Space Engineers

Space Engineers

Helmet - 3D HUD and reflective glass
Silix 25 May, 2016 @ 5:16pm
[Suggestions] Clock, Depressurized Helmet, Night/IR Vision
Love this mod!!

some things I've noticed if your interested:
-A clock. This presents obvious problems with the whole space thing, I doubt keen generates time zones when they make their planets. Perhaps a Pseudo-Clock that measures the relative light level and uses that to somehow display the time till sunrise, perhaps cheated together with the fact, as I understand it, that the sun revolves around the universe/planets in SE.

-It would be cool to be able to use the HUD without using oxygen (I'm in early game, planet-side). This would be a similar effect to placing an air vent on a cockpit and setting it to depressurize. However I do like the effect of lowering and raising my visor based on my need and limited oxygen.

-Night Vision or Infra-Red (items/blocks/creatures instead of heat) vision modes, would be cool but may be out of the scope of the mod.

Either way, Thank you for the work you've put into the mod, Out of all mods I downloaded this one is the most solid and the design is beautiful. I haven't even switched on DX11 yet as I understand from just reading through some of the more advanced instructions.
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Showing 1-6 of 6 comments
Digi  [developer] 25 May, 2016 @ 6:08pm 
I've no idea how to set up such a clock that would make sense in space and on planets... and it would seem a bit weird to see the clock going backwards when you fly really fast around a planet against the Sun rotation.
Probably a real time to sunrise when you're on a planet might work but I'm not sure how to even calculate that =)

Be able to use the HUD without using oxygen ? O.o
But if you mean seeing the HUD with the helmet off then you already have that option in the config file, the display does it by default.

Night vision might be possible but with actual light.
Not sure what you mean by "(items/blocks/creatures instead of heat)".
But yeah it's out of this mod's scope, I could make it as a separate mod but I dunno, I'll try and see how it looks... even though the game renderer has issues right now (grids/trees/rocks are emissive and headlights/spotlights don't have shadows, neither do mod-created lights).

What do you mean you didn't switch on DX11 yet ? O.o The game only has DX11 and I don't think this mod works with the old 32bit/WinXp/DX9 branch anymore.
Last edited by Digi; 25 May, 2016 @ 7:05pm
Silix 26 May, 2016 @ 3:58pm 
Hey,

Yea the clock would be weird. Perhaps you could calculate the characters position and spherical coordinates relative to the nearest planetary gravity, maybe even exclude the clock if they are not within any planetary gravity, Then grab the position of the sun and extrapolate.

scratch that...

Even simpler and makes more sense (I don't know how the game engine works) grab the position of the sun, the position of the player, and the position of the nearest planetary gravity. Draw a line from the planet center to sun and another from the planet center to the character, flatten the line between the character and the planet center to the 2d plane the sun orbits on. Compare the angle between the two "hands of the clock" if they match up exactly it's noon, if they are exactly opposite it's midnight. It's crude, time would get all sorts of messed up at the poles.

if their not within any planet gravity, put XX:XX.

HUD without using oxygen, OK, i'll have to check out the config again.

yea I figured it was outside the scope. just thought i'd mention the idea. What I meant by the item/blocks/creatures was that normally IR vision, also known as thermal vision ( sometimes color coded blue->red sometimes black-white(linked below)) shows objects of heat such as people, vehicles, production facilities, fires. There aren't many of those things naturally in space engineers.

http://www.transportationtechnologyventures.com/simwiki/images/3/3c/CODIR.png

seeing blocks (maybe just production/heat producing blocks) and loose items (rocks, ores, tools) along with the normal (people, engines, creatures) would make it more functional and of greater use.

"It's designed separately for DX9 and DX11, by default it's set to DX9 so if you're running DX11 you should type /helmet dx11 when you first boot it up."

Second sentence in your mod description, I did notice that nothing really changed when I typed in the command in-game.

Thank you again.
Digi  [developer] 26 May, 2016 @ 5:35pm 
About IR: That would also be possible but kinda complicated with the current API.

About DX9 description: I forgot about that there, that's no longer the case because the mod automatically detects DX11 and DX9 no longer exists. I'll edit xD
Scorpia_vt 13 Jul, 2016 @ 12:26pm 
How about the ability to add custom overlay to the glass. I'm trying (but have no idea how) to edit this mod so I can have a Halo ODST style helmet.

[Like this][i34.tinypic.com]
I think IR would be an unneseccary waste of time on trying to get it working, plus with impending mod api changes that happen with occasional frequency, that would break and cause the whole QA phase of that part again.

I think NV (Night Vision; Light-Amplification) would be a much better scenario. But the overlay shader could make reading UI harder.
SoulTechnology 9 Dec, 2017 @ 7:25am 
as far as a 'clock' would be concerned you could make it a hud element linked to the planetary UI that only appears when in orbit, and works off of the suns current position to where you are. not even need ot be a actually lcok with time. just do what some toher games have done (an example most people would understand is minecraft but there are better examples) wher eit just shows how close you are to day/night time.
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