Space Engineers

Space Engineers

Eli Dang's Holo Hud [Open Source]
186 Comments
Evil Larry 26 Oct @ 5:03pm 
@vanga the tinny you either need to put the text [ELI_HUD] (in the brackets) at the end of the main cockpit's name, or you can open the mod xml file located in your save file and change the first setting from false to true, then just make that cockpit the main cockpit
0-Fenix-0  [author] 26 Oct @ 1:44pm 
@vanga the tinny - ohhh... it could possibly be the CustomData of the block since I changed settings so much I introduced some conflicts by accident. Try clearing it and allowing the mod to regenerate it, it might start working.
vanga the tinny 25 Oct @ 11:25pm 
theres nothing, it just doesnt turn on. YET the original outdated mod works fine.
0-Fenix-0  [author] 25 Oct @ 1:39am 
@vanga the tinny - are you able to post a crash log? Or is there anything in the log at all relating to elidanghud even if not crashing?
vanga the tinny 24 Oct @ 9:36pm 
this mod just randomly stopped working,
regardless of settings or validation it just outright refuses to work, any ideas?
fress world, this mod alone, nope.
0-Fenix-0  [author] 23 Oct @ 7:54pm 
@卡其脱离太 - I don't know what you mean? Is it saying something on screen because this version should not?

@dskw - Thanks soooo much! That means a lot. I can look into adding separate settings for 3rd Person vs First Person so people can customize each separately for the next update.
dskw 23 Oct @ 10:21am 
Hey @0-Fenix-0 I just tried the latest version and.. WOW!
You did an amazing job at making this so stable and feature rich!
It's awesome! We're using it for the holo grid in our main base room and for different ships.

Small request though:
I did notice the flag to disable the 3rd person rendering, but orbit lines and velocity lines are still visible.
Which is not bad in itself, but I lack an option to disable those for the 3rd person only.
卡其脱离太 18 Oct @ 7:43am 
why any cockpit dispalys "disable" QAQ
0-Fenix-0  [author] 17 Oct @ 8:43pm 
@Cocaina92 - I might be able to make it work for smallgrid subgrid cockpits, not sure. I can look into it.
0-Fenix-0  [author] 17 Oct @ 8:42pm 
@Luna - What exactly is the issue? Is it crashing or just not enabling for you?
Luna 17 Oct @ 9:45am 
No matter what i do i can not get the mod to work
can someone pls help me
Cocaina92 15 Oct @ 6:10am 
Hello, Im here again with an issue I would want to know if its fixable. I have a large grid spaceship which uses a small subgrid for the cockpit. When I try to put the [ELI_HUD] tag on it, nothing happens. It does work if I put a cockpit on the large grid itself rathen than on the subgrid.

Any ideas if it would be possible to make this mod work with cockpits on subgrids?
Cocaina92 10 Oct @ 1:47am 
Thank you for the explanation. I had been breaking my head all day yesterday trying to figure out if I had misread something or what I was doing wrong, but the sync distance under Sandbox_config.sbc was the problem in the end (since I had hosted my savefile for friends to join).

Aafter changing it to 50k and even 30k, once you load the world it changes by itself to 20k in the sandbox.sbc / sandbox_config.sbc. Not exactly sure why this is, but 15km and a view distance of 20km should be enough, specially for a multiplayer game with the hardware I got.

Really apreciate your help and i'm loving this amazing mod, so yeah thank you again. It might be worth putting this information somewhere in the description so people like me don't get the same issue and ask about it.
0-Fenix-0  [author] 9 Oct @ 7:34pm 
@Cocaina92 - It might be due to the sync distance of the server/game, if multiplayer is enabled it defaults to the sync distance as a maximum, or your setting, whichever is lower. For single player this should be a max of 50km or your setting, whichever is lower. Hope this helps, if not let me know.
0-Fenix-0  [author] 9 Oct @ 7:30pm 
@~MarauderCore~ - This should be updated now, if for whatever reason the credits system in the game is returning a string that can't be parsed to a double it will display 0.00 instead.
Cocaina92 9 Oct @ 10:15am 
I honestly am loving your mod, but I have an issue with antennas and ranges. It doesnt matter how high I set the antennas range and if its broadcasting or not, the maximum range of the radar feature ends up being 3k. I tried changing it in the settings manually to 50k, but that didnt seem to work aswell. Any ideas?
~MarauderCore~ 7 Oct @ 4:10pm 
alright thank you, i had to disable the mod for the time being
0-Fenix-0  [author] 7 Oct @ 8:15am 
@~MarauderCore~ - I'll look at that soon, has to do with the credits not being in the right format... Not sure why, but I can handle that error more gracefully.
~MarauderCore~ 6 Oct @ 9:14pm 
Still getting game crashes when i enter a cockpit
Nes-AliTheAvali [GUC] 2 Oct @ 5:38pm 
oh good i was gonna bring that crash to your attention soon, glad to see it fixed.
0-Fenix-0  [author] 30 Sep @ 10:36pm 
I've posted an update to hopefully correct another crash, it has my new missile detection code if you have WeaponCore, though I haven't added warning sounds to it yet it just flashes an icon showing count of inbound missiles and blips on the radar if enabled. I plan to add a warning sound as well
0-Fenix-0  [author] 30 Sep @ 10:34pm 
@MrFox - I've hopefully corrected this, I suspect it was a call to character before the player actually existed which occurred in UpdateUIPositions(). I also wrapped the entire Draw and Update calls (which is what calls UpdateUIPositions) in a null character check

