Release Elite Dangerous HUD Mod (EDHM)

Is there an actual "bubble" where some mods work and some don't?
I thought "the bubble" was just a name carried over from the Beta.
I am about 100 jumps out from Sol and coming back. Are there any checks you would like me to do?

As far as I'm aware, the galactic location only applies to these starfield and space fog shaders, but I don't know exactly where they start and end. I haven't travelled very much since I started modding.

Yeah I'd be really grateful if you could please try the space fog shader above, and also the Enhanced starfield shader that's in Custom.ini .. but only if you have time though. One of these days I'll make another trip to Colonia and Sag A and see if these shaders change along the way
 
As far as I'm aware, the galactic location only applies to these starfield and space fog shaders, but I don't know exactly where they start and end. I haven't travelled very much since I started modding.

Yeah I'd be really grateful if you could please try the space fog shader above, and also the Enhanced starfield shader that's in Custom.ini .. but only if you have time though. One of these days I'll make another trip to Colonia and Sag A and see if these shaders change along the way
There seems to be no difference 3·5 kLy from Sol. I'll check every 1 kLy.
Explorer Mode did not do much either, in an Anaconda. The only differences I saw was, the weapon lights on the prow, the Lakon ident and a ring on the radar.
 
There seems to be no difference 3·5 kLy from Sol. I'll check every 1 kLy.
Explorer Mode did not do much either, in an Anaconda. The only differences I saw was, the weapon lights on the prow, the Lakon ident and a ring on the radar.

Thanks very much for checking! It sounds like the radius is bigger than I thought, and perhaps only switches over near Colonia.

The Explorer mode is designed to turn off anything distracting after you turn off your cabin lights and hud. If you have the lights and hud on then you won’t notice much of a difference. But if there’s anything distracting still glowing then let me know and I’ll turn it off in v2.0
 
Thanks very much for checking! It sounds like the radius is bigger than I thought, and perhaps only switches over near Colonia.
I assumed that there was no difference because I am outside the bubble. I'll keep checking until I see a difference between on and off as I return, Solwards.
Just to check, do the mods work in normal space?

The Explorer mode is designed to turn off anything distracting after you turn off your cabin lights and hud. If you have the lights and hud on then you won’t notice much of a difference. But if there’s anything distracting still glowing then let me know and I’ll turn it off in v2.0
I understand now. That's a feature that would have been handy when the honk only scanned 1000 Ls and you had to find far out planets by their apparent motion.
 
Thanks very much for checking! It sounds like the radius is bigger than I thought, and perhaps only switches over near Colonia.
At 2571 Ly from Sol, the Rosette Nebula is as visible* as in the standard view. (Without your mod.)
So that looks like a win for you.

* Compared using PSP file arithmetic.
 
At 2571 Ly from Sol, the Rosette Nebula is as visible* as in the standard view. (Without your mod.)
So that looks like a win for you.

* Compared using PSP file arithmetic.

Oh nice! I was a little concerned what it might do to other nebulae, but that's good to hear. Thanks again!

This anti-fog shader is just a beta test and can be tweaked further if anyone notices something strange.

Sorry I might be having a dumb moment, but what does 'using PSP file arithmetic' mean?
 
Little suggestion: may be separate Targeting Reticle sections for A-HUD and C-HUD?

1617324562257.png


I totally dig the Adaptive reticle in A-HUD. It changes colors depending on the background so it's always visible and I LOVE IT, but for some reason it switches to 1 (Pink / Red / Purple / Green) when in Combat Mode, and I find it HORRID (no offense).

1) The red circle is hard to see while in a busy fight.
2) I hate pink (long story).

OHHELLNAH.jpg


For now I'm just cycling through F7 to setting 2, and later will probably setup a custom profile for combat (just for the reticle), but I think it would be neat if both modes could be set separately.

Cheers!
 
Little suggestion: may be separate Targeting Reticle sections for A-HUD and C-HUD?

I totally dig the Adaptive reticle in A-HUD. It changes colors depending on the background so it's always visible and I LOVE IT, but for some reason it switches to 1 (Pink / Red / Purple / Green) when in Combat Mode, and I find it HORRID (no offense).

1) The red circle is hard to see while in a busy fight.
2) I hate pink (long story).

View attachment 216587

For now I'm just cycling through F7 to setting 2, and later will probably setup a custom profile for combat (just for the reticle), but I think it would be neat if both modes could be set separately.

Cheers!

Hi CMDR.

for some reason it switches to 1 (Pink / Red / Purple / Green) when in Combat Mode, and I find it HORRID (no offense)

lol now tell me how you really feel :) But I do understand, colour preferences are very personal. The adaptive reticle is an experimental feature as I wasn't sure if it would glitch under some circumstances. But it was designed to provide at least the same sort of visibility as the default orange reticle, which can usually be seen under most circumstances, whereas sometimes the coloured reticles can disappear in a bright background.

In the tweaker's version of EDHM you'll be able to change every part of the reticle to whatever colour you like. It will take a long time to configure but you can make it exactly how you want.

Little suggestion: may be separate Targeting Reticle sections for A-HUD and C-HUD?

