It might be possible to edit that shader. Best way is to circle things you want to keep and i'll try to edit it. But I fear it might be just one layer that have it all or nothing.
Ok, Ill test some more and see what I can up with. Hopefully some basic flight info can be kept.
EDIT: Did a bit more testing and took some screenshots that may help.
The following two screenshots show the Ship and SRV HUDs with the pitch ladder and aiming sight. Note that sight shown in the image for the ship is a scanner, but it could be any type of sight depending on the weapons or scanners fitted. The sight shown in the image for the SRV is the standard turret gun. Note also that the SRV still has a material scanner. In both screenshots I have placed a red square around the layer (items) that it would be preferable to keep if possible.
The following two screenshots show the Ship and SRV HUDs with the e61a98e9d493cdea-ps_replace.txt shader fix installed. I have made some text notes on the images pointing out the problem areas. Basically, in the case of the ship they relate to determining things like pitch and height (when approaching a planet surface and landing). I did not try any weapons, but suspect this will present problems without a gun sight, although gimballed weapons would help because they follow the target in any event. In the case of the SRV the main problem is the absence of the material scanner, which makes finding materials much harder (good?) and, to a lesser extent, the lack of a gun sight.
So hope this helps and with luck can mod the shader to keep these flight and gun cues (and material scanner) in the HUD.
FURTHER EDIT: Have done some more exploring with the max immersion (e61a98e9d493cdea-ps_replace.tx) shader installed and wanted to rave some more how awesome this shader mod is! Good examples (and putting aside the changes mentioned above) are:
- Can select an astronomical body in the system map or nav-panel but have to fly to it using the ship's instruments until close enough for a visual.
- No slow down cue based on the LS info in a circle place-marker. Instead have to gauge when to slow down using the ship's instruments having regard to distance/speed at the time.
- When flying down to a planet, no idea of its gravity. Have to check this in the system map or rely on flying experience.
- No altitude info or landing info, all visual (except for the coloured ship cue in the radar once the landing gear is down). Experience and care, particularly on the dark side - night vision is therefore useful and important given 3.3 lighting on dark areas is dark.
- When leaving the planet need to rely on experience to get the escape vector right and use the instruments to align the ship to enter super-cruise.
- No cue when entering hyper-drive. Need to line up for the jump using instruments.
- No "brown ring" when using FSS scanner (see screenshots below). Scanning the system is therefore a combination of moving the orange circle in the blue patches, tuning and visually spotting the planet. Harder (particularly when drilling down levels with the scanner), but all good in my view if you are not in a rush.
There are probably other things but
with the 3.3. changes to the lighting and cockpit, orbital lines off and this shader, now actually feel like I am flying and controlling the ship in space!! A real sense of having to fly carefully around stars and planets. This is without a pitch ladder, which is ok, but still inclined to keep some basic HUD info if possible, such as the ship's position (long/lat) and aiming sight and the SRV's material scanner and aiming sight as a minimum.