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MilHUD v3 final

Posted: Wed Aug 05, 2009 9:35 pm
by Cmdr Wyvern
MilHUD v3
By: Wyvern
===========

The purpose behind MilHUD is, and has always been, to maximize the functionality of Oolite's visual
interface. The eyecandy gets kept to a minimum, but if I went for eyecandy, at some point functionality
starts to be lost. So I stuck to the KISS rule and made a HUD that's all business.
This is the Military Specification HUD. MilHUD, for short. This version uses features introduced with
Oolite 1.73, but should be backwards compatible with 1.72.

Features:
- Target sensetivity built-in as default. That's the litle feature that makes the STE box turn red when
on target.
- Clustered compass and three-axis turn co-ordinator. Yaw indicator above the compass, roll below, pitch
to the side.
- Cloak sensetive status light. Status light takes on an odd, subtle glow when the cloak is running.
- "Smoked Glass" underlays for radar, compass, and dials. Improves their visability dramatically.
- NEW: Customizable sniping pipper. Comprised of four graphic elements - a cross, a peepsighting box,
a boresighting dot, and a subtle contrast booster. Lasers overheat. Military lasers overheat fast.
And the standard sight is poorly designed. Fire that misses can be costly to you.
Combat has a simple formula: Be lethal or be dead!
This sniping pipper is designed to let you get the most out of your weapons by helping to improve your
fire accuracy. Each element can be tweaked or disabled to your liking in the plist.

MilHUD v3 on a Neolite Cobra 3. The light grey bar at the bottom is the Cobby's nose section and not part of the HUD.
Image

Get it here.

Posted: Fri Aug 07, 2009 4:44 pm
by Cmdr Wyvern
*bump*

Posted: Fri Aug 07, 2009 5:25 pm
by Cmd. Cheyd
Looks nice, boss. I'm going to have to give it a try.. I'm still using the default.

Posted: Fri Aug 07, 2009 10:34 pm
by Jagen Ordo
Finally, a HUD that helps me finding the target!

Re: MilHUD v3 final

Posted: Sun Aug 09, 2009 12:35 pm
by Simon B
Cmdr Wyvern wrote:
MilHUD v3 on a Neolite Cobra 3. The light grey bar at the bottom is the Cobby's nose section and not part of the HUD.
Which I have finally been pursuaded to nix. Move the cobbie fwd viewpoint forward by a couple of meters.

I don't know the fight controls for yaw - but this plist should make a good template. Basis for military craft in upcoming neolite-navy.

I'd want a bigger patch of dark for the iff, since ship-dots can leave the oval section top and bottom. But I like what you've done with the energy bars.

I am curious about the target reticule - won't the green one in oolite look odd over your red or did I miss something?

Re: MilHUD v3 final

Posted: Sun Aug 09, 2009 2:44 pm
by Cmdr Wyvern
Simon B wrote:
I don't know the fight controls for yaw - but this plist should make a good template. Basis for military craft in upcoming neolite-navy.
I use an x52 joystick, and set up axis to be Y = pitch, X = Yaw, and Twist = Roll, and can pull some amazing break maneuvers with that.
I think on the keyboard, Yaw is the "<" and ">" keys.
I'd want a bigger patch of dark for the iff, since ship-dots can leave the oval section top and bottom. But I like what you've done with the energy bars.
The size of the underlay for the radar hasn't caused a problem for me so far. I've had no trouble seeing blips on it.
I am curious about the target reticule - won't the green one in oolite look odd over your red or did I miss something?
You missed something.
A new HUD feature in trunk is the ability to change the color of the native laser sights. I used red as it's turned out to be the most visible HUD color.
Your mileage may vary, of course.

On the record, the four elements of MilHUD's sniper sight can be tweaked individually via their <alpha> keys.
Off the record, mine is tweaked with the cross element turned off (alpha of 0.0), leaving the box and dot visible in the center of Oolite's native sight.

Posted: Wed Aug 26, 2009 9:25 pm
by zevans
I added an entry to the master OXP list on the Wiki, hope you don't mind. Would you mind if I also added a page summarising the discussion on this thread? Just for the publicity... your name in lights!

We haven't fixed the image problem on the Wiki yet have we? So can't include a screenshot...

I assume this is some relation to MilSpec v2... is it a very distant relation, was that also yours, etc...

Posted: Thu Aug 27, 2009 12:08 am
by Cmdr Wyvern
zevans wrote:
I added an entry to the master OXP list on the Wiki, hope you don't mind. Would you mind if I also added a page summarising the discussion on this thread? Just for the publicity... your name in lights!
Awesome. :) Go ahead with that summary if you wish, I don't mind.
We haven't fixed the image problem on the Wiki yet have we? So can't include a screenshot...
It's still borked? That's a surprise to me. I thought Winston fixed it not too long ago.
I assume this is some relation to MilSpec v2... is it a very distant relation, was that also yours, etc...
You assume correctly. It is, indeed, a major update to use features in trunk and 1.73 - and as far as I'm aware, the first HUD to use 1.73 features.

The ability to use multiple, separate image elements that can be individually tweaked is certainly a plus.


While you're at it, the Kirin class of ships can use a wiki entry.

Posted: Thu Aug 27, 2009 2:35 am
by zevans
Awesome. :) Go ahead with that summary if you wish, I don't mind.
Done. I learned a lot about wikis since that's the first time I've done a page from scratch. I made some word salad from your original words! Please have a look at the Wiki.

I also added a category and a template for HUD OXPs.
It's still borked? That's a surprise to me. I thought Winston fixed it not too long ago.
I'll have another look then. If it is fixed can I suggest we downsample all the screenshots down to 640x480, since the page is a bit of a monster now?
While you're at it, the Kirin class of ships can use a wiki entry.
I noticed that :-)

Posted: Thu Aug 27, 2009 4:13 am
by Cmdr Wyvern
zevans wrote:
I'll have another look then. If it is fixed can I suggest we downsample all the screenshots down to 640x480, since the page is a bit of a monster now?
Ok, sounds like a plan. The screenshot is a massive 1024x768 png, so it should shrink without looking too bad.

Posted: Thu Aug 27, 2009 9:20 am
by Svengali
zevans wrote:
It's still borked? That's a surprise to me. I thought Winston fixed it not too long ago.
I'll have another look then. If it is fixed can I suggest we downsample all the screenshots down to 640x480, since the page is a bit of a monster now?
Uploading works again, but pics are often not taken by the WIKI converter. I've tried to update a few files and it's currently not working well. pmed Winston, but the message hasn't left my Outbox for some days now.