth buffer sizes (bits):
12:16:01.730 [display.initGL]: Red: 8
12:16:01.730 [display.initGL]: Green: 8
12:16:01.730 [display.initGL]: Blue: 8
12:16:01.730 [display.initGL]: Alpha: 8
12:16:01.730 [display.initGL]: Depth Buffer: 24
12:16:01.778 [joystick.init]: Number of joysticks detected: 1
12:16:01.780 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6 (Compatibility Profile) Mesa 25.3.0-devel (git-4c7254d105)"). Vendor: "AMD". Renderer: "AMD Radeon RX 580 Series (radeonsi, polaris10, ACO, DRM 3.63, 6.15.9-arch1-1)".
12:16:01.780 [rendering.opengl.extensions]: OpenGL extensions (317):
GL_ARB_shader_objects, GL_ARB_shading_language_include, GL_EXT_draw_buffers2, GL_AMD_conservative_depth, GL_NVX_gpu_memory_info, GL_ARB_fragment_program, GL_ARB_polygon_offset_clamp, GL_EXT_texture_snorm, GL_ARB_texture_gather, GL_ARB_texture_filter_anisotropic, GL_NV_shader_atomic_int64, GL_ARB_multi_bind, GL_ARB_texture_rectangle, GL_ARB_shader_viewport_layer_array, GL_EXT_texture_mirror_clamp, GL_ARB_texture_rgb10_a2ui, GL_ARB_seamless_cube_map, GL_ARB_multitexture, GL_ARB_vertex_buffer_object, GL_EXT_shader_clock, GL_ARB_texture_barrier, GL_IBM_texture_mirrored_repeat, GL_ARB_texture_cube_map_array, GL_EXT_texture_cube_map, GL_SUN_multi_draw_arrays, GL_ARB_enhanced_layouts, GL_EXT_texture, GL_ARB_shader_image_load_store, GL_ATI_texture_env_combine3, GL_EXT_framebuffer_blit, GL_ARB_texture_multisample, GL_MESA_texture_signed_rgba, GL_ARB_fragment_shader, GL_ARB_shader_precision, GL_EXT_texture_compression_rgtc, GL_EXT_blend_subtract, GL_AMD_vertex_shader_viewport_index, GL_AMD_draw_buffers_blend, GL_EXT_texture3D, GL_AMD_texture_texture4, GL_ARB_ES2_compatibility, GL_ARB_texture_float, GL_SGIS_texture_border_clamp, GL_ARB_draw_instanced, GL_EXT_texture_rectangle, GL_ARB_texture_buffer_object_rgb32, GL_EXT_packed_depth_stencil, GL_IBM_multimode_draw_arrays, GL_APPLE_packed_pixels, GL_NV_texgen_reflection, GL_ARB_depth_clamp, GL_NV_primitive_restart, GL_ARB_shading_language_packing, GL_AMD_multi_draw_indirect, GL_INTEL_blackhole_render, GL_ARB_texture_stencil8, GL_ARB_texture_filter_minmax, GL_ARB_explicit_uniform_location, GL_EXT_texture_edge_clamp, GL_KHR_context_flush_control, GL_ARB_occlusion_query2, GL_NV_conditional_render, GL_INGR_blend_func_separate, GL_ARB_vertex_type_10f_11f_11f_rev, GL_KHR_shader_subgroup, GL_AMD_query_buffer_object, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_texture_sRGB_R8, GL_ARB_texture_query_levels, GL_ARB_shader_clock, GL_KHR_debug, GL_EXT_polygon_offset_clamp, GL_NV_vdpau_interop, GL_ARB_debug_output, GL_ARB_sample_shading, GL_ARB_vertex_attrib_binding, GL_EXT_provoking_vertex, GL_EXT_blend_minmax, GL_EXT_blend_equation_separate, GL_EXT_shadow_funcs, GL_ARB_draw_buffers, GL_ARB_robust_buffer_access_behavior, GL_ARB_uniform_buffer_object, GL_ATI_texture_mirror_once, GL_KHR_blend_equation_advanced, GL_ARB_shading_language_100, GL_ARB_seamless_cubemap_per_texture, GL_ARB_pixel_buffer_object, GL_ARB_direct_state_access, GL_SGIS_generate_mipmap, GL_ARB_vertex_array_bgra, GL_ARB