Release [Explorer's Application] Captain's Log

I have a problem with the latest overlay. When it's enabled and I press Alt-C to open the window, the top part is hidden, including the actual overlay button, this preventing me from turning it off and switching to normal window mode. Additionally, if I close Elite entirely it will switch to the normal window mode but the top window bar is outside my screen boundaries and I cannot drag it anywhere.

You can drag the overlay-mode main window by clicking on and dragging the trip database label situated at the lower left of the window.

Incidentally, what's your screen resolution?
 
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Beta 5 is looking good.

I must confess I'm not a big fan of the segmented display for the odometer digits. It doesn't match anything Frontier has done in-game and even mere 2016 cars use proper fonts for that in their displays these days. It feels a bit dated to me. I'd prefer just the regular font, I think.

I've recently started using EDTracker head-tracking. The overlay is sufficiently small to be usable with it, I think.
 
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Beta 5 is looking good.

I must confess I'm not a big fan of the segmented display for the odometer digits. It doesn't match anything Frontier has done in-game and even mere 2016 cars use proper fonts for that in their displays these days. It feels a bit dated to me. I'd prefer just the regular font, I think.

I've recently started using EDTracker head-tracking. The overlay is sufficiently small to be usable with it, I think.

Pffft! Philistine!

Nothing is more awesome than that 1980's segmented calculator display!

HOW VERY DARE YOU!

;)

Anyway. Yeah.

I kind of like the retro 80's look of it - reminiscent of the decade the original Elite was born, what what? :p

I could change the look of it to Just Another Ordinary Modern Boring Sterile Look - but I feel the LCD widget just gives it a bit of character. You might disagree with it, but I kind of like it regardless.

Regards o7
 
Pffft! Philistine!

Nothing is more awesome than that 1980's segmented calculator display!

HOW VERY DARE YOU!

;)

Anyway. Yeah.

I kind of like the retro 80's look of it - reminiscent of the decade the original Elite was born, what what? :p

I could change the look of it to Just Another Ordinary Modern Boring Sterile Look - but I feel the LCD widget just gives it a bit of character. You might disagree with it, but I kind of like it regardless.

Regards o7

Jokes aside, aesthetics and functionality are very subjective. For example I don't like your choice of font but I can live with it on the desktop version but when it comes to the overlay it's hard to read. And yes I know it's free software and blah blah. Ultimately it's about being sensitive to the needs of your users and caring for as many as possible. My suggestion is the same as before: options. Keep your stylistic choices but offer alternatives to cater for more people. Here are three options you could incorporate to your software:

- Option to use an alternative font for the distances.
- Option to turn on decimals for the distance to Sol.
- Option to display partial jumponium icons (perhaps half filled or faint or something else) together with the full icons.

I'm not saying you should do these. I'm saying you could. To allow for inclusiveness.

Incidentally, regardless of whether you choose to implement these or not, your software is very good already. And very useful. So thank you for implementing it in the first place.
 
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Oh Great ONe:

I know you have said that converting the earlier databases over is unlikely, but it would be wonderful if I could import my text notes into the new version. I have exported my previous DB's to CSV. and I'm praying for an EDSM sycnh. (grovel, grovel)
 
Would it be possible to make the colour of the labels and values of the distance to sol and odometer customisable please, in both the main and and banner windows? Just so it can fit in with people's HUD schemes. If it could include an alpha value, even better.

o7
 
Having had a play with the latest, the addition of the material percentages is awesome. A *possible* future development might be to calculate some stats off the percentages - eg, highlight a different colour if a material concentration is in the top 5 highest you've ever discovered. maybe an optional report from the main console showing top 5's with locations - I was keeping tabs in a spreadsheet but got lazy ;)

and with the success of the overlay, I'm now wondering about a 2nd overlay; to display the other details of the planet (rotation, temp etc). It's something I would either position over on the right hand side below the IGT clock, or front and centre for a configurable time period - although that could be annoying for landables so maybe on the right is the go. It almost negates the need to visit the Sys map completely
 
On old -> new db system.

