Greatly Expanded Instrumentation and Information Systems

    Please check all of these that you'd like to see.

    • Better map

      Votes: 19 95.0%
    • Better Radar

      Votes: 17 85.0%
    • Planetary Navigation Info

      Votes: 10 50.0%
    • Flight path (vector) indicator

      Votes: 9 45.0%

    • Total voters
      20

    Valiant70

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    I built a base on this planet earlier. Now which side is it on...
    ...
    ...
    ...???

    I'm sure we've all been there, and in a lot of other situations where some additional information would have been very useful. In this thread I'll be outlining several ideas for better informational systems in Starmade. Feel free to add your own ideas. I may even edit them into the OP.

    TL;DR : Starmade should have the following:
    • Better map that also maps systems
    • A short-range scan display that is actually useful
    • Planetary navigation/location instruments
    • Flight path indicator
    Better Star Map

    The current map is hard to read and buggy. First of all, there is no depth perception. It's hard to tell if my cursor is on or in front of something. Second, while there appears to be some attempt at a function to show the coordinates of the sectors (press c I believe), I can't make out how it's supposed to work. It just isn't user friendly.

    Here's what I'd like to see. First, change the straight-front view to a trimetric view (google this before commenting please). This will keep enough of the front of the cube turned toward you to make it obvious which key to press to move the cursor. Second, display information about the sector the cursor is on in a clear and user-friendly manner without having to hold down a key that no one knows about:
    • Presence of a planet, its type, and faction standing if applicable
    • Presence of a station and faction standing if applicable
    • Presence of a capital vessel(s) and faction standing if applicable
    • Whether or not the sector is in range of your ship's jump drive (if player is in a ship), and any info relevant to hyperspace travel
    • In the future, such information might be enhanced or limited by on-board sensor arrays (not important now; we need to get stuff "fixed" first)
    Thirdly, since the universe is going to really open up to long-range exploration after the FTL update, a better system map is needed. (I think) an attempt has been made to do this already, but it suffers the same problems as the sector map, and is even less useful as it gives no information at all that I can see. Here's what I would do:

    Change to trimetric view (again, google if you don't know EXACTLY what that means or I'll make fun of you.)

    Add information about the system the cursor is on:
    • x, y, z coordinates of the system
    • System name (this is more wishful thinking, but I'd like to see systems become namable)
    • Type of system (void or star system). Place a graphical star icon in star systems.
    • Number of planets (and maybe types) if any
    • (possibly) limited info about faction presence in the system, such as presence of claimed planets and factioned stations. Presence should be displayed, not actual (sector) location.
    • Presence of jump gates in the system, and any info relevant to hyperspace travel
    Short-Range Scanner (RADAR)

    Currently in game, there is a small, cryptic square display in the upper right corner of the screen. I really don't know how it is meant to be read.

    To map points in three dimensions on a two-dimensional display, visual cues are needed to emulate depth perception. This can be accomplished by displaying the x and y axes as a wireframe disk with lines running from the disk up or down to each "blip" on the sensors.

    The display should also be much larger than the current one (or better yet configurable in the options panel) to make it clearly readable.

    Planetary Navigation

    Now where'd I build that base camp….?

    Press a key with a planet selected to toggle the planetary nav HUD.

    • Segments are numbered (might be overwritable by names in future). This is the most useful feature.
    • Poles and axis, direction, and speed of rotation are displayed. This is less useful, but is interesting and immersing.
    • Planet type, approximate planet mass, and other information may be displayed as well.
    Flight Path Indicator

    This serves to show how far off the nose you are drifting. In real life fighter jets, this is displayed on the HUD as the flight path seldom veers far from the nose. In a space ship however, this will not work as the flight vector might be somewhere behind you!

    A small, circular instrument should be added opposite the radar. In the center is a white dot.

    • When the ship is at rest or moving straight forward, nothing else displays.
    • When the ship is moving straight backward, the dot turns orange.
    • When the ship is moving slightly or mostly forward, a yellow dot appears on the display. Its position indicates how far off the nose the flight path is.
    • When the ship is moving slightly or mostly backward, a similar orange dot appears showing how far off the "tail" the flight path is.
     
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    Criss

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    I actually found the map to be pretty awesome. I agree that it could show more information when looking at each sector, but for now I wouldn't say its a priority. It functions well enough and I get a general idea of my surroundings.

    By wireframe disk did you mean something like this?


    What would the point of a flight path indicator be? Orientation?
     
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    Criss

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    You know KSP's virtual horizon, how it has the velocity vector indicators on it? That sort of thing.
    * Crys * " But I have never played KSP!"

    But seriously, it would be for velocity?
     
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    Yeah, would show velocity and orienation. Could also show target location, velocity realtive to target, etc.
     

    Valiant70

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    I actually found the map to be pretty awesome. I agree that it could show more information when looking at each sector, but for now I wouldn't say its a priority. It functions well enough and I get a general idea of my surroundings.
    How on earth do you tell if your cursor is on or in front of the thing you're looking at without moving it back and forth? That just irritates me. Also, there are key commands you need to know to operate it and they aren't listed anywhere that I know of.
     
