Panther Clipper Mk II Update | Available Now

Can we get the light switch issue in the cockpit fixed/adjusted? Makes it almost impossible to read the hud distance indicator.
 

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I've not noticed that third point, so can't really comment.
I don't know how you could not have noticed, but I mean this:
Panther Clipper 2025-07-23 (4) HUD center marks cannot be used for putting target on forward v...jpg

The target must be placed that much below the center of the HUD in order that the Panther Clipper is flying directly towards it. This makes piloting a bit harder. In a Type-9 I can put the target location right in the center of the HUD, which is very convenient.

If you place the target right in the center of the HUD, your Panther Clipper is not heading towards the target location, but significantly below it, and then you have to correct your course all the time.

If you don't know where the forward vector is, you can see it during countdown to a jump, because then your ship is automatically headed towards the target system:
Panther Clipper 2025-07-23 (3) Target system is automatically centered for jump - 2560.jpg
 
See, your issue is that you're confusing "the centre of the hud" with the "middle of the viewport" , and they're not the same thing, nor do they need to be.

Turn the centre dot on, and you'll see that it lines up with the target when you're heading straight towards it, but that it sits a little below the middle of the window.
 
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See, your issue is that you're confusing "the centre of the hud" with the "middle of the viewport" , and they're not the same thing, not do they need to be.

Turn the centre dot on, and you'll see that it lines up with the target when you're heading straight towards it, but that it sits a little below the middle of the window.
What is the center of the HUD then pointing at? Is it the convergence point of weapons? In my understanding it is not necessarily that. In my opinion, a ship's HUD should show the forward vector of the ship, just like in real airplanes that have a HUD. It is usually a small circle.

I remember now that initially when I started playing this game over five years ago, I had that centerpoint shown, but I disabled it so long ago that I had forgotten it exists. Maybe I should try it with this ship.
 
I have bought mine Panther Clipper II today. I wanted to install double MKII cargo racks and obviously I have not noticed only one of each can be installed so I have ended up jumping to Shinrarta Dezra to check if I can buy more- that was also when I have noticed I can install only one of each.
For those who are wondering how to engineer it for range (non-combat merchant ship) without coriolis:
Ship mass without and with max cargo is huge so internal components (and armor) will have minimal effect on jump range. Just get pre-engineered 7A SCO and add mass manager to it. I would choose A rated thrusters instead of usual D type simply due to A version having higher optimal mass value (meaning cargo would have lesser effect on ship top speed and agility outside of supercruise mode) with smallest A rated reactor with G5 low emissions (best effect imho for trade ship since it lowers chance of getting scanned and spotted by hostile ships) that can still power up everything on board. I'm also using smallest shield possible (class 6) just to avoid hull damage by accidently bumping into various things... like construction site structures.
With class 6 shield, class 4 Guardian FSD booster, class 5 fuel scoop (it is nice to have it to use neutron star boost or to scoop fuel that can be used in sco boost mode later) my panther clipper has 1120 cargo space available- that is more than enough imho. All that's left for me is to get enough tellurium for pre-engineered 7A sco and my ship will be ready for (hauling) action:)

Edit: This is also 1st ship I have bought for ARX.
 
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What is the center of the HUD then pointing at? Is it the convergence point of weapons? In my understanding it is not necessarily that. In my opinion, a ship's HUD should show the forward vector of the ship, just like in real airplanes that have a HUD. It is usually a small circle.

I remember now that initially when I started playing this game over five years ago, I had that centerpoint shown, but I disabled it so long ago that I had forgotten it exists. Maybe I should try it with this ship.
Just as with an airliner today, the windows are not on the vehicle's axis, they shut above it. The middle of the window you're looking out of won't be the same as the direction of travel.

The "centre of the hud" isn't pointing anywhere, as such, but it would generally be aligned with the vehicle's axis, and so it will naturally be towards the bottom half of the window, because (as discussed) the cockpit and it's windows are above the axis. The ship's weapons, when firing forwards, will appear to converge at the centrepoint of the hud, but the distance in front of the ship where the beams actually meet could be anything.

Turn the centre dot back on, hopefully you'll see what I mean.
 
Just as with an airliner today, the windows are not on the vehicle's axis, they shut above it. The middle of the window you're looking out of won't be the same as the direction of travel.