If properly structured wouldn't it be possible to do a csv -> DB import?
old already has said functionality?
 
On old -> new db system.

If properly structured wouldn't it be possible to do a csv -> DB import?
old already has said functionality?

It's not practical.

The v1.x databases didn't store system coordinates (as these weren't available in the netlogs pre-2.2). Nor did it store anything like all the stuff that's now available in the player journal files.

The DB format and the amount of data stored in 1.x DB's is extremely sparse, compared to what's in 2.2.

CL2 now has two different types of DB..

1) GALAXY.db : contains basically all the information about the galaxy as and when you encounter it - star systems, coordinates, stars, star info, planets, planet info, system notes, atmosphere types, volcanism types, whether a planet was landable or not, material availability... basically everything exploration-related the game sends into the new player journal files.

2) Your trip DB's - these store the id's of the star systems in the GALAXY.db, the jump timestamp, jump notes, and so on.

There's simply not enough information in the old 1.x DB schema to take in and convert into an equivalent GALAXY.db schema for the star systems and their data.

No one sane is going to go through an X-thousand-jump database and fill in all the missing data for each jump; each star system and their XYZ coordinates, each star in that system and their details, each planet in that system and their details, volcanism, materials, and so on - because that's what would have to be provided before being able to create a record in the Galaxy database.

The only sane way of doing this would be if FDEV expanded on their ImportStars.txt concept thus...

1) You exported to a file - call it FakeJourney.txt - this contains the system name and the timestamp of the jump

2) The game when started reads this file in, and then created a fake Player Journal file, which has all the details of the imported trip with the in-game timestamps as read from FakeJourney.txt

3) CL2 or whatever would then be able to import this faked Player Journal file, with all the system data provided by it.

Regards
 
Squished that bug now - thanks o7

Unfortunately, that bug is not fully squished in beta 5:

1) Configure the screenshot tab to include system name
2) Take a screenshot
3) Jump to another system
4) Take another screenshot

Expected:
Screenshots should have different system names in them

Observed:
First system name is used for both screenshots.
 
Unfortunately, that bug is not fully squished in beta 5:

1) Configure the screenshot tab to include system name
2) Take a screenshot
3) Jump to another system
4) Take another screenshot

Expected:
Screenshots should have different system names in them

Observed:
First system name is used for both screenshots.

I hate my life.
 
2.0 Beta5:
Clicking on icon or text does not select row.
Check video. I do click almost constantly however you do not hear it :).
[video=youtube_share;iTcfzJbymXs]https://youtu.be/iTcfzJbymXs[/video]
 
2.0 Beta5:
Clicking on icon or text does not select row.
Check video. I do click almost constantly however you do not hear it :).
https://youtu.be/iTcfzJbymXs

Thanks for the report.

Yes. I know. :)

See this reply in post #951

Blame Qt4.

Have you tried clicking in between the icons? You'll find it works. This is because I construct the icons as a Qt Widget (I have to) - they have their own signals, which aren't connected to anything, so clicking them means the signal goes nowhere - whereas in table cells with text, the cell has its own cellClicked() signal, which is connected to the cell clicked handler I have written.

"Why not just connect that icon's clicked() signal to the table then?" - Because it's not as simple as that and I am trying to find the best workaround - think of the sheer amount of icons there can potentially be for a single system with lots of landable planets, and all the signals that'll need to be connected up. There's potential there for things to start getting crashy and/or slow, so I have to be careful how anything is done. :)

I will try to find a way around it. But until then, there's a heck of an amount of places where you can click in order to get the row you desire ;)

Regards o7

P.S. "Commander's Log" !? :p
 
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Captain > Commander in Naval ranks ;)

True, but, a Captain in command is the Commanding Officer, and thus the Commander of a ship.

What you get when a rank has the same name as a function/role.
This is actually a quirk in the English language that can be quite confusing.
 
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