_ES3_compatibility, GL_ATI_separate_stencil, GL_EXT_shader_samples_identical, GL_EXT_blend_color, GL_ARB_stencil_texturing, GL_ARB_parallel_shader_compile, GL_ARB_multisample, GL_ARB_compute_shader, GL_EXT_texture_sRGB, GL_EXT_memory_object_fd, GL_EXT_window_rectangles, GL_ARB_transform_feedback2, GL_ATI_blend_equation_separate, GL_ARB_texture_compression_bptc, GL_ARB_texture_border_clamp, GL_ARB_shader_ballot, GL_ARB_shader_draw_parameters, GL_NV_texture_env_combine4, GL_AMD_vertex_shader_layer, GL_ARB_copy_image, GL_EXT_blend_func_separate, GL_ARB_vertex_attrib_64bit, GL_ARB_multi_draw_indirect, GL_ARB_depth_buffer_float, GL_ARB_sampler_objects, GL_ARB_texture_buffer_object, GL_NV_copy_image, GL_ARB_conditional_render_inverted, GL_ARB_blend_func_extended, GL_EXT_EGL_image_storage_compression, GL_EXT_shader_image_load_formatted, GL_ARB_timer_query, GL_EXT_copy_texture, GL_EXT_gpu_shader4, GL_EXT_vertex_array_bgra, GL_AMD_shader_stencil_export, GL_EXT_texture_swizzle, GL_ARB_query_buffer_object, GL_ARB_arrays_of_arrays, GL_ARB_texture_env_combine, GL_ARB_transpose_matrix, GL_EXT_bgra, GL_EXT_depth_bounds_test, GL_EXT_fog_coord, GL_ARB_transform_feedback3, GL_EXT_framebuffer_multisample, GL_ARB_base_instance, GL_ARB_ES3_1_compatibility, GL_ARB_transform_feedback_instanced, GL_ARB_vertex_program, GL_ATI_draw_buffers, GL_EXT_texture_filter_minmax, GL_ARB_invalidate_subdata, GL_KHR_parallel_shader_compile, GL_EXT_texture_storage, GL_EXT_shader_integer_mix, GL_ARB_sync, GL_ATI_texture_compression_3dc, GL_ARB_program_interface_query, GL_OES_read_format, GL_EXT_compiled_vertex_array, GL_ARB_shader_storage_buffer_
object, GL_ARB_get_texture_sub_image, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_indirect_parameters, GL_ARB_texture_buffer_range, GL_EXT_secondary_color, GL_ARB_texture_storage, GL_OES_EGL_image, GL_NV_packed_depth_stencil, GL_ARB_shader_atomic_counter_ops, GL_KHR_no_error, GL_ARB_clear_buffer_object, GL_ARB_shader_texture_lod, GL_KHR_texture_compression_astc_sliced_3d, GL_EXT_packed_float, GL_NV_ES1_1_compatibility, GL_NV_fog_distance, GL_EXT_texture_object, GL_EXT_texture_integer, GL_EXT_multi_draw_arrays, GL_ARB_spirv_extensions, GL_ARB_half_float_vertex, GL_EXT_gpu_program_parameters, GL_NV_blend_square, GL_ARB_texture_env_dot3, GL_EXT_texture_shared_exponent, GL_ARB_framebuffer_no_attachments, GL_EXT_packed_pixels, GL_ARB_ES3_2_compatibility, GL_EXT_debug_label, GL_EXT_texture_lod_bias, GL_ARB_window_pos, GL_NV_copy_depth_to_color, GL_ARB_buffer_storage, GL_ARB_occlusion_query, GL_ARB_draw_elements_base_vertex, GL_ARB_gpu_shader_fp64, GL_ARB_texture_non_power_of_two, GL_EXT_draw_range_elements, GL_EXT_texture_buffer_object, GL_NV_half_float, GL_EXT_texture_env_dot3, GL_EXT_texture_compression_dxt1, GL_NV_light_max_exponent, GL_ARB_derivative_control, GL_AMD_framebuffer_multisample_advanced, GL_NV_texture_barrier, GL_ARB_texture_mirrored_repeat, GL_ARB_vertex_array_object, GL_EXT_semaphore_fd, GL_AMD_depth_clamp_separate, GL_EXT_vertex_array, GL_ARB_fragment_program_shadow, GL_KHR_robust