cool radar, I'm getting it if that's ok with you.
An old fork of the SCP codebase, Imperial Alliance, once had a split radar just like like this, except it was symettrical, and they had moved it to the upper left and right corners of the screen, similar to the X-wing games. Is this dynamic enough that with the right HUD config and bitmap files, that effect could still be achieved?
#Gauge Config
$Base: (1024, 768)
$Gauges:
+Radar:
Position: (411, 560)
Axes: (193, 193)
Origin: (100.0, 100.0)
Filename: 2_radar2
Crosshair Filename: 2_target1
Angle: 270
Rear: false
+Radar:
Position: (411, 560)
Axes: (64, 64)
Origin: (215.4, 36.033)
Filename: 2_radar2
Crosshair Filename: 2_target1
Rear: true
Angle: 90
$End Gauges
#End
or#Gauge Config
$Base: (1024, 768)
$Gauges:
+Radar:
Position: (411, 590)
Axes: (187, 155)
Origin: (104.0, 85.0)
Filename: 2_radar1
Angle: 180
+Radar:
Position: (10, 10)
Axes: (187, 155)
Origin: (104.0, 85.0)
Filename: 2_radar1
Rear: true
Angle: 180
$End Gauges
#End
for this one: Do you know if you can add an option that makes the forward radar an N-gon instead of an ellipse? I know of at least 2 projects that have octogonal radar (FringeSpace and maybe Diaspora)
I have an idea of how to do it, but haven't gotten around to playing with the code. :(
Do you know if you can add an option that makes the forward radar an N-gon instead of an ellipse? I know of at least 2 projects that have octogonal radar (FringeSpace and maybe Diaspora)
I have an idea of how to do it, but haven't gotten around to playing with the code. :(
How would it work? Are the corners cut off or is the circle projected onto the n-gon, so that the distance to blip to real turning distance wouldn't be equal always?
You made a good point, sorry about forgetting the other hud style.
It's just the Bora. :pYou made a good point, sorry about forgetting the other hud style.
It happens :P
It's just the Bora. :pYou made a good point, sorry about forgetting the other hud style.
It happens :P
GalSpan all the way. ;7
I was originally just thinking of constraining them to fit inside the n-gon, but they would still be projected to an ellipse. JGZ's picture shows the hud gauges used for a majority of the craft in FringeSpace, but one faction has an octagon instead of an ellipse.
All of the faction's radars have 359 degree forward viewing cone... if that makes any sense. The inside ellipse there marks where the target "should" be on the player's screen, but that will be probably done using some texture magic. Edit: Now that I think of it, the actual radar itself may be a 180 degree viewing cone, but everything beyond 180 is constrained to the edges of its nearest projection. I'm just not sure... this is a weird radar to say the least, Lol.
No welcome beam? Ah well, welcome to HLP, Angs! Is your name related to angstroms, by any chance?
Good work on the radar, I'll actually try this out. For whatever reason, I prefer the 2D radars.
angs' radar seems to be a hybrid of fisheye and hemispherical. instead of two 180 degree or one 360 degree projection, it seems like a 270 and a 90 for the rear, and so has all the benefits of both.
What about putting the rear inside of the main radar, like a cutout... circle within a circle?
How about an animated, rotating radar, with the player depicted in the center and some sort of fixed lines so that the sense of orientation is not lost? Like orb radar, but spinning between maybe 3 different axis, so that nothing escapes your view. However, not a good idea for a quick glance to give you the position of everything out there. Maybe make it toggleable with a key? Or fixed like an orb radar, but occasionally shifting to cover blind spots?
Maybe I'm just crazy. :lol: Thoughts?
Overlap comes to mind, plus you'll be guaranteeing a bind spot.
Frankly if you're including the rear radar circle, then your rear deadzone will be eliminated. The blind spot directly ahead of you doesn't matter because you can see that area for
most any purpose you'd use the radar for.
How about an animated, rotating radar, with the player depicted in the center and some sort of fixed lines so that the sense of orientation is not lost? Like orb radar, but spinning between maybe 3 different axis, so that nothing escapes your view. However, not a good idea for a quick glance to give you the position of everything out there. Maybe make it toggleable with a key? Or fixed like an orb radar, but occasionally shifting to cover blind spots?
Maybe I'm just crazy. :lol: Thoughts?
Um... what? Can you say it with pictures, please?
QuoteOverlap comes to mind, plus you'll be guaranteeing a bind spot.
You readjust the display zone so what was "in the center" is now just outside the rim of the interior circle's rim. Then you tweak what remains of the original radar area and
adjust it to use the new outer ring's space. How can I say it... like taking a flat 2D picture and making it fisheye through a lens. The content is still there, just redistributed.
Frankly if you're including the rear radar circle, then your rear deadzone will be eliminated. The blind spot directly ahead of you doesn't matter because you can see that area for most any purpose you'd use the radar for.
Image the orb radar.
Now imagine that it is an actual physical ball.
Pretend you can take the ball, with the information displayed in it still active, and rotate it so that you can see it from different angles.
Now, if you want to cover all the bases, you can gently rock the ball back and forth, so that you can see, for example, if a fighter is dead ahead and would normally be masked by the player ship representation in the orb radar.
You can rotate the ball towards you (so the top is coming towards you and the bottom is going away from you) so that you can see 'over' yourself and see what's in front of you. Then rotate back.
If you keep doing this, nothing can remain hidden. Almost like purposefully pitching your fighter up and down to accomplish the same thing, except you don't have to move your ship, as your radar display is shifting.
i thought about a holographic radar, kind of a third person view. you not only can see where all the ships are in relation to you but also their orientation and perhaps velocity as well. i had intended to use this for a newtonian flight model with a logarithmic scale and your velocity would be the primary frame of reference, the idea would have been to project your trajectory and your targets trajectory so that you could better engage your target, approach planets and do orbital maneuvers. using such a radar for non-newtonian flight would be a lot simpler, and it could be linear because the distances are shorter and just use the ship as a frame of reference. of course it might be information overload and thus be somewhat useless.
i thought about a holographic radar, kind of a third person view. you not only can see where all the ships are in relation to you but also their orientation and perhaps velocity as well. i had intended to use this for a newtonian flight model with a logarithmic scale and your velocity would be the primary frame of reference, the idea would have been to project your trajectory and your targets trajectory so that you could better engage your target, approach planets and do orbital maneuvers. using such a radar for non-newtonian flight would be a lot simpler, and it could be linear because the distances are shorter and just use the ship as a frame of reference. of course it might be information overload and thus be somewhat useless.
I think that style of radar would be good for capships or stations, when the commanders need to know what's all going on. But for a fighter in the thick of it all, I think the only thing they need to know is distance and angular position. Relative velocities can be estimated by the pilot and are not that important (at least from my experiance).