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
17.811 MB
1 Aug @ 10:18pm
8 Sep @ 12:25am
7 Change Notes ( view )

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Eli Dang's Holo Hud [Open Source]

Description
Eli Dang's Holo Hud - Open Source Edition v2.0

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 (Including Active vs Passive radar), and many optimizations.

Changes/Features for this release are below:

Features/Changes
- Huge performance overhaul in 2.0 for holograms!
- Optimizations so FPS shouldn't tank.
- Radar SigInt lite with Active mode when broadcasting or Passive mode when not. Checks all powered antenna on grid and uses the largest broadcast distance as Passive range, and for currently broadcasting antennas uses largest distance as Active range. This feature can be disabled and it uses Passive range only instead but detects all grids.
- Current radar mode, range and scale displayed on bottom left of radar. Shows RDR[ACT]/[PAS]/[OFF] then range in KM, then [SCL] with radar scale/zoom in KMs. Antenna = on, broadcast = off: Passive. Antenna = on, broadcast = on: Active. Antenna = off: Off. With no powered antenna you get no radar or target hologram.
- Range and thus scale/zoom of radar is based on current ship's largest powered antenna broadcast distance. Uses configurable "range brackets" defaults to 200m brackets.
- Selecting a target will zoom in radar to the range bracket that fits the target.
- Hologram views for target/local can be cycled with keybinds (Default Numpad 4 and 6 or Ctrl+Numpad 4 and 6) between rear, left, front, right, top, bottom. And orbit (Numpad 3) or perspective (Numpad 1) cams for target hologram as well.
- Mod activates for cockpit blocks with [ELI_HUD] in the name. There is a setting to set this back to requiring Main Cockpit. You'll need to close the interface and open it for the HUD options to appear for the cockpit after tagging/setting it.
- Can project holographic radar sphere above any terminal block using [ELI_HOLO] tag! Built for the vanilla holo table. But you can technically project it above any terminal block. Check the CustomData after adding the tag for translation and scale settings.
- Can project hologram of the local grid onto a holo table using [ELI_LOCAL] tag in the block name. Use custom data to scale, position, and rotate.
- Added new blip icons for grid entities on the radar from an X4 mod, based on block count for which icon to show. Configurable. Credit: https://www.nexusmods.com/x4foundations/mods/895

Full changelog is in the Update Notes section of Workshop

GitHub

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


Configuration

Global settings are stored in the World Save folder, eg SaveGameName\Storage\3540066597_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.

Local grid settings get stored to CustomData of the cockpit block.

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.

