DunaColonist Posted March 21 Share Posted March 21 (edited) HUD : Head Up Display Quote A virtual navball : now you can define and check the direction while still keeping watch on your vessel! Compatibility KPS2 v0.1.4.0 (ie patch 4) SpaceWarp 1.4.0+ Virtual Navball virtual navball with 2 circles horizontal circle with north and south indicators vertical circle with sky/ground colors and prograde oriented dynamic direction indicators up indicator prograde, normal, radial indicators with standard KSP2 colors target and manœuvre indicators Displayed directions depend on the selected speed mode : surface vs orbit vs target. Craft Attitude control define horizontal angle define vertical angle Configuration enable/disable in KSP2 main menu via standard mod configuration In KSP2 main menu => mods => Open Configuration Manager => HUD enable/disable in flight via standard app bar In flight => APP.BAR => far right button => HUD Next features ? This mod is feature complete for 1.0.0 but code and UIneed polishing. Version 2.0.0 will include a virtual navaball around the player and not the craft. Revival of https://spacedock.info/mod/1574/NavHud Renewed#info ! Known limitation Other mods drawing shapes in flight may have issues. Do you know of any ? Installation Easy automatic way : use CKAN Harder manual way Follow https://spacedock.info/mod/3277/Space Warp + BepInEx Unzip and extract hud mod in BepInEx in the game folder [KSP_ROOT]/BepInEx/plugins/hud Licence: MIT Current Mod Version: 0.7.0 SpaceDock : https://spacedock.info/mod/3334/HUD : Head Up Display Edited September 16 by DunaColonist Upgrade version 0.6.0 to 0.7.0 Quote Link to comment Share on other sites More sharing options...
schlosrat Posted March 21 Share Posted March 21 Nice! This could be very handy, especially for those who have GPU limited performance where reasonable FPS rates during launch require pointing to the sky. Likewise I suspect for those performing instrument landings where, for similar reasons they need their camera pointed skyward even as they touchdown. Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 22 Author Share Posted March 22 Update : 0.1.0 => 0.2.0 Biggest improvement: the HUD is no more hidden by weird transparent stuff (with the exception of the engine plume) More details available in changelog : https://spacedock.info/mod/3334/HUD : Head Up Display#changelog Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 25 Author Share Posted March 25 (edited) Update : 0.2.0 => 0.3.0 Improvement: Displayed directions will now directly depend on the selected speed mode : surface vs orbit vs target. Changelog : https://spacedock.info/mod/3334/HUD : Head Up Display#changelog ----- On the left of the navball when speed mode is "surface" => prograde is surface prograde when speed mode is "orbit" => prograde is orbit prograde when speed mode is "target" => prograde is target prograde And normal and radial are only displayed when the speed mode is orbit. In all cases, target and maneuver directions are displayed if they are defined. Edited March 25 by DunaColonist Quote Link to comment Share on other sites More sharing options...
schlosrat Posted March 26 Share Posted March 26 Love the graphics! Very smooth and informative! I’m having an issue with this mod when’re if I have it loaded I don’t get to see any orbit lines. Is there a way to toggle it on and off? Do orbit lines become visible again if it’s off? The only solution I found was to remove the mod if I wanted to see my orbit lines in map mode. Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 26 Author Share Posted March 26 Thanks for the feedback! Regarding the toogle there is two ways Main game menu => mods => Open Configuration Manager => HUD In flight => APP.BAR => far right button => HUD But it doesn't seem to fix the issue which I can reproduce with the 0.3.0 version. Removing the mod does also solve the issue on my side. I will look into it. Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 26 Author Share Posted March 26 I have published a workaround with the version 0.3.1 : disabling the mod now allows to display the orbit path (eg orbits). That's indeed far from perfect but it allows to play while keeping the mod installed. And the user need right now to enable it in flight but disable while looking at the map. I will work on a real solution as soon as possible. Quote Link to comment Share on other sites More sharing options...
schlosrat Posted March 27 Share Posted March 27 Perhaps automatically disable whatever is interfering with orbits when in the map? It would seem you don't need orbits lines all that much in flight view where your HUD does the most good, and vice versa. That's probably harder than it sounds... Quote Link to comment Share on other sites More sharing options...