If it still occurs please post an updated log so I can debug further, but I think this is the issue. I don't have any custom respawn ships with it already enabled so it is hard to test.

Thanks for posting your logs it was really helpful!
MrFox 30 Sep @ 7:38pm 
Server logs show no issues lol its all client side
MrFox 30 Sep @ 7:35pm 
Game breaking bug... when starting in a new spawn ship with the HUD enabled in the cockpit instant crash.. Posting log in the fourms for you
tested cockpits with crash. All of them If its a respawn ship
0-Fenix-0  [author] 30 Sep @ 1:24pm 
@Liliathe - That's great news! =D
Liliathe 30 Sep @ 2:28am 
@0-Fenix-0 - issue with targetting subgrids/connected grids has been resolved - thank you!
And I was able to succesfully toggle radar info off.
0-Fenix-0  [author] 29 Sep @ 11:25pm 
@Liliathe - I believe I have corrected the issue of targeting subgrids/connected grids. Can you re-test whatever scenario you were having issues with?
Also you can now toggle the radar info (I assume you meant the scale, and act/pas/off mode) with a toggle in the block console/CustomData. Along with disabling Money, Gauges etc.
0-Fenix-0  [author] 29 Sep @ 11:24am 
@VhaosSA - I'm not sure how difficult that will be, I can look into it in the future.

@MrFox - Hmm. Would you mind telling me which helm exactly (The vanilla one?) and could you paste the CustomData into a discussion post perhaps? Also is it resetting immediately after you save it or later on when you load the game?

@Liliathe - I will look into that, I hadn't considered connected subgrids when building the targeting logic xD I think there's a function to check which entityIDs a grid is connected to and exclude it from being targeted if one ID is the localGrid you're currently on.
Liliathe 29 Sep @ 11:03am 
Is there a way to disable subgrids from our own ship being picked when right clicking?
I guess this is not vanilla behavior.
And disable radar information on the bottom
MrFox 29 Sep @ 9:28am 
Love the mod, but its not keeping settings in the custom data for the helm. keeps reverting to default
duck the duck 29 Sep @ 7:49am 
nice
VhaosSA 28 Sep @ 11:38pm 
I know you got there that we can use chat commands for settings (havent tried yet, will play with that later) but how hard would it be to integrate it with settings menus? (Like some modes have you press f2 in chat...).

I honestly have no clue if I just asked you to do something as easy as ticking a box, or if I just told you to climb Everest. (lol)

Side note - No crashes yet since you did that fix for the CTDs.
0-Fenix-0  [author] 28 Sep @ 7:53pm 
Just updated:
Added keybinds R, B, and N by default to target nearest grid, previous grid, next grid (Hold Ctrl for hostiles only).
Works to select a target on the nearest holo radar table if within range!

Also made the hologram table [ELI_LOCAL] have an option to show the target grid instead of just local grid, in CustomData.

Made it work in third person too! And also for turrets, and remote controlled grids.
0-Fenix-0  [author] 28 Sep @ 10:36am 
Im currently writing out plans for a CIC table which can pin targets for the grid and possibly a stellar cartograhy table. Dont want to say much as Im not sure what I can accomplish or if the interface will be too clunky to be useful. And theres a bunch of info about the currently targetted grid I need to display somewhere around holograms yet like weapon counts, weapon range, jumpdrive status, mass, etc. I think ill work on that next since itll be a requirement for a CIC table to be able to see info to make decisions about priority targets etc.
0-Fenix-0  [author] 28 Sep @ 10:30am 
@MrSmile - thanks!
MrSmile 27 Sep @ 1:17pm 
No Man's Sky Core:
:steamhappy:
0-Fenix-0  [author] 25 Sep @ 11:51pm 
Just an update on the shields - I've looked at Defense Shields and Midnight Shield Framework, both are complicated, and would need API implementation as the block types are not simple at all.

