605 downloads

A display that a lot of aircrafts have, with buttons on the side to switch to different functions.

This one is inspired by the DDI on F/A18.

Has five functions:

FLD - Flight data, contains basic information about the flight.

FUEL - Information on fuel percentages of main, battery and RCS.

EADI - Electronic attitude display instrument, but contains some elements of a HUD.

HSI - Horizontal situation indicator, very useful on a real plane, but this one doesn't display much information due to the nature of this game.

ORB - Orbit display, Draws the orbit, the parent planet and current position. Also displays apoasis and perapesis.

I made this from scratch in around two weeks, but much of the effort put into the screen could be used in a lot more places.

When you put it on your craft, remember to go into the program and change the variable "startingID" to the part ID of the bottom left pixel.

GENERAL INFO

  • Created On: Windows
  • Game Version: 0.9.307.0
  • Price: $18,457k
  • Number of Parts: 4141
  • Dimensions: 4 m x 20 m x 16 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 300N
  • Engines: 2
  • Wet Mass: 12,525kg
  • Dry Mass: 7,195kg

STAGES

Stage Engines Delta V Thrust Burn Mass

16 Comments

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  • Profile image
    15 brause

    this MFD concept is for planes. Does anybody thought about making a guided positioning system for Rovers? This is still missing, but it would change the world :) because you could do so much more than with planes. E.G. you land on every planet with a ATV not with a plane !!! Therefore you need a guiding system otherwise you will drive still by sight, this is history like in the 70ies, But We want GPS now - thanks for reading anyways :D

    +1 one year ago
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    The father of the MFD

    +1 2.5 years ago
  • Profile image
    13.6k FalconAero

    @TopSecret2 same

    3.1 years ago
  • Profile image

    Holy mother of part counts

    +2 3.9 years ago
  • Profile image

    Me: loads plane onto game, disregarding part count
    Game: loads the craft, with a 20 second lag spike
    Me: selects the part search menu
    Game: Aight Imma head out (crashes)

    +2 3.9 years ago
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    7,054 BarsikKT

    VERY GOOD!

    3.9 years ago
  • Profile image
    Dev Pedro

    @s5ehfr9 there's no rush, this is still just a game. Disabling drag and collisions always helps (even more when you have this many parts). In the designer turning off the unused attachment nodes prevents the lag spike when dragging parts and grouping helps a lot. Not many players care about this, but when crafts start to get larger and complex it's a must to manage all the perks.
    Scaling the parts can mess with the physics calculations sometimes, so it's better to just have a very thin and small fuselage or strut. That also makes it super cheap and lightweight.

    +5 3.9 years ago
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    8,392 s5ehfr9

    I am taking a break from this game for exams at school so the updated more efficient version will not be coming shortly.

    +2 3.9 years ago
  • Profile image
    8,392 s5ehfr9

    @pedro16797 Exactly the kind of advice I need. I never thought about that physics and scaling could slow it down so it is something I need to work on.

    I do have some redundant code left in the editor but I just didn't bother to clean them up because I thought almost no one would look inside. The code is definitely not optimized though, but it is natural to lose efficiency when using abstraction and I'm not planning to make the code any harder to understand.

    I also had the look material of the screen right, just not here. I started working on this from a giant screen with unscaled pixels and it looked great. However, when I was trying to install it onto this craft I found it easier to just rebuild the screen completely, and I think I just took a few seconds on the material on this one.

    3.9 years ago
  • Profile image
    Dev Pedro

    Some suggestions to improve performance:
    Don't use part and mass scale, use a strut with the appropriate size instead
    Don't include in drag and disable part collisions
    There have to be ways to improve the program, I don't have time to check it now and suggest changes but on a first glance it looks a bit overcomplicated

    Some suggestions to improve looks:
    Align them correctly
    Play a bit more with the material, you're going in the right direction

    Overall, great job, impressive first steps into making a display

    +4 3.9 years ago
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    8,392 s5ehfr9

    @CodeCaptain It is possible to reduce lag by cutting down the resolution of the screen, but 64x64 is already quite small to work with. At the early stages of developing this, I also questioned if this is practical at all. I was planning to make it 100x100 but my laptop couldn't really handle it and I had to make a compromise between resolution and part count. In the end, I ended up with a resolution that just works and my laptop can just manage. So, yeah, the practical margin is quite small and you need a powerful device to run this on.

    3.9 years ago
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    11.1k LDRA

    epic
    lol
    fancy !

    3.9 years ago
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    22.6k Rizkyman

    Underrated !

    3.9 years ago
  • Profile image
    8,392 s5ehfr9

    @Kell could you give me some suggestions?
    Since you are the most skilled vizzy programmer I know : )

    3.9 years ago
  • Profile image
    21.0k Rafaele

    4 0 0 0 p a r t s

    +1 3.9 years ago
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    Outstanding

    3.9 years ago

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