ph01_cockpit

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pheldens
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ph01_cockpit

Post by pheldens »

Work in progress...
Ingame screenshots of a functional alternative cockpit, replacing "disabled_cockpit". Suggestions welcome.

Image Image
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Post by dandandaman »

Neato!

If you're interested, there are apparently some nifty enhancements possible for cockpit VDUs in CVS ... you might want to check with klauss for details, but either way I think you're on a winner :-)

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Post by chuck_starchaser »

I could grab my Hellcat 3D cockpit and replace the dash with this shape, if you want; and make it 3D.
I was thinking we could have a couple of tinted glass panels for text display that you can press a key to make them pivot down into view or toggle them back to hiding up.
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Post by klauss »

I can't see the images.
They seem to be offline.
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Post by charlieg »

The images work fine for me. Looking good!
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Post by chuck_starchaser »

klauss wrote:I can't see the images.
They seem to be offline.
Here, I mirrored them for ya..

Image

Image
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Post by klauss »

Very nice.

You can have nice flashy warning lights, just like this:

(locklight.spr)

Code: Select all

locklight.ani locklight.ani
.1 .05
.23 -.7
5 .2 interpolateFrames
locklight_glow.png
locklight.png
locklight.png
locklight.png
locklight.png
(that is... add interpolateFrames, and watch the results)
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pheldens
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Post by pheldens »

thx for the tip klaus, working with it.
I'll release a testversion later this week.
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Post by Halleck »

This is definitely coming along! I'm glad to see you got the radars working.. although it may be helpful to have a circle that marks where the radar ends and the rest of the hud begins.

While you're at it, have you considered labeling the values in the center? A lot of people don't know (and it's not so self-explanitory) that they refer to set speed, actual speed, spec value, and.... hey, what is the fourth one anyway?

Also, what does the "M" light mean?

Anyway, good job over all. It's clean, simple, and neutral. I like it.
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Post by m1ck »

Those screenshots look realy nice. 8)
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Post by klauss »

I'll guess:

Missile lock
Energy lock
Spec engaged
Jamming engaged

Plus, the numerical ones (top-left, top-right, btm-left, btm-right):
Set speed
Actual speed
SPEC multiplier
FPS
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Post by Halleck »

Oh... not missile lock, EJECT, spec, JUMP?

These single letters are confusing, I'd vote to change them back to full words.

If I need to eject, I don't have time to think about whether it's actually just "energy lock". Eject ought to be back up top with bright bold letters, IMO.

#Number readout: Ah, so that's what the other one is.... definitely move FPS back to the corner. It's not a part of your ship readout and has no place on the "dashboard".
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Post by klauss »

EJECT should be near the center of the screen, and less sensitive than usual. May be too intrusive, I don't know... I guess that idea would need to be tested.

Also... why not add frames to the other VDUs? Like the report on the top-left, the shields/armor indicator on the bottom-left and the targetting one bottom-right? That would add a sense of completeness to the GUI.
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Post by zaydana »

hmm, i think single letter abbreviations are fine. Most other games don't expect the user to be able to pick up the interface just by looking at it, they'd have a manual and docs which explain what things do so they can fit more info on the HUD. I think same should go for VS. If anything, do a cockpit like this, then add a tutorial later.
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Post by pheldens »

"Eject" and "lock" (of your own weapons) are near the crosshair

the buttons are Jump, Ecm, Spec, Missile lock (?) I made them pulsing lights (heartbeat speed)
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Post by klauss »

Do send us the file when ready.
I very much would like to give it a try and... who knows... make it official.
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Post by Halleck »

pheldens wrote:"Eject" and "lock" (of your own weapons) are near the crosshair

the buttons are Jump, Ecm, Spec, Missile lock (?) I made them pulsing lights (heartbeat speed)
Good to know that EJECT will be in a more prominent place. I don't mind the other abbreviations so much, they aren't as split-second-critical.
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Post by pheldens »

OK, got a beta ready, instructions are included.

http://www.hw90.meldersnet.nl/vegastrik ... ta.tar.bz2
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Post by hellcatv »

thanks pheldens--we'll put this in CVS as soon as we get a chance
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pheldens
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Post by pheldens »

it needs more playtesting, but I guess CVS will make sure of this.
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Post by klauss »

Ok... I'll mess up with it a bit when I get the time.
The background should not be part of the crosshair, that's just wasting texture memory. Rather... a simple sprite.
You probably didn't know how to do it because VS doesn't use them, but Privateer does. That way texture memory usage can be greatly optimized.
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pheldens
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Post by pheldens »

I had to do it to avoid alpha channel problems, and did it on purpose.

http://vegastrike.sourceforge.net/forum ... highlight=

Havent tested it with current cvs when I started editting again this year.
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Post by Accu-Accelerated »

I'd just like to make one suggestion, and that would be to add some scan lines to the radar screens, and maybe the fuel indicators.

This is way better than the current Vega Strike hud. I commend you for including a jamming indicator; I never know when my ECM is on or off! Also, the front and rear radar are finally labeled! I'm looking forward to inclusion in the game.
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Post by pheldens »

I definately dont like adding more lines to the radar it would ruin what I intended, . feel free to do so on your copy. The gauges may need some adjustment.

I'll have a look into the jamming function, I didnt know it existed,
and i havent playstested it with ships larger than mule yet. and only simple weapons.
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ECM

Post by Accu-Accelerated »

I thought that the "J" on your hud was a jamming indicator. You can buy an ECM system and you press "e" to activate it, I think.

And, maybe your hud could include a system that tells you whether turret AI is on. (Toggled with the "o" key).
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