Buzz313th Posted March 27 Share Posted March 27 Very "JunoEsque" Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 27 Author Share Posted March 27 4 hours ago, schlosrat said: Perhaps automatically disable whatever is interfering with orbits when in the map? It would seem you don't need orbits lines all that much in flight view where your HUD does the most good, and vice versa. That's probably harder than it sounds... That's the main idea but the hard part is indeed how to do it. I initially assumed that I was only modifying the flight view but that's clearly not the case. I will need to find out how to differentiate between the two views somehow. Quote Link to comment Share on other sites More sharing options...
munix Posted March 27 Share Posted March 27 (edited) 2 hours ago, DunaColonist said: I will need to find out how to differentiate between the two views somehow. Sounds to me like you could use the game's messaging system - you can subscribe to GameStateChangedMessage, or a combination of GameStateEnteredMessage and GameStateLeftMessage, like this for example: Spoiler Game.Messages.Subscribe<GameStateChangedMessage>(msg => { var message = (GameStateChangedMessage)msg; if (message.CurrentState == GameState.FlightView) { // Activate HUD } else if(message.PreviousState == GameState.FlightView) { // Deactivate HUD } }); Edited March 27 by munix Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted March 27 Author Share Posted March 27 (edited) 7 hours ago, Buzz313th said: Very "JunoEsque" Short answer Juno did a good design job. Long answer The main idea In order to increase focus during a dynamic activity, a common pattern is to to display the critical information where the gaze/action is. And that's the basic concept for a Head Up Display (HUD). HMD is similar in that aspect. It is far from being specific to Juno. Does KSP2 has already a real HUD ? It could be argued that what is available in vanilla KSP2 is not really a HUD but a set of instruments. Indeed, if you want to look at the them, you need to forget your vessel for a brief lapse of time. One example could be checking the navball and then crashing into an object that was not visible with the navball but only in direct view while looking at the vessel. So the main goal of this mod is this : don't move your eyes around, keep watching your vessel / target. The critical information will be provided to you. What Juno did well They have a minimalist design with no superfluous information virtual navball with 2 circles 1 horizontal white circle 1 vertical white circle direction indicators green prograde indicator white current heading indicator blue target indicator horizontal and vertical graduation scales visible on hover Only the critical information is displayed. If something is displayed, that's because it's useful else it is not shown. So I have tried different variations with more lines, more colors but it often ends up being too complex to read and confusing. What are the main differences ? The main difference right now is the definition of the vessel heading : for Juno, the virtual navball allows to define the craft attitude. The mod does not allow it currently. But that's probably a feature that I will add soon (ie one day). The second difference is the design. The graduation scales is currently always displayed. But they add maybe too much noise. And as a consequence, they should probably be removed or displayed only on hover (see Juno minimalist design). Having different colors for the 2 circles of the navball may be confusing and not bring enough information. I am not quite sure for this point. And so on about design. Edited March 27 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted April 5 Author Share Posted April 5 (edited) Update : 0.3.1 => 0.3.2 Improvement: Fix bug of orbit path not being displayed. Transform the workaround into a fix. Thanks to @munix No need to enable / disabled the mod manually. Edited April 5 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted April 13 Author Share Posted April 13 Update : 0.4.0 The mod is compatible with patch 2. Prototype : display veritical and horizontal angles within the configuration popup. Upgrade space warp : need >= 1.1.1 Quote Link to comment Share on other sites More sharing options...
DfA-DoM Posted April 14 Share Posted April 14 Please, register it in CKAN! Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted April 18 Author Share Posted April 18 (edited) On 4/14/2023 at 11:37 AM, DfA-DoM said: Please, register it in CKAN! @DfA-DoM I will look into it! I haven't used CKAN for KSP2 yet. But it is yet another page / file to update... Edited April 18 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted April 18 Author Share Posted April 18 Update: 0.5.0 First version of craft attitude control ! Define horizontal and vertical angles and move your hands out of the keyboard. Great help for launch of rocket and their gravity turn. I will update image in order to show the gui... but later. Quote Link to comment Share on other sites More sharing options...
