Discussion ICARUS Terminal (Pre-Release)

In the latest series of updates I've added some new features, bug fixes and visual improvements to the system map.

You can now search systems from the interface. This is a simple feature, and it does not yet have auto-complete, but it's functionally useful. The design will be revised, but it seemed nice to have something in to allow that for now, even if it's going to change later.

The system map now renders stars based on their spectral class (with support for all known classes) and improved and expanded textures, including for rocky/icy bodies and an explicit new texture for gas giants. The textures are are seamless tiles to allow for animation in future - these are implemented, but not currently enabled, as is a performance hit on slow computers / devices (e.g. cheap android tablets) and don't want to enable it by default until there is an option to turn off animations in the UI.

Information about stars, planets and rings has been expanded in the inspector panel.

This release also includes bug fixes for edge cases and complex systems and historical anomalies (e.g. systems with planets that have been renamed since release).

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Fantastic work!
 
This would be a really cool app if I wasn't a PC Dinosaur. Will there be a version in the future where I can just install and run?
 
Brilliant concept. So far it is well done but I think you can take a rest on the visuals for now, they're perfect as is and I would say they upcoming effort would be best served if focus was placed on completing the logic.

I tried it out and I can see some really cool possibilities. if possible, this would make for a great Game Overlay so that one wouldn't have to swap screens. This is particularly useful in VR. I think you nailed it by putting this up as a browser based utility too. That really opens up possibilities as a second screen.

I'll be watching this thread and hope to see the future developments. Thanks for the effort. 🙏👍
 
Brilliant concept. So far it is well done but I think you can take a rest on the visuals for now, they're perfect as is and I would say they upcoming effort would be best served if focus was placed on completing the logic.

Thanks for the feedback! Yeah it's been a bit of long tail for the map view to port form the prototype to the current version as there was some edge case handling to shake out (bug fixes for handling of a range of unusual systems, and sometimes iffy data) but I think it's in a decent place finally; although I'll still revisit minor issues if there are bugs.

I've started work on the Ship panel next; after that it will probably be the Commander panel, although the Ship Cargo panel might interact with the Navigation and Trade panels, so might be tempted to do some work on Trade panel after the Ship panel.

e.g. to automatically suggest best (and / or nearest) systems / stations to sell whatever is in the cargo hold

I'm envisioning something similar for Engineering of modules in the Ship panel, so it can show you what you have and what need to level up a module with engineering on it (or what options you can apply), and where the nearest engineers are who can provide the services, so you don't have to think about and can keep it open while gathering materials to track progress.

The Comms panel is where I have what I think are really interesting ideas for gameplay and taking things further, but I want to nail down the core functionality first so the initial implementation of the Comms panel will probably just be latest news / recent fan podcasts on first pass.

I tried it out and I can see some really cool possibilities. if possible, this would make for a great Game Overlay so that one wouldn't have to swap screens. This is particularly useful in VR. I think you nailed it by putting this up as a browser based utility too. That really opens up possibilities as a second screen.

I'll be watching this thread and hope to see the future developments. Thanks for the effort. 🙏👍

Someone asked about VR support, so may move to borderless window that allows transparency. I tried this out with the prototype and it works pretty well.

I think it might not be the easiest thing to interact with in VR unless I do some more work with the keyboard navigation (e.g. to allow full arrow key / WASD navigation), but that's very achievable.
 
In the latest updated I've enabled the first option in Ship panel.
  • Shows power distribution while on boar on board (i.e. not on foot or in an SRV)
  • Displays some statistics (fuel, jump range, rebuy/module cost, cargo space)
  • Lists installed modules / size / power draw / ammo count / engineering level
Future updates will expand on this info and include additional options relating to cargo, engineering and outfitting.

Screenshot (1613).png
 
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Nice !!
Are you planning to add info on the engineering details too with a click on the module or permanently screened?

Oh yes! The data for what engineering is on an item (including experimental effect) is already loaded but not displayed - just rendered as icons for now. I plan to display that and materials you have vs what you need (and what effects can be applied, and by who).

I'm thinking of having a separate tab on the right of that ship panel that is just specifically for tracking upgrades and materials - including what materials you need to level things up further, what you have already, who can do it, and where they are / how far away they are); and maybe a tooltip of where to find each material type.

Basically so you can click on a thing, see all the things you COULD apply, and then just pin one and see what you could to do to gather those materials (scan wakes, REZ zones, nearest Material Trader, etc).

Edit : Would be nice to get the interface with the colors editable, like Elite Dangerous hud Mod EDHM to keep the same graphic chart.
Yes, agree!

The whole UI actually just uses a few variables to control theming, with that specifically in mind.

ui vars.png


All the graphical elements are generated at run time[1] and/or are vectors, so doing this, is really easy:

ui green.png
ui purple.png

UI blue.png


[1] There are texture maps for planet and star surfaces in the map view, but they are also composited and shaded at run time, based on the properties of the body (size, type/class/composition, atmosphere, can be landed on, etc...) so can also be shaded.

I want to make the theme colors configurable, and maybe even read the config file and use existing HUD customization that is configured as the default.

