Discussion ICARUS Terminal (Pre-Release)

Windows just flagged Icarus as having a trojan. I'm going to assume that's a false positive but it "helped" me by moving the executable to quarantine.
 
😕Did Microsoft Windows (eg Windows Defender) do this or was it third party software?
Windows "defender".
This is what it thinks it found:

Trojan:Win32/Wacatac.B!ml​

So reading up on this it appears that the !ml means that this was flagged due to machine learning heuristics. Likely due to someone else using either this piece of code or some library it also uses for nefarious deeds. Thus this heuristic program now thinks everything that uses the library or this code is also a trojan.
Not sure what can be done about that.
Yay digital justice.
 
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Did Microsoft Windows (eg Windows Defender) do this or was it third party software?

Windows "defender".
This is what it thinks it found:

Trojan:Win32/Wacatac.B!ml​


Cool that's very helpful thanks!

It hasn't flagged on the couple of Windows 10 machines here but will invest what might be triggering that. I assume it's a false positive as it's sharing a similar library or routine as known malware, but will verify and look into remedies (and at some point start signing releases).
 
Release Notes for v0.2.25 (out now!)

A bunch of stuff, but the stars of the show (pun not intended) includes adding visual representations of main stars to the system map and the addition of new route planner.

The Navigation Panel is now the first item on the menu, which at first will be a confusing and annoying change - but it was already the default tab and this makes more sense, and it probably won't change again soon. Also, thems are the breaks when using pre-release free software.


Improved Software Update

  • Update notifications are now displayed in the launcher window instead of via blocking dialog prompt at startup
  • The information in the launcher includes a link directly to release notes (like this) so you can read about the changes
  • This is less intrusive and easier to decide when to opt in to install an update

Navigation Panel

  • Navigation panel (already the default panel) has been moved to be the first panel in the list. This might be slightly disorientating at first but makes more sense in the medium term. This probably won't change for a while.
  • Added visual representation of main stars to system map (not to scale, though smaller stars / black holes are rendered in a smaller size)
  • Improved rendering of F,K,M,G,L,Y,T class stars and Black Holes to make them more accurate. Mass and temperature are displayed as statistics but are not represented visually, beyond distinguishing between class of stellar body.
  • Improved rendering of Brown Dwarfs. Now uses gaseous texture for Brown Dwarf stars (as Elite Dangerous does) to make them easier to distinguish from similarly coloured class T Tauri stars. Star temperature is not currently factored into the visual rendering.
  • Improved information displayed in system map for systems with no human presence

Added Route view

  • Your current location, destination and your journey are now visible in the Rote view in the Navigation panel
  • The view updates in real time, any time you plot a new route or jump to a new system
  • You can select any system to view the stellar bodies in it on the system map, if the system is found in EDSM

Engineering Panel

  • Materials are now sorted by grade rather than name, so they are displayed in the same order as the in game UI
  • Material types are still sorted alphabetically are not in the same order as in the in game UI
  • The ability to sort by name is planned to return (along with find by name). The search UI will be refactored so it's consistent across panels.

Other Improvements

  • Reduced and improved padding in UI to make better use of available screen space
  • Added very subtle CRT grading and photographic vignette effects to give texture and depth to the interface
  • Adjustments to separator line usage to more closely mirror the design patterns in Elite Dangerous




Addendum:

Reports of anti-virus software erroneously reporting issues with ICARUS Terminal have been investigated and we believe are the result of attempts by rival terminal operating system manufacture Achilles Corporation to nefariously undermine ICARUS Terminal. ICARUS Communications Corporation strongly condemn this sort of underhand tactic and thank Commanders for their vigilance.
 
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Screenshots from v0.2.25

Screenshot 2022-01-21 170854.png
Screenshot 2022-01-21 170953.png
 
I was wondering if at some stage it would be possible copy to the clipboard from the Navigation panel so we can paste into the Galaxy map.