_buffer_access_behavior, GL_EXT_pixel_buffer_object, GL_SGIS_texture_edge_clamp, GL_EXT_direct_state_access, GL_ARB_texture_cube_map, GL_AMD_shader_trinary_minmax, GL_ARB_map_buffer_range, GL_ARB_gpu_shader5, GL_EXT_texture_compression_latc, GL_ARB_texture_storage_multisample, GL_ARB_fragment_layer_viewport, GL_ARB_tessellation_shader, GL_ARB_point_parameters, GL_ARB_shader_subroutine, GL_MESA_texture_const_bandwidth, GL_MESA_framebuffer_flip_y, GL_EXT_texture_shadow_lod, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_conservative_depth, GL_NV_compute_shader_derivatives, GL_EXT_vertex_attrib_64bit, GL_EXT_texture_env_add, GL_ARB_framebuffer_sRGB, GL_EXT_draw_instanced, GL_EXT_separate_specular_color, GL_MESA_shader_integer_functions, GL_ARB_shader_stencil_export, GL_ARB_pipeline_statistics_query, GL_ARB_shader_bit_encoding, GL_NV_texture_rectangle, GL_EXT_point_parameters, GL_EXT_texture_sRGB_decode, GL_MESA_pack_invert, GL_EXT_texture_env_combine, GL_ARB_texture_compression, GL_ANGLE_texture_compression_dxt3, GL_S3_s3tc, GL_EXT_EGL_sync, GL_ARB_texture_env_add, GL_EXT_framebuffer_sRGB, GL_EXT_timer_query, GL_EXT_framebuffer_object, GL_ARB_transform_feedback_overflow_query, GL_EXT_stencil_two_side, GL_ARB_clip_control, GL_NV_depth_clamp, GL_ARB_gpu_shader_int64, GL_ARB_draw_buffers_blend, GL_AMD_pinned_memory, GL_ARB_compressed_texture_pixel_storage, GL_EXT_stencil_wrap, GL_ATI_meminfo, GL_ARB_texture_query_lod, GL_ATI_texture_float, GL_ARB_compatibility, GL_ARB_shader_texture_image_samples, GL_ARB_texture_swizzle, GL_ARB_internalformat_query2, GL_ARB_provoking_vertex, GL_EXT_texture_array, GL_NV_alpha_to_coverage_dither_control, GL_ARB_get_program_binary, GL_ARB_shadow, GL_EXT_memory_object, GL_ARB_texture_env_crossbar, GL_ARB_texture_view, GL_KHR_texture_compression_astc_ldr, GL_EXT_rescale_normal, GL_ARB_shading_language_420pack, GL_AMD_seamless_cubemap_per_texture, GL_ATI_fragment_shader, GL_EXT_texture_compression_s3tc, GL_ARB_separate_shader_objects, GL_ARB_texture_compression_rgtc, GL_EXT_subtexture, GL_IBM_rasterpos_clip, GL_ARB_gl_spirv, GL_ARB_depth_texture, GL_ARB_explicit_attrib_location, GL_EXT_texture_filter_anisotropic, GL_ARB_compute_variable_group_size, GL_ARB_shader_image_size, GL_ARB_robustness, GL_ARB_draw_indirect, GL_ARB_copy_buffer, GL_EXT_semaphore, GL_ARB_color_buffer_float, GL_ARB_viewport_array, GL_MESA_window_pos, GL_ARB_half_float_pixel, GL_ANGLE_texture_compression_dxt5, GL_EXT_shader_image_load_store, GL_ARB_shader_group_vote, GL_ARB_shader_atomic_counters, GL_SGIS_texture_lod, GL_ARB_cull_distance, GL_EXT_demote_to_helper_invocation, GL_ARB_clear_texture, GL_ARB_map_buffer_alignment, GL_EXT_transform_
feedback, GL_ARB_internalformat_query, GL_ARB_texture_rg, GL_ARB_point_sprite, GL_EXT_EGL_image_storage, GL_ARB_fragment_coord_conventions, GL_KHR_robustness, GL_ARB_framebuffer_object, GL_ARB_vertex_shader, GL_ARB_instanced_arrays, GL_AMD_performance_monitor, GL_ARB_bindless_texture, GL_EXT_abgr
12:16:01.822 [rendering.opengl.shader.support]: Shaders are supported.
