Author Topic: Stellar Assault Cockpits  (Read 8554 times)

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Offline z64555

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Re: Stellar Assault Cockpits
A logarithmic scale is typically used for signal analysis, as it allows "scrunching" of a wide range of values into a compact form



Graphically, the width of the quads go smaller as the scale value is increasing.

For thruster or energy readings in sci-fi applications, linear bars (bars that are symmetrical) could be replaced by log or inverse-log (left/right mirror of log) bars.
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Offline Droid803

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Re: Stellar Assault Cockpits
Throttle and weapon energy bars too friggin huge IMO.
(´・ω・`)
=============================================================

 

Offline Quanto

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Re: Stellar Assault Cockpits
Well, here is the new HUD as it would look on a high-resolution monitor (which most people use these days).

16:10 Aspect @ 1680 x 1050
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Offline The E

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Re: Stellar Assault Cockpits
Now that is looking cool.
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Offline Dragon

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Re: Stellar Assault Cockpits
Design your weapon gauge with 3+4 (3 gun banks, 4 missile banks) weapon layout in mind.
And wings may not be able to line up like that.
You'll have to script numeric shield indicator.
I don't see CM indicator, lock-on, fired upon, message list and lag gauges.

 

Offline Quanto

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Re: Stellar Assault Cockpits
1. Noted
2. Noted
3. I may decide not to show a numeric value for the shields.
4. There are no counter-measures, lock-on is done through a squak-box, I'll have to do a message list, and the lag gauge can be left default.
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Offline The E

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Re: Stellar Assault Cockpits
Regarding the numeric shield strength display, that can be done easily in scripting.
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Offline Quanto

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Re: Stellar Assault Cockpits
Regarding the numeric shield strength display, that can be done easily in scripting.
Give me a scripter and it will be a non-issue.
But since NO ONE in SAFSO is knowledgeable in scripting...
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Offline The E

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Re: Stellar Assault Cockpits
Seriously, it's not hard. Get a tutorial on the lua language, and hang around in #hard-light or #scp for pointers on where to start.

...

Note that I make no guarantees about this, as it was written in 10 minutes, and without testing.
Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY

$On HUD Draw:
[
shieldstrength = {}
shieldstrength.plr = hv.Player
if shieldstrength.plr:isValid() then
shieldstrength.plrship = mn.getObjectFromSignature(shieldstrength.plr:getSignature())
end

if shieldstrength.plrship:isValid() then
local shieldstrength = (shieldstrength.plrship.Shields.CombinedLeft / shieldstrength.plrship.Shields.CombinedMax)
gr.setColor(255, 255, 255)
local message = shieldstrength .. "%"
gr.drawString(message, 100, 100)
end
]

It really is not that hard to pick up.
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Offline Dragon

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Re: Stellar Assault Cockpits
4. There are no counter-measures, lock-on is done through a squak-box, I'll have to do a message list, and the lag gauge can be left default.
By lock-on and fired upon gauges, I meant flashing indicators which start blinking when an enemy fighter is locking onto you or firing it's weapons at you.
CM display may be nessesary to maintain compatiblity, but I'm not sure about it.

 

Offline The E

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Re: Stellar Assault Cockpits
With the new HUD code, you can leave out any hud gauge you don't need or want to define.
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Offline Dragon

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Re: Stellar Assault Cockpits
Then OK, but I think that having a CM gauge fitting this HUD could be usefull in case somebody wanted to make a SAFSO mod that uses CMs, or use it's HUD somewhere else.
It'd just be disabled by default.

 

Offline Quanto

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Re: Stellar Assault Cockpits
Having CMs would break the gameplay we've established.
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Offline Swifty

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Re: Stellar Assault Cockpits
Hi. I'm the guy that rewrote most of the HUD rendering code. Be aware that metered bar gauges can only clip vertically. It won't take much to get bar gauges to clip horizontally but arbitrary direction clipping (As represented by your afterburner and weapon energy readouts) might be a real doozy.

I'll look into arbitrary bar gauge clipping for your guys' sake but I can't promise anything.

 

Offline Dragon

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Re: Stellar Assault Cockpits
I actually see an easy fix for that, though it may not look good.
Just make the stripes horizontal and make the bars deplete vertically.

 

Offline Quanto

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Re: Stellar Assault Cockpits
Hi. I'm the guy that rewrote most of the HUD rendering code. Be aware that metered bar gauges can only clip vertically. It won't take much to get bar gauges to clip horizontally but arbitrary direction clipping (As represented by your afterburner and weapon energy readouts) might be a real doozy.

I'll look into arbitrary bar gauge clipping for your guys' sake but I can't promise anything.
Please Do!
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")