Was doing a small update and rolled out some selectable text with v0.2.26 just now - as the update mechanism is less annoying/intrusive it's a bit easier to roll out small fixes/enhancements without worrying too much about bugging users.

Text us not selectable everywhere for technical/logistical reasons but is now selectable in areas where it is (a) most useful and (b) doesn't cause issues with other interactions. Happy to consider other suggestions for areas with selectable text. Making all the text selectable is challenging for UX reasons, but there are ways around that if it's warranted.

Launcher
  • Fixes link to release notes in launcher - was incorrectly hard linking to release notes for v0.2.24 instead of the latest release.
Selectable text

Text in specific areas selectable so it can be copied/pasted to Elite Dangerous or a browser window (e.g. to plot a route to a system or to look up something in your inventory). You can now select and copy/paste the following text:
  • Names of stars, planets, megaships, stations, settlement and planetary ports in the title of the Navigation inspector
  • Names of systems on the System Map view
  • Current and destination targets in the Route view
  • Names of items in cargo in the Ship panel
  • Names of materials in the Engineering panel
  • Text in the Log view
When you hover over selectable text, the cursor will change to a text cursor. A single click will select the entire item name so that it's easy to select item names with spaces/hyphens/etc. The colour of the text will change to indicate the text is selected and can be copied.

Other
  • Minor improvements to Route view in Navigation panel and Cargo view in Ship panel


Update: This update triggered a visual bug on some touch devices, specifically Amazon Fire Tablets (it appears to actually be a bug in webkit related to cursor handling). v0.2.27 was rolled out to address that side effect.
 
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Hello there! In the cargo screen, although I can sum up the tonnage myself.
1642856659469.png

But i guess it still helpful to add text to show the current T of cargo / Total T capacity.

Not essential but definitely nice to have. Orzz.

Thank you for the great tool.
 
Hello there! In the cargo screen, although I can sum up the tonnage myself.

But i guess it still helpful to add text to show the current T of cargo / Total T capacity.

Not essential but definitely nice to have. Orzz.

Good idea! I forgot to add that. Have now added values for used/total/free (so I don't have to do the math in my head to work out if I still have capacity for another mission) with a progress bar next to it as a visual indicator.

Screenshot 2022-01-22 at 18.44.53.png


Have also improved the UI for copying text for the next released. Instead of changing the cursor, a new copy icon (similar in design to the in game text copy icon) will appear next to any text you can select and copy. The appearance of selected text is also improved.

Screenshot 2022-01-22 at 17.30.27.png
Screenshot 2022-01-22 at 17.30.52.png


After testing I might do a small release tonight (or tomorrow) with these features.

I think I'm going to turn to improving the Engineering panel next (to make it easier to view blueprints and track materials), though I'm also working on status (commander, credits, current location, etc) to display in the header.
 
This is awesome! Exactly what we need for a second monitor.

Just wondering if information about your targeted enemy is available to your app? You know how you have a nice summary of your ship's loadout, can you show your enemy's loadout, as well as % damage to their modules?

For example, I love to target the thrusters when fighting a Chief (as does everyone I think :) ), and it would be great to see the percentage damage of all the enemy's modules even when I don't have that subsystem selected on the bottom left targeting panel (it's a pain to scroll through everything). Maybe I've spammed packhounds and then I notice his plasma accelerator is at 10%, so I target that first instead

Sorry if I haven't explained myself very well!
 
Release Notes for v0.2.28 (out now!)

Navigation Panel


System Map view

  • Added System Address and Galactic Position of current system to map
  • Added credit to EDSM and link to view current system when viewing remote system on map
Route view

* Improved Route view appearance, especially on mobile


Ship Panel

Modules view


* Removed module value from ship stats (which is not always correct, due to technical limitations - the data isn't always reliably available) and replaced it with current mass, which factors in ship weight, current cargo and fuel.

It's possible this value may not be 100% accurate yet, has been tested and looks reasonable but yet to be verified.