DfA-DoM Posted April 18 Share Posted April 18 Another nice feature would be to get some parameters/sliders to alter the size and the transparency Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted May 7 Author Share Posted May 7 (edited) On 4/14/2023 at 11:37 AM, DfA-DoM said: Please, register it in CKAN! Done. (But to be fair, it is mostly due to the work of CKAN folks.) https://github.com/KSP-CKAN/KSP2-CKAN-meta/tree/main/HeadUpDisplay I haven't tried to install it with CKAN but if anyone has any issue using CKAN, please post them. And I will see what I can do about them. Edited May 7 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted May 8 Author Share Posted May 8 On 4/18/2023 at 2:42 PM, DfA-DoM said: Another nice feature would be to get some parameters/sliders to alter the size and the transparency @DfA-DoM If you had those parameters/sliders what would you change and how ? I agree that the current display has to be improved. But the way I see it, it is a bit more complex than only fine tuning size and transparency. Instead of asking each user to fix the design on their own, I would rather improve the experience out of the box. That being said, all feedback are useful. Understanding what you would change and why, would help the next design. Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted May 8 Author Share Posted May 8 (edited) Ah and the current weird transparency is not a feature based on the colors but more like a bug / limitations of the drawing library provided by KSP2. Currently, the last line/cone that is drawn is on top of the previous ones even if does not make sense from a 3D point of view... So it's far from something the end user can configure. I will need to look into in order to understand the exact limitations and what would be the best tradeoff. Edited May 8 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DfA-DoM Posted May 10 Share Posted May 10 On 5/8/2023 at 4:34 PM, DunaColonist said: @DfA-DoM If you had those parameters/sliders what would you change and how ? I agree that the current display has to be improved. But the way I see it, it is a bit more complex than only fine tuning size and transparency. Instead of asking each user to fix the design on their own, I would rather improve the experience out of the box. That being said, all feedback are useful. Understanding what you would change and why, would help the next design. In fact, I was used to the NavHud mod on KSP1 and would be very delighted to get some equivalent into KSP2. Controlling the size and transparency of the HUD is mainly a matter of trade-offs between visual aids and scenery. A keyboard-driven switch would also be a must. Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted May 14 Author Share Posted May 14 @DfA-DoM Thanks for the feedback ! On 5/10/2023 at 8:28 PM, DfA-DoM said: In fact, I was used to the NavHud mod on KSP1 and would be very delighted to get some equivalent into KSP2. Great! This KSP1 mod is a target that I would like to reach with the version 2. It is nice to have identified an user. I will welcome your feedback on the implementation once I start working on it. On 5/10/2023 at 8:28 PM, DfA-DoM said: Controlling the size and transparency of the HUD is mainly a matter of trade-offs between visual aids and scenery. A keyboard-driven switch would also be a must. Ok. I will keep that in mind. I will likely add user configuration once the design is more stable. On 5/10/2023 at 8:28 PM, DfA-DoM said: A keyboard-driven switch would also be a must. Great proposal. Nothing more to say. I should be able to add a hotkey to enable/disable display. And maybe more hotkeys for various actions later. Regarding enabling / disabling the hud display : Is there a specific key that would make sense for you ? And that would not be in conflict with other uses ? Do you know any KSP2 mod having hotkeys ? Do they provide a user configuration for the key ? Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted June 4 Author Share Posted June 4 (edited) Update : 0.6.0 Fix weird transparency / ordering of spatial shapes. And cleanup visual design of HUD. HUD may partially disappear if too small when the craft is too far away from camera. Edited June 4 by DunaColonist Quote Link to comment Share on other sites More sharing options...
DunaColonist Posted September 16 Author Share Posted September 16 Update : 0.7.0 Compatible KPS2 version 0.1.4.0 (ie patch 4). Quote Link to comment Share on other sites More sharing options...
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