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Descent Rate Warning Light and poor man's attitude guage #1209
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Instead of all this complicated talk of gravity wells, being perpendicular, etc, why not use the existing altimeter as a basis for this tool? When near a planet, we have our altitude in perpendicular metres from the surface. We also have a clock, which means it would be trivial for the ship to work out its vertical rate of descent. Then all we need is a roll/pitch gauge so that we can be certain we're level when it's too dark to see the horizon (or when there is stuff in the way). |
Yeah I kinda knew the plugins had to be there, just didn't know the reference terminology. Btw, I did some velocity crash tests. Over that, you're in the yellow range up to about 80-90m/s Faster than that and you're in the red terminal range. Just so you know, I don't park my car at 49m/s |
To add a little sense to those numbers 1 m/s = 3.6 km/h 5 m/s = 18 km/h 10 m/s = 36 km/h 20 m/s = 72 km/h 80 m/s = 288 km/h 90 m/s = 324 km/h Using the above numbers as a giude should allow for more sane green, yellow, red velocity alarm flag settings. |
I do think some type of holographic bouy projected out front of the docking bay would help people in finding the axis of spacestations for manual docking. straight course down that axis, as well as a docking speed guide. Sighting up down the target axis Coming in straight fast and hot :O |
Maybe in a version 2.0 Dealing with the lateral positioning issue a pilot could have indicaters to cue him on which direction to add thrust to line up on the axis perfectly. Not quite lined up ... Ah there it is, 8 ball down the pocket :) |
Version 3.0 upgrade via the shipyard. Here's a HUD addon that can be slaved to the altitude vector in the same way as the above instrument. My main objective was no clutter, and to keep it basic, clean and simple. Ideal features: IMO, it should have a sub mode such as one that allows a pilot to zero all the readings to measure pitch yaw roll relative to whatever his ship's existing pitch yaw roll orientation happens to be. Wings and nose level. Degrees pitching up. Degrees yawing right. Degrees of Roll or bank to the right. |
er I mean to the right.. lol |
My editing powers make you look silly. Sorry about that. (-: |
The normal thing on aircraft HUDs is a pitch ladder, which provides an indication of both pitch and roll. I'm working on implementing this to start with. Your mock-ups look good though -- when I've got a pull request ready it would be good to get your input and then we can iterate on the design. |
Thanks, Yeah, I've been an aircraft buff for many years. I'll not dispute the value of a pitch ladder - but perhaps there could be an option to turn the pitch ladder graphic on and off? Anyways, any help I can give, Photoshop or otherwise, happy to assist :) |
I know in aviation, normally this lower guage is used for making co-ordinated turns. I did neglect to move the needle for the roll gauge to the top, which seems more practical. |
Hey great to see progress! Good question, I can think of a couple - but I suspect a reference to ship's orientation relative to whatever a pilot might want to compare his orientation with. Could only help a pilot better visualize an effective thrust direction to maneuver towards whatever his destination. It allows you to easily find the 3-9 line of your ship so you can position your ship manually for way more complex and effective counter and pro thrust maneuvers along any vector and allows more accurate fine tuning to trajectory. Plus an accurate means of measuring that change. A lot will have to do with the imagination of the pilot in how to effectivly use this increased awareness and accuracy feature. Its like taking a 3D protractor into space with you so you can use it to make bearings. Originaly I thought okay why not just have it use the target function, so you would be able directly to compare orientation to your target(destination or reference body). Then I thought while useful, it is a bit limiting. So I thought better would be to leave it up to the pilot to simply point at whatever vector he wanted and simply compare his ships orientation against that. While no where near as accurate as actual targeting - it allows a lot more flexibility because you can zero the readings even if you are not pointed at any particular target. approach for it's flexibility, in spite of it being less accurate.) Those are just a few points I can think of off the top of my head, I'm sure someone more familiar with navigation could have something interesting thoughts to add. I'll think on this some more and get back :) |
I'm struggling to see a practical application within the game. Long trajectories involve a change in reference frame. This doesn't just affect your speed display. It also determines which body is exerting a gravity force on the ship. This means that all bets are off with respect to motion when crossing frame boundaries. Even the autopilot has to stop and rethink everything. So, what practical application does a navigation device like this have?