12:16:01.952 [searchPaths.dumpAll]: Resource paths: 
    /usr/share/oolite-git/Resources
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
    ~/.Oolite/AddOns
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.comms-pack-a.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.capt_murphy.Illegal_Goods_Tweak.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Arquebus.ContextualJukebox.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/cim.gsagostinho.systemfeatures.rings.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.FeudalPlanetFall.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/PlanetFall2_ResourcesA.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Norby.ReverseControl.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.BGS.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.GNN.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.EscapePodLocator.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.aegidian.LongWayRound.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.TAP.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.UK_Eliter.Ferdelance_3G.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.BulletinBoardSystem.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.EricWalch.UPSCourier.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.MarketScriptInterface.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.EscapePodTweaks.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.random_hits.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/Staer9_shipset_1.4.1.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.ExternalDockSystem.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Commander_McLane.Randomshipnames.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Lone_Wolf.ShieldCyclerNext.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Svengali.Library.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Rxke.BlackBaron.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.smivs.Delightful Docking.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Lone_Wolf.NavalGridNext.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Thargoid.RepairBots.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.CaptMurphy.PoliceIFFScanner.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/PlanetFall2.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.smivs.ExtraFuelTanks.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/PlanetFall2_ResourcesB.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.MaintenanceTuneUp.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.CommonSenseOTB.ShieldEqualizer+Capacitors.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/Sb-faves_1.1.3.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Switeck.Auto-ECM.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.PlanetForestsAndOceans.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.LoadoutByCategory.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.LittleBear.AsteroidStorm.oxz
    ~/.Oolite/AddOns/missile_spoof 1.04.oxp
    ~/.Oolite/AddOns/MilHUD-v4.0.1.oxp
    ~/.Oolite/AddOns/feudalstates.oxp
    ~/.Oolite/AddOns/Turret Toggler 1.2.oxp
12:16:01.984 [MSAA.setup]: Multisample anti-aliasing not requested.
12:16:02.018 [shipData.load.begin]: Loading ship data.
12:16:02.336 [script.javascript.init]: JavaScript reset successful.
12:16:02.533 [display.initGL]: Requested a new surface of 2560 x 1440, fullscreen.
12:16:02.637 [display.initGL]: Created a new surface of 2560 x 1440, fullscreen.
12:16:02.647 [startup.complete]: ========== Loading complete in 1.40 seconds. ==========
12:16:14.290 [exit.context]: Exiting: Exit Game selected on start screen.
12:16:14.354 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2025-08-05 12:16:14 +0200.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 10:30 am
by Wildeblood
It's less about what is present, than what is not. Does your HUD (in every file) have definitions for positioning commslog, console messages, MFDs. If not they'll be left wherever the previous HUD positioned them.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 11:33 am
by Lone_Wolf
MFDs : none defined (I think they didn't exist when the hud was designed)

comm_log_gui & message_gui are defined in hud.plist, but not in milhudblank.plist, milhudcrit.plist, milhudgreen.plist, milhudred.plist and milhudyellow.plist .

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 11:49 am
by phkb
Lone_Wolf wrote: Tue Aug 05, 2025 11:33 am
comm_log_gui & message_gui are defined in hud.plist, but not in milhudblank.plist, milhudcrit.plist, milhudgreen.plist, milhudred.plist and milhudyellow.plist .
And that's why there's an issue.

I've just released v2.8 of the BB System, which you can download here if you like: BulletinBoardSystem_2.8.oxz (although it will be in the manager shortly) and let me know if that fixes the issue for you.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 9:25 pm
by Lone_Wolf
Downloaded and installed.
Accessing & leaving combined contract screen using menu options doesn't affect comm log & messages anymore.

When hitting F1 from combined contracts screen, comm log & messages are still messed up on launch .
This is clearly an edge case that doesn't happen often.

Re: How to check which device is primed inflight ?

Posted: Tue Aug 05, 2025 10:03 pm
by phkb
OK, v2.9 should fix that. Should be in the manager shortly.