Difference between revisions of "CombatHUD"
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==Overview== | ==Overview== | ||
− | The Combat HUD is a neatly laid out HUD, with information grouped logically around the main scanner. Comms and Console messages appear above the dials and there is provision for two MFDs. Combat HUD switches to 'Combat Mode' when at Red Alert - vital information is presented around the crosshairs. | + | The Combat HUD is a neatly laid out HUD, with information grouped logically around the main scanner. Comms and Console messages appear above the dials and there is provision for two MFDs. Combat HUD switches to 'Combat Mode' when at Red Alert - vital information is presented around the crosshairs. |
+ | The Combat HUD will comfortably acommodate up to Eight energy banks and Sixteen pylons, making it suitable for all available ships. | ||
'''Standard HUD - top image:-''' | '''Standard HUD - top image:-''' | ||
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When at 'Red Alert' the right-side dials (weapons temperature, fore and aft shields and energy) are removed and replaced by dials arranged around the crosshairs, with the laser temperature to the right, energy to the left and fore and aft shields above and below the crosshairs. This allows close monitoring of these vital functions during combat, and the dials are slightly transparent to aid vision. | When at 'Red Alert' the right-side dials (weapons temperature, fore and aft shields and energy) are removed and replaced by dials arranged around the crosshairs, with the laser temperature to the right, energy to the left and fore and aft shields above and below the crosshairs. This allows close monitoring of these vital functions during combat, and the dials are slightly transparent to aid vision. | ||
These dials are removed and replaced by the standard position dials when no longer at Red Alert. | These dials are removed and replaced by the standard position dials when no longer at Red Alert. | ||
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− | |||
[[Image:CH3.png|center]] | [[Image:CH3.png|center]] | ||
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v2.1 Released 24th January, 2013. Corrects a code bug which caused problems in Oolite v1.77. | v2.1 Released 24th January, 2013. Corrects a code bug which caused problems in Oolite v1.77. | ||
− | v2.0 Released 2012 | + | v2.0 Released 10th January, 2012. Fully updated and rationalised from 4 variations to one HUD. |
− | v1.0 Released 2012 | + | v1.0 Released 4th January, 2012. |
==Download== | ==Download== | ||
− | Download | + | Download CombatHUD_v2.1 OXP [http://www.smivsonline.co.uk/oxps_combathud.htm here] |
Download [[Media:CombatHUD_v3.0.oxz|Combat HUD v3.0 OXZ]] (downloaded {{#downloads:CombatHUD_v3.0.oxz}} times). | Download [[Media:CombatHUD_v3.0.oxz|Combat HUD v3.0 OXZ]] (downloaded {{#downloads:CombatHUD_v3.0.oxz}} times). |
Revision as of 11:59, 30 June 2014
Combat HUD
Contents
Overview
The Combat HUD is a neatly laid out HUD, with information grouped logically around the main scanner. Comms and Console messages appear above the dials and there is provision for two MFDs. Combat HUD switches to 'Combat Mode' when at Red Alert - vital information is presented around the crosshairs. The Combat HUD will comfortably acommodate up to Eight energy banks and Sixteen pylons, making it suitable for all available ships.
Standard HUD - top image:-
On the left side of the main scanner are the speed, pitch and roll, fuel, cabin temperature and altimeter gauges. The Compass and Scanner Zoom are also here, and Comms messages will be displayed above these gauges. Laser temperature, shields and Energy have been grouped together on the right side. The Console messages are also on the right side, above the gauges, and the scoop indicator, status light and joystick sensitivity indicator also appear here. The Aegis indicator is bottom-right. The Clock is centred at the top of the HUD, allowing room for up to the maximum of 16 pylons at the bottom.
Red Alert HUD - lower image:-
The Combat HUD has been optimised for combat situations. If a scanner targeting enhancement is fitted the reticule will turn red when the target is centered. When at 'Red Alert' the right-side dials (weapons temperature, fore and aft shields and energy) are removed and replaced by dials arranged around the crosshairs, with the laser temperature to the right, energy to the left and fore and aft shields above and below the crosshairs. This allows close monitoring of these vital functions during combat, and the dials are slightly transparent to aid vision. These dials are removed and replaced by the standard position dials when no longer at Red Alert.
Licence/Author
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
OXP by Smivs
Installation
If your current player-ship comes with a built-in HUD this will need to be over-ridden. Using a text-editor (NOT Notepad!) open the shipdata.plist file (in the 'Config' folder) of your ship's OXP, where you will find a line like this:-
hud = "***hud.plist";
where the stars are probably the name of the OXP ship. Comment-out this line by placing two slashes and a space before it, thus :-
// hud = "***hud.plist";
When you start Oolite, hold down the 'shift' key untill you see the spinning Cobra, and your HUD will be installed and working.
Version History
v3.0 Released 29th June, 2014. OXZ only. Adds MFDs and 'Red Alert' functions to original design.
v2.1 Released 24th January, 2013. Corrects a code bug which caused problems in Oolite v1.77.
v2.0 Released 10th January, 2012. Fully updated and rationalised from 4 variations to one HUD.
v1.0 Released 4th January, 2012.
Download
Download CombatHUD_v2.1 OXP here
Download Combat HUD v3.0 OXZ (downloaded 99 times).
Oolite Forum thread
Any questions, problems or bug reports should be posted on this OXP's BB thread here