Cargo view

* Added progress bar and usage counts for total/current cargo capacity, and an indicator how much free space is left (if not empty or full)


Other User Interface changes

Added notifications system


* Now displays new notifications for events like docking/undocking, approaching/leaving a system/settlement, loading/unloading cargo or when receiving a message.

This is similar to the notification system in Elite Dangerous: Odyssey. I'm aware not everyone is a fan of the new message system in the game and have tried to make them less obtrusive. The UI for ICARUS Terminal needs a way of providing feedback to users and a toast notification system is the easiest least-worse option. The usefulness of these is intended to grow (e.g. become more helpful and informative by including additional contextual info). Ultimately they may become an option. The UI may also evolve over time, e.g. make it easier to view previous messages from an option in the header.

Improved copying text
  • Now shows a copy icon next to selectable text when hovering over it. This is instead of changing the cursor to a text select cursor.
  • Text is now automatically copied on click, a toast notification is displayed when text has been copied.
  • Styling for text that can be copied has been improved.
 
All the above mentioned are really nice to have in the coming release! That's quick. Orzz Hat off to ya!

BTW, for the station info, i think a line telling the controlling faction would be nice for CMDRs looking for specific one to dock.

Good idea! There is a bit of a challenge with that right now as it uses a mix of local events and EDSM data and I'm not sure if the UI has the local data merged in with the EDSM data (unfortunately I'm pretty sure I haven't done that yet) so that one might not happen as soon as would be nice, but will make a note to remember it.

It would be handy to be able to view all factions and their various stations - and current bounty status with them, so you can easily see where to go. I might have a go at that when I do some crime and punishment features; although tracking systems where there are factions you have good rep with for better mission payouts would also be nice.
 
This is awesome! Exactly what we need for a second monitor.

Just wondering if information about your targeted enemy is available to your app? You know how you have a nice summary of your ship's loadout, can you show your enemy's loadout, as well as % damage to their modules?

For example, I love to target the thrusters when fighting a Chief (as does everyone I think :) ), and it would be great to see the percentage damage of all the enemy's modules even when I don't have that subsystem selected on the bottom left targeting panel (it's a pain to scroll through everything). Maybe I've spammed packhounds and then I notice his plasma accelerator is at 10%, so I target that first instead

Sorry if I haven't explained myself very well!

Oh totally get what you mean! Yeah that's a great idea, the game doesn't make that particular easy to view while in combat and I would also like something like that.

Off hand I don't think it's currently possible, sadly :-(

As I understand it from the documentation the only combat data I think it's possible to get is for some high level things like confirming kills or when taking heat damage, serious hull damage, or when your shields go down which probably isn't very useful as it's usually pretty clear when they are going on.

It's a shame as space in in the in game UI is limited and it's hard to remember even what all the icons are, and viewing module status (local and remote) is a bit of a pain; it would be nice to know how things are going in protracted fights; for your own ship and for other ships.

If they ever expose this data would be very happy to support surfacing it! I guess it might be tricky as it's constantly changing and probably not ideally suited to the way the Journal API works (as it would be a lot of events / writes to disk).

Update:

Wait, did you make EDMH? Because that is very cool! ICARUS Terminal was build with supporting syncing with the UI mind but haven't gotten round to it yet - it's depending on me implementing a settings subsystem that syncs across windows so users can use default, sync-with-game or custom setting for UI themes. I am probably quite close to doing it though, as the Engineering panel needs that subsystem too, so materials and blueprints can be pinned.
 
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Good idea! There is a bit of a challenge with that right now as it uses a mix of local events and EDSM data and I'm not sure if the UI has the local data merged in with the EDSM data (unfortunately I'm pretty sure I haven't done that yet) so that one might not happen as soon as would be nice, but will make a note to remember it.

It would be handy to be able to view all factions and their various stations - and current bounty status with them, so you can easily see where to go. I might have a go at that when I do some crime and punishment features; although tracking systems where there are factions you have good rep with for better mission payouts would also be nice.
Fully understand that. Take your time!! The whole ED thing is gigantic and some simple idea may not at actually that "simple" 🤷‍♀️

Thank you for the update!! Orzz
 
Oh totally get what you mean! Yeah that's a great idea, the game doesn't make that particular easy to view while in combat and I would also like something like that.