At this point I'll probably remove the shield code entirely, as it just uses JumpDrives for compat with the old AegisSystems mod. Then modify the holograms to display jump drive charge a different way, as actual jump drive charge, and make it work with the FSD drives.

Both shield mods have their own local shield display hud it appears, so the only thing that we would be missing is target shield info and I am okay with that for the time being. I'd like to focus on other features first.
0-Fenix-0  [author] 25 Sep @ 11:44pm 
@Mr. Pestbird - Thanks glad you found it helpful! =D
Mr. Pestbird 25 Sep @ 10:47pm 
@0-Fenix-0 thanks for the info. awesome mod, awesome dev! :-)
0-Fenix-0  [author] 25 Sep @ 10:45pm 
I've been working on the ability to select nearest target, next target, previous target. And they work when on foot inside the grid. So you can stand near a holotable and cycle through targets for eg. And I've made it so the [ELI_LOCAL] holotables can display the target grid hologram instead with a customdata variable.

I'm going to look at proper shield logic, and the FSD mods next I think
0-Fenix-0  [author] 24 Sep @ 1:28pm 
@Mr. Pestbird - Yes I confirmed this works. For eg.

[EliDang]
.. bunch of stuff..
ScannerShowVoxels=True
ScannerOnlyPoweredGrids=True

---
Inventory

Works with AutoLCD2 without losing any data, both the HUD, and AutoLCD2 work.
0-Fenix-0  [author] 24 Sep @ 1:21pm 
@Mr. Pestbird - Apparently the AutoLCD2 does already have compatibility with other mods as per this comment:

"@0-Fenix-0 The functionality you want is already there. Simply put any commands for scripts that use MyIni format at the top of the custom data then have --- and after that do ALCD2 commands. This is explained in the guide under the section titled "Compatibility with other scripts"."
0-Fenix-0  [author] 24 Sep @ 12:35pm 
@Mr. Pestbird - From what I can tell this is because AutoLCD2 doesn't use an Ini format, which would not be hard to adopt. One thing you can try is putting [AutoLCD] as the header, then Command= under that.

For eg.

[AutoLCD]
Inventory=

Will list out all inventory, but if I use just "Inventory" because that isn't in valid ini format of being set = to something it just gets removed.

Further AutoLCD2 will parse all further info, they haven't restricted it. I've been tinkering with de-obfuscating their code to limit it to a tag like [AutoLCD] but even if I got it working I can't publish it :C
Mr. Pestbird 24 Sep @ 6:34am 
hi. thanks for the answer. the mod is this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=822950976 - your mod is not overwriting stuff. its adding stuff which conflicts with the other mod. i did not correctly write the problem. sorry.
0-Fenix-0  [author] 23 Sep @ 9:07am 
@Mr. Pestbird - Good question, it uses the MyIni writer built into VRage which in my experience has not overwritten anything already in custom data that was tagged correctly (eg whips turret based radar, or SIMPL).

Can you link the exact mod so I can check for compatibility and potentially patch?
VhaosSA 23 Sep @ 8:34am 
Will let you know if it happens again, thank you.
Mr. Pestbird 23 Sep @ 4:31am 
hello. how can i use this mod and automated lcd in a cockpit? everytime i activate this mod for the cockpit it writes stuff into the custom area and conflicts with the "automated lcd" stuff
0-Fenix-0  [author] 23 Sep @ 12:48am 
@Ephysona - that checkbox should work now c: Im going to revisit those and add more sliders etc. In the future. Thanks for spotting that it broke when I renamed the setting in the config but missed the controls
nyannokonekko 23 Sep @ 12:37am 
Thank you for the information~ :cinnamon2: :nekoheart:
0-Fenix-0  [author] 22 Sep @ 11:09pm 
@VhaosSA - This is hopefully corrected, I couldn't directly reproduce it but there was an unsafe access to a dictionary and if blocks were now missing during working on a cluster it could have caused this exact error. It was the only spot I could see. Please let me know if it still occurs.