Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. the ball can't be seen from the camera, it can if you are looking at the camera (Update: retrograde and prograde can be seen but nothing else)
2. the camera only zooms back as far as about 60(1 zoom in all the way 100 zoom out all the way, wth keen?)
I am using another camera mod that may or may not interfear, Camera Panning
But regardless, I've updated my mod to no longer hide the model which makes this mod work again, the navball seems to follow the view as well.
Thoughts?
But on to my issues.
1. The level line and dot obscure vision, this is especially severe when zoomed in on the camera version, making combat with the nav-ball very difficult to impossible when using the camera. I know I could separate my cameras, one for combat and one for navigation, but I prefer one that does both.
Solutions: Make the level line and mid-dot semi-transparent, if possible. Or instead of a middle dot, make it an open circle or other open shape, such as a triangle, square, or even an ovoid. You could even go the extra mile and give players an option on what shape or type of level line and mid-dot they want.
2. The nav-balls position for the cockpit versions and camera version is right up in your face making it easier to read and interpret but it makes seeing details around the nav-ball difficult and cumbersome.
Solutions: Make the nav-balls position configurable, either in a .cfg file outside the game, or with sliders on the block itself in-game, like the projector blocks do. I would personally prefer the sliders in game because these would allow you to configure it to your liking without changing other players nav-ball positions on a server. Also, it would allow you to configure the nav-ball for ease of use with modded cockpits or large small ship designs that do not use vanilla cockpits.
These are just my opinions and are in no way meant to insult you or your mod, they are merely suggestions I feel would improve your mod. I have a small amount of modding experience, but I have no idea how this mod was constructed so am unsure how you could implement my suggestions or if they are even possible with the current SE build.
Thank you for your consideration,
Savage
I am planing some cockpit/bridge mods which will use it as a dash item instead of HUD.
Minor annoyance: the 'crosshair' line and dot does not deactivate with the rest of the navball 'projection'. Since the main reason to deactivate the navball is to free up your view, it would be nice if the (quite large) level line 'crosshair' also deactivated, instead of being a static element of the part.
It would also be nice for the cameras to allow you to disable the navball without turning off the camera, for the same reason as above.
edit: It's only the camera version. Regular navball is fine.
https://pastebin.com/bfFUK28P
There's another mod or two in that log file that look all messed up, I would do the same for those.