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Inertia/Direction indicator on HUD for ships

Sancho shared this feedback 6 months ago
Not Enough Votes

Greetings,

When inertia dampeners are on, it is hard to determine the ships direction if no points of reference are in sights.

My suggestion is to add a visual indicator on the HUD, showing the direction of the ship.

I linked multiple images to explain my suggestion :


1)A is current HUD5aacc61cf4c19a1c9f3868afdecfe791

1) B is current HUD but with no point of reference.21fea5d7c4e786cb1b1cf444effa6ffd

2) is a suggestion with an example going forward with the ship.55b0323614d220cbfe06149d8066d7cf

3) is a suggestion with an example going forward left (horizontal) with the ship.7123f535eb632f5ce65bbce47eb49828

4) shows the reverse indicator, as the ship is going in reverse.222891e661466c069546a90d7ad9f944

5) shows the reverse indicator, as the ship is going in reverse up.442bf8947af1feccb0b2f233142db977


Indicator is exagerated (and thick) for demonstration purpose.


This would work in any situation, as sometimes there is no point of references, you know your ship is moving, thanks to the speedometer, but not really "where" it is moving.

In situation for landing too, it can indicate the direction for a smooth landing with dampeners off, as you could use it as a target combined with the speedometer to adjust the maneuver.

Replies (7)

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Better ui, better game.

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I agree. The UI of the game is attractive.

But information-wise it is literally pathetic.

And this applies not only to the display of flight information, but in fact to any information about the equipment/grid being built, the parts being used, or anything at all.

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I hope they won't go with "style over function" for these particular reasons.

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accidental reply award

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I agree, I'd maybe suggest an option to make them look like the ksp prograde/retrograde markers maybe

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Found this on wiki: https://en.wikipedia.org/wiki/Attitude_indicator

Flight Director Attitude Indicator

Apollo_FDAI

It differs from the horizon attitude indicator as this one was used on the Apollo space missions.

I think it shows how the orientation of the vessel differs from the line of its trajectory.

Hey, but this is old tech.

It looks a bit fiddly to read when in high speed maneuvers.

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While I think that the proposed indicators are a bit too large/egregious, the idea overall is pretty solid

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Yes, I exaggerated them for the example.

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Instead of showing only a simple movement vector indicator, it would be great to have an optional trajectory line displayed on the HUD.


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The line would represent your current movement vector. If that trajectory intersects with a nearby grid or voxel, the HUD could show the predicted point of impact, along with distance and estimated time to impact.

When flying inside a gravity well, the trajectory line could curve to reflect the effect of gravity on your path. This would make it much easier to understand where you are actually going, not just where your ship is pointing.

This would be especially useful for:

  • Precise approaches and docking
  • Avoiding collisions
  • Planetary reentry
  • Flying stable orbits by adjusting speed and altitude

With a curved trajectory line, players could visually correct their course to maintain a desired orbital altitude instead of relying on trial and error.


The feature could be optional via HUD settings to keep the interface clean for players who prefer a minimal UI.

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That would probably be somewhat computationally expensive to do with precision, but even approximate trajectory/velocity indicator would be an absolute godsend. I just crashed into a planet at 1000 km/h while thinking I was flying up and away from it. I blame the game for this, because once you are some kilometers up ground stops being a useful point of reference.

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Most of the calculations can be done on client side. It is info/visuals dedicated to the ship you are flying now. In addition to trajectory and impact measuring, it would be great to see some info about all the objects in close proximity, for example distance to all other grids in like 2km range, their relative speed, size (mass). this might require some specific blocks to be on your grid, like scanner/radar. Ofc, all this visuals should be taggable so you see them only if you need.

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Thanks to both of you, for adding on my suggestions, sadly this was archived a while ago and the status will probably never change.


I may have published this too early, now with planets it feels more relevant than ever, but yeah it is archived.

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Only one change to the OP's design: have the inverted indicator show you the point you are moving away FROM. That is, if you flying up and backwards, the inverted indicator should be seen forwards and down. Otherwise it'd be too confusing.

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