ICARUS Terminal for Elite Dangerous
ISC License
Published by iaincollins over 2 years ago
Minor patch with handling for edge case issues and some cosmetic improvements.
Published by iaincollins over 2 years ago
Minor patch with largely cosmetic improvements.
Fix to Navigation Panel views to improve handling of edge case where there are known bodies in a system that are not orbiting a star (i.e. they are orbiting a null point / barycenter) but no stars have been recorded as discovered in the system (including the primary star). Edge cases like this behaved reasonably but this improves how it renders by adding explicit support for that case.
Additional minor cosmetic change to improve Ship Instrumentation and the text color used in the Navigation Panel to indicate that a ship is using it's FSD (displayed in place of the location indicator when jumping).
Published by iaincollins over 2 years ago
Minor update with cosmetic improvements to the System Map and Route views in the Navigation Panel, and to Instrumentation in the Ship Panel. These are primarily aesthetic improvements but also include changes designed to avoid triggering rendering bugs in some browsers.
Published by iaincollins over 2 years ago
Published by iaincollins over 2 years ago
This release includes several quality of life improvements but in particular includes an overhaul of the Navigation panel that is enough to justify bumping the version number to 0.15
Published by iaincollins over 2 years ago
This release includes several small UX improvements to the Navigation and Engineering Panels.
The focus has been on improving navigation and making better use of available space.
It also includes a fix to correctly render scrollbars in Mozilla Firefox.
Published by iaincollins over 2 years ago
This release adds experimental Voice Assistant (Text to Speech) support.
The implementation is only a prototype with limited functionality and is off by default, but can be enabled in the new Settings dialog. This feature may be replaced or removed in a future update.
Published by iaincollins over 2 years ago
Published by iaincollins over 2 years ago
Bug fixes.
Published by iaincollins over 2 years ago
Fix for minor cosmetic issue in the Ship panel in v0.13.2, due to a visual used for debugging being left in.
Published by iaincollins over 2 years ago
Improvements to the Navigation and Ship Panel.
This is a workaround for a reported issue where by some notifications were getting stuck. This will at least force all notifications to be hidden without a refresh, even if the notifications system is acting up. I have not seen the problem this resolved, but am aware there are some issues with reliability of the notification system and am considering replacing it at some point.
Published by iaincollins over 2 years ago
Published by iaincollins over 2 years ago
NB: This is the initial release of enginers and I expect todo further iterations, such as showing which engineers can be used to improve modules and the relevant Blueprints and Experimental Effects for each engineer.
Published by iaincollins over 2 years ago
Minor cosmetic improvements to ship instrumentation.
Improved appearance to more resemble UI elements seen in-game (e.g. in bases, on stations and ships) and added some transition animations to lights and toggles.
Published by iaincollins over 2 years ago
Release to specifically fix a spooky bug that prevented systems in the Formidine Rift from rendering correctly in the Navigation panel (only main stars would render, bodies would not, impeding navigation). For some reason, it turns out that in EDSM some of these systems have a main star that has a null value for the Body ID.
For example: https://www.edsm.net/en_GB/system/bodies/id/2021599/name/Phoi+Aescs+IH-Y+c0
This fix tries to patch for the issue by assuming the bodyId for these stars should be 0. Having tested on several systems in the rift seems to resolve the issue without introducing any new bugs cropping up in regression testing.
This may be related to tools that were used by explorers when mapping this region or related to an issue at the time when systems were first mapped. I don't know if stars in other regions may have been impacted but I do a fair bit of exploring and I've not seen this issue in the galaxy before.
It is of course rather suspicious that only systems in the the Formidine Rift were seemly impacted by a bug that prevents them from being mapped. Rumors of the involvement of The Club and any connection to Project Dynasty remain unsubstantiated.
Note: When using ICARUS Terminal for deep space exploration, Cmdrs will likely want to use a tool like EDDI (configured with an API key from EDSM.net) so telemetry can be streamed back to ICARUS Terminal, as currently ICARUS Terminal relies on a combination on local data and EDSM data for stellar cartography.
Published by iaincollins over 2 years ago
Published by iaincollins over 2 years ago
Improvements to the instrumentation panel.
Published by iaincollins over 2 years ago
Improvements that build on the ship instrumentation work in the recently released v0.11.0
Published by iaincollins over 2 years ago
This release introduces a simple implementation of ship instrumentation and status indicators (as well as minor bug fixes).
The instrumentation view is currently read only and is limited in utility but has enough options to help shake out any issues with the mechanics and to better understand any functional and/or performance limitations. Future releases will expand on this functionality.
SRV and On Foot displays are also under consideration, once sufficient progress has been made on ship instrumentation.
Published by iaincollins over 2 years ago
Note: The plan is still to introduce a detailed view for each engineer that shows what they can do, to display their locked/unlocked status and to improve how Blueprints are displayed and can be browsed in a future update.
This update includes specific methods for targeting Safari and Firefox browsers to improve rendering quality (in addition to existing support for various Chrome variants, as not all Chrome/Chromium based browsers have the same feature set on all platforms).
Previously the appearance of the body (light instead of dark) was the only cue used to distinguish landable vs non-landable bodies. The lander icon has been added to all landable bodies (that don't already have an icon) to make it more obvious which bodies are landable. This is the same icon used to indicate landable planets in the System List view, which is intentionally similar to the in-game iconography.
The lander icon is not displayed if the Port or Settlement icon is displayed (in the same way that the Settlement icon is not displayed if the Port icon is displayed). The Port, Settlement or Lander icon all denote a landable planet, with the highest level of dockable facility on a body indicated.
This design uses iconography similar to that displayed in game, but intentionally does not follow exactly the same pragma as the in-game system map which uses blue arcs with subtle differences to indicate settlement size - as it's not very intuitive and is hard to read.
Regarding the textures used for planet surfaces in ICARUS Terminal, I appreciate they are very subtle and it's not easy to make out the differences between planets of different types in the system map using the cosmetic appearance alone, as they are currently rendered. Much of this work is progress towards longer term goals.