// If true the mod is enabled by setting seat as Main Cockpit instead of using a tag [ELI_HUD], for users who prefer the original method. If you leave this disabled you can use the [ELI_HUD] tag on as many seats as you want. <useMainCockpitInsteadOfTag>false</useMainCockpitInsteadOfTag> // Max global radar range in meters, setting -1 will use the draw distance <maxRadarRangeGlobal>-1</maxRadarRangeGlobal> // Represents the distance in meters used for range bracketing in radar targeting calculations for zoom/scale <rangeBracketDistance>200</rangeBracketDistance> // Maximum number of entities/voxels that can be displayed as radar pings on the radar at once <maxPings>500</maxPings> // When true uses SigInt lite logic regarding Active and Passive radar <useSigIntLite>true</useSigIntLite> // Percentage threshhold at which radar pings start to fade out at the edge of the radar <fadeThreshhold>0.01</fadeThreshhold> // The thickness of the lines used for rendering circles and other shapes in the HUD <lineThickness>1.5</lineThickness> // The number of segments used to render circles and other circular shapes in the HUD <lineDetail>90</lineDetail> // Default color of the HUD lines, used for rendering circles and other shapes <lineColor> <X>1</X> <Y>0.5019608</Y> <Z>0</Z> <W>1</W> </lineColor> // Position of the star <starPos> <X>0</X> <Y>0</Y> <Z>0</Z> </starPos> // Does the star position follow the skybox <starFollowSky>true</starFollowSky> // Enable or disable the white "flares" that glint behind grids in the distance <enableGridFlares>true</enableGridFlares> // Enable cockpit dust effects <enableCockpitDust>true</enableCockpitDust> // Show visor effects <enableVisor>true</enableVisor> // Whether any kind of Hologram can be shown or not <enableHologramsGlobal>true</enableHologramsGlobal> // Should the targeting reticle be hollow or have a "dot" in the middle <useHollowReticle>true</useHollowReticle> // The minimum number of blocks required for a grid to be selected as a target <minTargetBlocksCount>5</minTargetBlocksCount> // Whether to use a mouse button, or a keybind, for selecting new targets <useMouseTargetSelect>true</useMouseTargetSelect> // Mouse button to use: 0 = Left, 1 = Right, 2 = Middle. (Default is Right) <selectTargetMouseButton>1</selectTargetMouseButton> // Key to select target, if mouse button is disabled (Default is T) <selectTargetKey>84</selectTargetKey> // Key to cycle hologram view back (Ctrl modifier cycles local hologram, no Ctrl cycles target, Default is NumPad4) <rotateLeftKey>100</rotateLeftKey> // Key to reset hologram view (Ctrl modifier cycles local hologram, no Ctrl cycles target, Default is NumPad5) <resetKey>101</resetKey> // Key to cycle hologram view forward (Ctrl modifier cycles local hologram, no Ctrl cycles target, Default is NumPad6) <rotateRightKey>102</rotateRightKey> // Key to set hologram view to Orbit cam (Only for target, Default is NumPad1) <orbitViewKey>97</orbitViewKey> // Key to set hologram view to Perspective cam (Only for target, Default is NumPad3) <perspectiveViewKey>99</perspectiveViewKey> // Set the various size in blocks for the tiers that determine blip icons used. There are six (6) large grid icons. <largeGridSizeOneMaxBlocks>1500</largeGridSizeOneMaxBlocks> <largeGridSizeTwoMaxBlocks>2500</largeGridSizeTwoMaxBlocks> <largeGridSizeThreeMaxBlocks>5000</largeGridSizeThreeMaxBlocks> <largeGridSizeFourMaxBlocks>7500</largeGridSizeFourMaxBlocks> <largeGridSizeFiveMaxBlocks>15000</largeGridSizeFiveMaxBlocks> // Set the various size in blocks for the tiers that determine blip icons used. There are four (4) small grid icons. <smallGridSizeOneMaxBlocks>600</smallGridSizeOneMaxBlocks> <smallGridSizeTwoMaxBlocks>1200</smallGridSizeTwoMaxBlocks> <smallGridSizeThreeMaxBlocks>1800</smallGridSizeThreeMaxBlocks> // Whether holo table radars should still render if you are in a cockpit that has active hud. <renderHoloRadarsInSeat>true</renderHoloRadarsInSeat> // Whether holo table holograms should still render if you are in a cockpit that has active hud. <renderHoloHologramInSeat>true</renderHoloHologramInSeat> // Number of hologram blocks to draw on screen before moving to the next cluster step. <blockCountClusterStep>10000</blockCountClusterStep>
Screenshots Include: LadyLime LIM Callisto Station, modified Sevyrs Helios
87 Comments
Lama 8 Sep @ 10:56am 
oh Cool Elite Dangerous hud
0-Fenix-0  [author] 8 Sep @ 1:11am 
@Ashes Vargrand - Same as the others, I suspect issues with connectors are resolved. Please check with the update and let me know if the problem persists.
0-Fenix-0  [author] 8 Sep @ 1:11am 
Update posted

@MisterCadrega - I have hopefully resolved this. Can you check the new version and let me know if problem persists.

@£6lbs._onion - Not entirely sure if yours was the same, but it might be corrected by the same fix as above. Let me know if problem persists.

@Days - Thanks for the error log it was very helpful. I suspect it was a similar issue to above. I tried projecting grids after making my fixes and had no crash. But there could be nuance I am missing. Please check with update and let me know if the problem persists!
Days 7 Sep @ 1:17pm 
Logged an issue on the Github. ;)

https://github.com/FenixPK/EliDangHUD/issues/3

For me it seemed to be triggered by today's mod update, and enabling a projector with a large blueprint.
£6lbs._onion 7 Sep @ 11:37am 
right, never mind about prev message, still crash regardless, though only happen after a reload
£6lbs._onion 7 Sep @ 11:22am 
troubleshoot a little more after finding out about the build info/vision message (was actually said mod "crashing" and needed to restart upon acknowledging message.

Major note is that I was using Plugin Loader version of Build Info/ Vision.
removing them from the plugin list and add them back in the regular mod loader and no more crashes (yet, so far), will keep y'all informed
£6lbs._onion 7 Sep @ 11:10am 
2nd on the crashing issue, even without the eli-hud tag on any ship, upon undocking while seated with immediately CTD,

undocking with Build vision will throw an error pop-up without CTD

both cases will have "System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary." as the last few events in the log
MisterCadrega 7 Sep @ 11:01am 
confirm, the last update broke the game, it crashes when docking / undocking connectors
Ashes Vargrand 7 Sep @ 5:35am 
hm on my server the game crahses if i want to connect my ship
0-Fenix-0  [author] 7 Sep @ 2:00am 
@void catgirl rglx I'm hoping this most recent update will solve your issues, sorry it took so long! I am curious to get your feedback if it improves performance for you.