More than a lot - any of it. Do you have a specific use case in mind, or perhaps two? |
Hey Brianetta I saw this comming :) Here's one, Okay lets say I'm flying along to some planet and I know that if I hold my heading at exactly 30 degrees to the left 20 degrees relative down from my launch point and maintain that exact heading I will meet my target at the perfect angle to fall into its orbit (all if done accurately it should succeed with no hands on the control in spite of being in manual mode). The last time I may have tried that maneuver I might have aimed at my destination too high or too low been too fast or slow - this way I can make those tiny adjustments and set my angle at 31 degrees left 19 degrees relative down on my next trip and succeed in my maneuver where before I had failed. |
3-9 line |
In response to the first: The angle of your ship has absolutely no bearing on your trajectory, unless your engines are firing. "Falling into orbit" will happen exactly the same even if you are tumbling wildly. I'm still looking for a use case from you. You want to be able to fire perpendicular to your trajectory (please bear in mind that doing so immediately alters your trajectory, so your careful measurements will be off as soon as you use them) but I'm still wondering why you'd want to do that. Please, carefully describe a situation where you'd be using these gauges, in detail. That way we'll know whether the additional UI complexity, screen clutter and development effort will be worth it. |
I should have said vector there, my appologies. In the second case I should have said alters your speed oops :( The reason you might want to suddenly change vector might be to simply avoid impact with something. Say a makeshift miscalculated orbital trajectory where you need your mains firing full power to stop from colliding with a sun. With a little math in your head and a reference measure tool you might figure that a perfect 90 burn for X minutes will save the day. In the end it's simply a tool to quantify variations in pitch yaw and roll. It can be a factor in situational awarenes for a pilot if has a readily available relative up, down, left, right reference. This serves to create a more intuitive understanding of the space around a pilot's ship in more traditional reference terms. In the larger picture it can be used to determine a ships orientation relative to the plane of a solar system without having to turn on labels and visualy find reference bodys to surmise where the ecliptic is. I'll keep my thinking cap on for more thoughts on this. |
Just been going back over old issues. Related: #134 |
Hey John, One of the neater instruments mentioned was http://mamerominfo.retrogames.com/messbbc/elite.png. Wonder if theirs a way to implement that. Maybe my idea for the decent rate indicator arrows could be used in a similar manner? |
Edit: In this updated explanation a mention of decent rate warning lights with audio cue. This update includes all the psd files as well.;http://www.mediafire.com/?d7ok1y386rlf1h0 |
Closing, because UI related talks should be on the dev forum (we didn't had one back then :) ). |
Pretty straight forward, I thought I should put it out there.
Descent rate & Attitude
The descent rate Warning Light and attitude guage. (would only activate when gravity is in detect range)
Once a planet's gravity vector is recognized by this guage, the descent rate can automaticaly be calculated for the ship's z axis, once the ship transitions to horizontal for descent to the surface. Depending on orientation and rate of descent, three things would happen.
(This is also how it can function as a horizon and landing attitude aid)
In other words, Only when a ship's pitch and roll are horizontal to the surface of a gravity source (planet) a green light on the dash would go on.
2.As a ship decended, rate of speed down the gravity vector could be calculated, and if safe landing speeds were exceeded, a flag would go off and cause the warning light to change to yellow.
3.Speed down the gravity vector would continue to be calculated, and if it approached lethal landing speeds, a flag would go off and cause the warning light to change to red.
All that would be required would be a small alert light on the dash that goes on when a pilots descent rate velocity down the gravity axis (z axis for ship) exceeded safe landing speed limits.
Of course this warning light wouldn't protect a landing pilot from lateral drift mishaps, landing in the wrong spot or careening head-on into any surface.
Basics involve a 3 color system for the warning light.
green - for safe landing speed
yellow - for collision or crash speed
red - for all fatal impact speeds
The warning light need not be distractingly large - just large enough to notice
l
See Pics
Not quite yet level for landing.
Ship level on horizon and green for landing.
Descending level and at safe speed.
Descending level at crash speed.
Descending level at lethal speed.
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