The CHUD and AHUD reticles share the same shader, so at this stage I don't see a way of allocating them separately. But I'll keep that in mind when I'm updating for Odyssey
 
Is there a way to change the SRV wave scanner thingy and the SRV turret colors? i'm looking at the included documentation and not seeing anything about those. Just curious. Amazing mod, I remember attempting to change things in the xml file and that was a chore.
Thanks.
 
Is there a way to change the SRV wave scanner thingy and the SRV turret colors? i'm looking at the included documentation and not seeing anything about those. Just curious. Amazing mod, I remember attempting to change things in the xml file and that was a chore.
Thanks.
Hiya, not the wave scanner.. yet! You see the thing is, many CMDRs are telling me the mod has too many options, so while I could technically enable the colours for everything it would take forever to configure a single profile. As I mentioned in my previous post, the next version 'Tweaker's Paradise' will enable RGB values for every element, including the colour of the SRV wave scanner

When you say SRV turret colours, the mod should be active on there unless there's a bug. I must admit I haven't tested the SRV as thoroughly as the ship so it's possible a change I've made to the ship HUD or panels has disabled something on the SRV. Do you have a screenshot so I can see what you mean?
 
Hiya, not the wave scanner.. yet! You see the thing is, many CMDRs are telling me the mod has too many options, so while I could technically enable the colours for everything it would take forever to configure a single profile. As I mentioned in my previous post, the next version 'Tweaker's Paradise' will enable RGB values for every element, including the colour of the SRV wave scanner

When you say SRV turret colours, the mod should be active on there unless there's a bug. I must admit I haven't tested the SRV as thoroughly as the ship so it's possible a change I've made to the ship HUD or panels has disabled something on the SRV. Do you have a screenshot so I can see what you mean?
Tweaker's paradise, nice. one unforeseen side effect of your mod. It disables the Keybind for screenshot in steam. Something to look into perhaps? i'm sure i could look at the keybinds code and figure out how to exclude it but for those who can't.

i just happened to notice the SRV thing immediately because i'm collecting materials currently so it jumped out to me
as for the screen shots, here you go sir.
 

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Tweaker's paradise, nice. one unforeseen side effect of your mod. It disables the Keybind for screenshot in steam. Something to look into perhaps? i'm sure i could look at the keybinds code and figure out how to exclude it but for those who can't.

i just happened to notice the SRV thing immediately because i'm collecting materials currently so it jumped out to me
as for the screen shots, here you go sir.

Thanks for the screenshots, it helps a lot. Yeah everything there is working as intended. It can be very difficult to change anything that has a default Elite blue colour without breaking five other elements, due to the way the colour algorithms are applied to change the default orange. But I’m happy to see the distributor, AHUD and upper panel lines are working in turret mode

As for Steam, please check the manual page 2 :)
 
Oh nice! I was a little concerned what it might do to other nebulae, but that's good to hear. Thanks again!

This anti-fog shader is just a beta test and can be tweaked further if anyone notices something strange.

Sorry I might be having a dumb moment, but what does 'using PSP file arithmetic' mean?
Sorry, PaintShop Pro lets you combine two images into a third image. The new image is the product of the color data from the two source images combined on a pixel-by-pixel basis according to the arithmetical function you select, such as Add, Subtract, Multiply, or Difference. This sort of editor is essential when working with textures. I'm still using the last free version. And I use Notepad ++. ;)
 
I'm sure, I'm doing it wrong, but didn't figure out, what the problem is.
Well, it's not working at all. No change in HUD colour when starting the game and nothing changes when I press any of the F keys.

The game's GUI setting is "off", the files are in the elite-64 folder and the folder looks like the screenshot in the manual. I use Steam and all the launchers, I have Odyssey installed and this is the first time I tried to install EDHM.

But still orange lights for me... :(
 
I'm sure, I'm doing it wrong, but didn't figure out, what the problem is.
Well, it's not working at all. No change in HUD colour when starting the game and nothing changes when I press any of the F keys.

The game's GUI setting is "off", the files are in the elite-64 folder and the folder looks like the screenshot in the manual. I use Steam and all the launchers, I have Odyssey installed and this is the first time I tried to install EDHM.

But still orange lights for me... :(

Hi CMDR,

Yeah it sounds like it's set up correctly. But it doesn't work in the Odyssey alpha, only standard Horizons. If you'd like to troubleshoot you're welcome to send me a PM here or discord (psychicEgg#9971)
 
o7 commanders, I'm totally new with using EDHM and I followed the installation process correctly, but when I tried using the shortcut keys to see if it worked, nothing happened, already have my ED install fixed when it comes to Windows protector so not sure what's going on. Tried looking at the troubleshooting section in the manual but the issues listed were mostly about stuff when you have it properly working lol.
 
o7 commanders, I'm totally new with using EDHM and I followed the installation process correctly, but when I tried using the shortcut keys to see if it worked, nothing happened, already have my ED install fixed when it comes to Windows protector so not sure what's going on. Tried looking at the troubleshooting section in the manual but the issues listed were mostly about stuff when you have it properly working lol.
oh and the GUI setting is Off
 
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