Off hand I don't think it's currently possible, sadly :-(

As I understand it from the documentation the only combat data I think it's possible to get is for some high level things like confirming kills or when taking heat damage, serious hull damage, or when your shields go down which probably isn't very useful as it's usually pretty clear when they are going on.

It's a shame as space in in the in game UI is limited and it's hard to remember even what all the icons are, and viewing module status (local and remote) is a bit of a pain; it would be nice to know how things are going in protracted fights; for your own ship and for other ships.

If they ever expose this data would be very happy to support surfacing it! I guess it might be tricky as it's constantly changing and probably not ideally suited to the way the Journal API works (as it would be a lot of events / writes to disk).

Update:

Wait, did you make EDMH? Because that is very cool! ICARUS Terminal was build with supporting syncing with the UI mind but haven't gotten round to it yet - it's depending on me implementing a settings subsystem that syncs across windows so users can use default, sync-with-game or custom setting for UI themes. I am probably quite close to doing it though, as the Engineering panel needs that subsystem too, so materials and blueprints can be pinned.

Yeah I made EDHM, and currently testing the final beta of the Odyssey version. It's been a long haul :)

If at some time in the future you'd like to provide an option to sync with EDHM profiles, let me know and I can show you where the relevant colour data is stored

Thanks for getting back to me about the target's info. It would have been useful but we can only work with the data FDev give us. But that aside I think what you're doing is fantastic, really great work!
 
Just rolled out some quality of life improvements, especially to the Navigation view and Notifications, but also implements some re-useable logic for the Engineering panel, which will likely be the next thing that sees improvements (although am still considering adding commander status / stats to the header; as there are other uses for that data, such as tracking a commanders current location within a system).

You can find release notes for v0.2.29 here
 
Had few small hotfixes recently and with a little tweaking I think Notifications finally landed in a really good place.

This release sees the version number bump to v0.3.0 to celebrate the milestone of integrating Ship panel with the Engineering panel - the first cross-panel integration implemented in ICARUS Terminal! A bunch of small fixes, new features and eye candy improvements in this release.

I've been having a lot of fun using ICARUS Terminal along side EDDI configured to integrate with EDSM recently, as that way new bodies appear automatically in ICARUS Terminal when you scan them or honk in game, which is really neat when exploring new systems.

Navigation Panel

  • Improved system info displayed in System Map
  • Fixed timing of text animations on System Map (this broke at some point, oops! looks great again now)
  • Added depth of field focus effect to System Map background
  • New improved starfield (now resembles how stars are rendered in game) in System Map
  • Improved color grading (closer to established theme colors and in game FSS grading) in System Map
  • Fixed bug with Route view when in an unexplored system
  • Fixed bug preventing Route view from scrolling
  • Improved UX of Route view

Ship Panel

  • Much more accurate ship mass calculation!
  • Improved UX of Cargo view
  • Engineering applied to modules can now be clicked on

When you click on an Blueprint applied to a module, it takes you through to the relevant Blueprint in the Engineering panel. Lots more is possible to make even better (improved UX, material and blueprint pinning, etc) but it's fun to see the integration working for the first time.

Engineering Panel

  • Improved appearance and UX of Blueprint list view. It's still a simple view for now, but it's slightly better.
  • Blueprints now listed alphabetically and with improved names. They are still not displayed using exactly the same name as displayed in-game, but the name is close enough to be easy to identify Blueprints.
  • Clicking on a Blueprint from the Ship panel or from the Blueprint list now takes you to a much more nicely rendered simple page for that Blueprint, showing material requirements for each engineering level, what grade each material is, and what stock of each material you have.

Other

  • Improved appearance of selected text
  • Improved CRT effect to tweak interlacing and reduce unintended interference pattern at some levels of UI scaling
  • Materials do not immediately disappear from inventory when used in crafting (known issue)
 
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