Space Engineers

Space Engineers

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Eli Dang's Holo Hud [Open Source]
   
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Type: Mod
Tags: hud
File Size
Posted
Updated
17.719 MB
1 Aug @ 10:18pm
5 Aug @ 5:31pm
3 Change Notes ( view )

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Eli Dang's Holo Hud [Open Source]

Description
DESCRIPTION:

This is an open source updated branch of Polygon Cherub's original Eli Dang's Holo Hud =D

I've made quite a few changes, and many optimizations.

This project started to fix a bug where FPS would absolutely tank in an empty world due to how many entities were being pulled in. And expanded to many other nice to haves. I've attempted to add a bunch of requested features from the community, but not everything is done yet.

Biggest changes this release are:

- Optimizations so FPS shouldn't tank.
- Radar being SigInt lite with active mode when broadcasting or passive mode when not via any antenna.
UPDATE: Added option to turn SigInt lite off, so it only uses radar range and antenna being on (no active vs passive mode).
- Range and thus scale/zoom of radar is based on current ship's antenna broadcast distance.
- Will zoom in radar when locking a target so it fits in the closest range bracket.
- Hologram views for target/local can be cycled with keybinds between rear, left, front, right, top, bottom. And orbit or perspective cams for target hologram as well.
- Mod activates for cockpit blocks with [ELI_HUD] in the name, no longer a main cockpit requirement. You'll need to close the interface and open it for the HUD options to appear for the cockpit after tagging it.
UPDATE: Added optional setting to go back to Main Cockpit

Main changelog moved to the Update Notes section of Workshop

GITHUB:

This project is available here under GPL 3.0 license
https://github.com/FenixPK/EliDangHUD


CONFIGURATION:

Only cockpits with [ELI_HUD] in the name are eligible, no more reliance on being main cockpit. Local grid settings get stored to CustomData of the cockpit block.

Global settings are stored in the World Save folder, eg SaveGameName\Storage########_EliDangHud\EDHH_settings.xml Each setting has a description that explains what it does. This file will only generate after saving your game with the mod enabled. I recommend you add the mod and load the game, save it and exit, then make any changes to the mod config.

You can rebind keys, the enum of available MyKeys are in a Readme.txt included in the mod folder, you can also find it on GitHub.

Antenna off/damaged = no radar (or target hologram.)
Antenna on/functional but NOT broadcasting = passive mode, receptive to grids with broadcasting antennas only, up to local grid antenna's configured broadcast range or global radar maximum (which could be draw distance if left at -1). and only if broadcasting grid antenna range would reach local grid. Ie. if they can see you actively, you can see them passively.
Antenna on/functional AND broadcasting = active mode, local grid can pick up grids or entities/voxels within the broadcast range. By virtue of being in active mode, you can also passively pickup signals. ie. there is Passive, or Active+Passive, or Off. Broadcast on/off controls Passive vs Active mode, power controls On/Off. Text on radar display shows RDR[OFF], RDR[ACT], or RDR[PAS] based on mode. Then receptive distance in KM. Then [SCL] for the radar distance scale in KM.
[SCL] (variable called radarScaleRange) controls how zoomed in or out the radar screen is, basically how many KM it displays and can be different than your detection range. It uses a configurable bracket distance users can change where it will only increase every X amount with a configurable percentage based buffer to prefer zooming out. eg. at my default settings of 2000 meters bracket with 0.01 buffer if my range is 2000m + 20m buffer it would fall into the 4000m bracket because 2020 > 2000. If I had the bracket set to 1000 meters it would fall in the 3000m bracket. So on. This means raising or lowering the antenna broadcast range, even in broadcast = off mode, changes the zoom of the radar in addition to how far you can pickup targets. It also will shrink the radar display to zoom in on a selected target indicated by (T) at the end of the scale distance. It does the same range bracketing, but based on the target's distance from the local grid instead of the radar range. This makes it easier to see your position in relation to the target on the radar screen.
10 Comments
0-Fenix-0  [author] 4 hours ago 
@ZoolooS - I'm a goofball and forgot to make it public, should be up now lol

@Dots - Added options to go back to Main Cockpit and even turn off the active vs passive radar SigInt lite stuff I added. Hopefully this helps you out.

Thanks everyone else. The original author is the real legend, I could never have designed such a cool hud. I just applied my coding knowledge to improve it from there. Hopefully we can maintain it as a community from here, I know I can't play without it now haha
ZoolooS 6 hours ago 
"This project is available here under GPL 3.0 license
https://github.com/FenixPK/EliDangHUD"

Either it's private, or not loaded/deleted..
MDFieldMarshal 6 hours ago 
Dude you are a legend
Cole1138 7 hours ago 
holy FUUUHHHH
GigaCars 8 hours ago 
yo guys tip

pair this with a RSS solar system and elite dangerous stuff for full elite dangerous gaming(i got a few but there are a handful of others, check the RSS mod page and go to it's discussions and go to the "Real Solar Systems Worlds" discussion i made(i think it's named that) for a few dozen worlds)
GigaCars 4 Aug @ 12:24pm 
definitely will be helpful
Dots 3 Aug @ 8:48pm 
I would love to use this however you removed the key feature that i liked mostly and replaced it with a [ELI_HUD] tag and it gets confusing when using it with other scripts for the cockpits. I would loved if you had done performance optimization only.
Lord Foog The 2st 3 Aug @ 4:45pm 
You're such a legend! Huge respect and kudos ^^
0-Fenix-0  [author] 3 Aug @ 1:00pm 
=3 You're welcome. I felt the same haha. It wasn't filtering out empty entities so a brand new world had 84,000 radar pings and I was getting 12fps. Then the adventure was on from there.

I really want to get it working Holo Table.
black_dragon1230 3 Aug @ 11:51am 
Thank you for fixing the mod. I really liked this mod but the fps drop was terrible.