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    Criss

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    How on earth do you tell if your cursor is on or in front of the thing you're looking at without moving it back and forth? That just irritates me. Also, there are key commands you need to know to operate it and they aren't listed anywhere that I know of.
    Pretty sure the commands are a,w,s,d, there are two others. Its really not difficult to figure out. I am sure it will get an overall graphical upgrade eventually. Unless you are talking about the radar thing in the corner of your screen. But that isn't really hard to figure out either. I think its supposed to be simple, nothing fancy.
     

    Valiant70

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    Both the current map and radar have sacrificed functionality for simplicity, and they are completely inadequate in my opinion.

    there are two others.
    How is a new player supposed to know they exist or what they are without asking someone else? This is not user-friendly and it should be. Maps interfaces should be easy to figure out at a glance, not full of secrets.
     

    jayman38

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    I'd like to see the 2D cockpit radar made into three different views. Maybe they could be selectable, or maybe shown side-by-side, or top-to-bottom. Or maybe they could be shown all at once, each having a quarter of an overall radar screen, arranged to easily see how things are in relation to your ship as the center.

    1. Forward radar that shows where contacts are in relation to your forward direction. Similar to the radar "target" in the original Wing Commander games.
    Visual reference:

    Note the circular radar roughly in the middle of the image, showing the target as a red dot, slightly off-center.

    2. Top-down plan view like with the current radar.

    3. Side plan view, similar to the top-down plan view.

    I'd also like to see contacts on the radar labeled with a tiny number or letter to indicate distance and the order in which they were detected. That way, you could tell where specific contacts are when looking at these different radar views.

    Example: In forward radar view, you can see that contact A is up and to the right of your forward direction. In top-down radar view, you can see that it is about 150 m forward and 100 m starboard. In side radar view, you can see that it's not only 150 m fore, but 200 m up from your current position.

    A 3D radar view might be better at determining things in a single view, but I find 3D radars difficult to interpret at a glance, so I think a series of 2D radars would actually be more useful to the average player, even in high-speed situations like combat.
     

    Criss

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    Both the current map and radar have sacrificed functionality for simplicity, and they are completely inadequate in my opinion.



    How is a new player supposed to know they exist or what they are without asking someone else? This is not user-friendly and it should be. Maps interfaces should be easy to figure out at a glance, not full of secrets.
    I am not saying it shouldn't be. I figured it out by pressing a few random buttons. For now we can suffice, but really it only needs a graphical update and a bit more information. It's isn't a priority till after universe generation is fleshed out. People so far seem to be capable of navigating without it anyway.
     

    Valiant70

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    A 3D radar view might be better at determining things in a single view, but I find 3D radars difficult to interpret at a glance, so I think a series of 2D radars would actually be more useful to the average player, even in high-speed situations like combat.
    I don't know if you're familiar with Vega Strike (which was inspired by Wing Commander and Elite among other similar games), but it has two 2D radar displays, one front and one aft. They're essentially two flattened hemispheres, where a blip appears in one just as it disappears in the other. It works, but doesn't show the range to different blips. I'd still be happy with something like that though.

    For now we can suffice, but really it only needs a graphical update and a bit more information.
    The entire point of this thread is to suggest such graphical updates and additional information, to be implemented when practical.
     

    Valiant70

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    Pretty sure the commands are a,w,s,d, there are two others. Its really not difficult to figure out.
    Could you explain how to operate it to its maximum potential? What are the other keys? What do they do? Can it display coordinates or set a waypoint?
     

    Criss

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    Could you explain how to operate it to its maximum potential? What are the other keys? What do they do? Can it display coordinates or set a waypoint?
    I forgot what the other keys are. They all move the map around and the direction is based on how the map is currently oriented on screen meaning w will always push you in a forward direction, kinda like if you were aiming a ship. It shows little icons for pirate, trade and abandoned stations and maybe a few others. I do not remember. I am sure planets show up too. I think thats about all it does for now.
     

    Valiant70

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    I forgot what the other keys are. They all move the map around and the direction is based on how the map is currently oriented on screen meaning w will always push you in a forward direction, kinda like if you were aiming a ship. It shows little icons for pirate, trade and abandoned stations and maybe a few others. I do not remember. I am sure planets show up too. I think thats about all it does for now.
    Wow... not nearly sufficient.
     

    Keptick

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    I actually found the map to be pretty awesome. I agree that it could show more information when looking at each sector, but for now I wouldn't say its a priority. It functions well enough and I get a general idea of my surroundings.

    By wireframe disk did you mean something like this?


    What would the point of a flight path indicator be? Orientation?
    There's.... a map? *cries for a few minutes*

    I've played this game for over a year and I didn't know that there was a map (I probably forgot actually). What's the default key to open it?
     

    Criss

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    There's.... a map? *cries for a few minutes*

    I've played this game for over a year and I didn't know that there was a map (I probably forgot actually). What's the default key to open it?
    I didn't know about it till like a week ago. There is also a particle system. Needs a lot of work though because I can't get it to work. But try either shift + P or just P
     

    Keptick

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    I didn't know about it till like a week ago. There is also a particle system. Needs a lot of work though because I can't get it to work. But try either shift + P or just P
    I knew about the particle system, but not the map. Either way, thanks a lot.
     

    jayman38

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    What's the particle system? Is it useful?
    The particle system becomes apparent when you shoot a block and see yellow and orange short-lived pieces flying off into space. It's still in kind of an early stage, but adds a lot of good visual candy to combat. I would say that's the extent of its usefulness at this time. Sadly, it's not a reference to a new particle cannon system.