Am still toying with the idea of a dropdown for selecting them so can use different colors on different windows / on different devices.

LOL!

Oops meant say "while on board" (i.e. not in an SRV or on foot).

Support for displaying status of Boar mounts is not slated for initial release.

The current metrics are a bit utilitarian so will likely jazz them up a bit, maybe with some fancy charts (still clear, just some nice eye candy for them).
 
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I really like this, nice work.
I'm having an issue, and I appreciate it could be 100% me. When I hit the expand to full screen icon, it moves from the monitor I had it open in, to the the window I am playing the game in. Is there anyway to change which monitor it will go full screen on?
 
I really like this, nice work.
I'm having an issue, and I appreciate it could be 100% me. When I hit the expand to full screen icon, it moves from the monitor I had it open in, to the the window I am playing the game in. Is there anyway to change which monitor it will go full screen on?

Same for me too! Can this be fixed please??? :unsure::)
 
I really like this, nice work.
I'm having an issue, and I appreciate it could be 100% me. When I hit the expand to full screen icon, it moves from the monitor I had it open in, to the the window I am playing the game in. Is there anyway to change which monitor it will go full screen on?

Thanks for letting me know (and thanks to @the_greeze for confirming), have been able to replicate the issue.

Am tracking it, though it may be a while before I get round to fixing that issue, but there are actually two workarounds:

  1. You can always open URL on the bottom left of the launcher (e.g. http://localhost:3300) and if you are using a decent browser (e.g. Google Chrome) it should go full screen on the same monitor the Window is in. I can make that link clickable in the next release so it's easier to open windows that way, at least until there is a fix.
  2. You can open an ICARUS Terminal window fullscreen, then press WINDOWS+SHIFT+ARROW KEY (e.g. LEFT or RIGHT) to send the fullscreen window to another monitor. It should then resize to whatever full screen is on that monitor.
 
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Great work @Flash Moonboots Am a big fan of MagicMau's G19 App and EDMC as they have been few of the amazing utilises that add to my on screen immersion.
I absolute love the in game look ,but may I make a suggestion off adding an option of allowing enabling the window to stay on top. Like EDMC or YouTube's picture in picture mode.
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Great work @Flash Moonboots Am a big fan of MagicMau's G19 App and EDMC as they have been few of the amazing utilises that add to my on screen immersion.
I absolute love the in game look ,but may I make a suggestion off adding an option of allowing enabling the window to stay on top. Like EDMC or YouTube's picture in picture mode.
What a great setup!

I've been thinking of adding a Pin icon next to the Fullscreen icon, that would set Always On Top and hide the Window border (which could be clicked again to set it back).

Sure, that's should be pretty straightforward for me to do; I'll see if I can get it done for the next update. Maybe I'll do an initial implementation like that and later see if I can add the option to set an opacity level too.

In the meantime, folks might want to know there is a neat free Windows utility called Vitrite that works great with ICARUS Terminal to set Always On Top (and transparency!). I appreciate it would be even better without the Window border too though, so makes sense to make it a native feature.

PS: In future update will also be tweaking that system map view, to hide that inspector panel on the right when no objects are selected, so is easier to view the system map.
 
Thanks for letting me know (and thanks to @the_greeze for confirming), have been able to replicate the issue.

Am tracking it, though it may be a while before I get round to fixing that issue, but there are actually two workarounds:

  1. You can always open URL on the bottom left of the launcher (e.g. http://localhost:3300) and if you are using a decent browser (e.g. Google Chrome) it should go full screen on the same monitor the Window is in. I can make that link clickable in the next release so it's easier to open windows that way, at least until there is a fix.
  2. You can open an ICARUS Terminal window fullscreen, then press WINDOWS+SHIFT+ARROW KEY (e.g. LEFT or RIGHT) to send the fullscreen window to another monitor. It should then resize to whatever full screen is on that monitor.
2nd one is obvious now you mention it. That's what I get for trying it out before the first coffee of the day. Can't wait to see how you build this out.
 
In this weekends update I have added some engineering info to the Ship panel (among other improvements).

I will likely add cargo/materials as secondary item on the Ship panel next, then move on to the Cmdr panel.

I think it makes sense to revisit engineering once the Cmdr and Trade panels are implemented, both to provide a baseline bit of functionality for all panels (enough to cut a 1.0 release) and because it will likely be useful for them to integrate with each other (e.g. to be able to link from one panel to the other).

Not forgotten about the Window pinning option, that will likely drop in an update this week.

Screenshot (1622).png
 
Adding support for pinning windows (borderless + always on top) was pretty straightforward and was able to do it in half an hour over lunch, so just released it (v0.2.15).

You can open and pin as many windows as you want - obviously could be useful as more features are rolled out. This should nicely compliment the new map default behavior.

Look for this icon, next to the fullscreen toggle:

Screenshot (1625).png


Note: This button is visible only on ICARUS Terminal application windows (i.e. New Terminals run from the Launcher) and is not a feature available on remote (web) terminals.

This button is disabled (greyed out) when in fullscreen mode. You can maximize windows and then pin them if you want to have a fullscreen always-on-top window for any reason.
 
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