The "centre of the hud" isn't pointing anywhere, as such, but it would generally be aligned with the vehicle's axis, and so it will naturally be towards the bottom half of the window, because (as discussed) the cockpit and it's windows are above the axis. The ship's weapons, when firing forwards, will appear to converge at the centrepoint of the hud, but the distance in front of the ship where the beams actually meet could be anything.

Turn the centre dot back on, hopefully you'll see what I mean.
I see that the centerpoint of my screen aligns with the ship's longitudinal axis. But the height of the pilot's seat from the ship's centerline is insignificant when you look at a distant target location.

Now when the HUD has those center marks, they should show something useful. This issue could be fixed by adusting the pilot's seat higher, and/or the HUD lower. When the center of the HUD is at the height of the pilot's eyes, it shows forward direction.
 
🤦

I don't know how many times I can explain the same thing to you. You're clearly not getting it.

The Head-Up Display is only within the area of the cockpit window. The window isn't floor to ceiling like in some other ships. The middle of the window doesn't align with the ship's axis, so the dot that represents that axis isn't in the centre of the window, or the middle of the hud area.

That's not wrong, that's the way it should be.
 
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🤦

I don't know how many times I can explain the same thing to you. Youu're clearly not getting it.

The Head-Up Display is only within the area of the cockpit window. The window isn't floor to ceiling like in some other ships. The middle of the window doesn't align with the ship's axis, so the dot that represents that axis isn't in the centre of the window, or the middle of the hud area.

That's not wrong, that's the way it should be.
I am not talking about the cockpit windows at all, but about the HUD. It is not projected to the windows, but to a vertical plane above the dashboard (or at about that distance). Do you notice that the graphics of the HUD are drawn also on the window frames and the ceiling?
 
I am not talking about the cockpit windows at all, but about the HUD. It is not projected to the windows, but to a vertical plane above the dashboard (or at about that distance). Do you notice that the graphics of the HUD are drawn also on the window frames and the ceiling?
Why, then, is the HUD not still visible when the canopy is broken? 🤔
 
Why, then, is the HUD not still visible when the canopy is broken? 🤔
I don't know what explanation the game's developers would have to that. But you can see the projection planes of all the HUD elements when you use headlook to turn the camera to the sides. The forward HUD consists actually of three planes, one large in the center and two narrower on the sides, that are turned towards the camera. There are also multiple more HUD projection planes below them.

In low level flight, the center area of the HUD is at least approximately at the correct height. Only the arcs on the sides are too high.
Panther Clipper 2025-07-23 (5) HUD in low level flight - 2560.jpg
 
Horizons, yes. I was confusing the two versions of it. My mistake.

The autopilot is already there but split over three modules. My idea just puts it all into one module with its own dedicated slot so people don't have to sacrifice cargo space/other useful modules. The functions can still be turned on/off in the right panel when people don't want to use them for whatever reason.

It's a win-win with no downside.
The downside is that it makes builds easier as you don’t have to choose between sacrificing stuff to have the assist or not.
 
I don't know what explanation the game's developers would have to that. But you can see the projection planes of all the HUD elements when you use headlook to turn the camera to the sides. The forward HUD consists actually of three planes, one large in the center and two narrower on the sides, that are turned towards the camera. There are also multiple more HUD projection planes below them.

In low level flight, the center area of the HUD is at least approximately at the correct height. Only the arcs on the sides are too high.
View attachment 435539
The line you've drawn there is irrelevant, that's not the centre of the hud.

The horizon line aligns with the centre dot and the weapons/sensor targeting reticule (where applicable).

The hud is fine, it is working as intended.
 
The line you've drawn there is irrelevant, that's not the centre of the hud.
That does not need to be the center of the HUD.
The horizon line aligns with the centre dot and the weapons/sensor targeting reticule (where applicable).

The hud is fine, it is working as intended.
In my opinion, the HUD is not fine when the aiming marks in the arcs on the sides are not pointing to anything useful. Those arcs could be quite easily adjusted to the correct height, to align with horizon. Then the aiming marks would be useful. The line I drew to the screenshot shows how much adjustment is needed.
 
sigh 🤦

Those aren't aiming marks. They're just the middle of the arcs. They don't point to anything.

The arcs themselves are just the edge of the main "front view" and serve to illustrate the hud mode because analysis mode has square edges while combat mode are curves.

That's all.

The thing you are annoyed about is only in your head.
 
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