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Releases: iaincollins/icarus

v0.13.2

10 May 18:50
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Release Notes

Improvements to the Navigation and Ship Panel.

Navigation Panel

  • Improved appearance of system information (facilities, distance) on System Map to make it easier to read (and look better)
  • Expanded information for stars displayed in the Inspector in the Navigation Panel
  • Added detailed information about all known orbital properties for bodies to the Inspector in the Navigation Panel
  • Current Location and Destination are now always visible in Route view
  • Improved appearance of distance (in LY & jumps) in Route view
  • Displays list of systems in jump in scrollable pane, dims systems in the route already visited on this trip and sets scroll to current system

Ship Panel

  • Improved appearance of instrumentation and lights in Ship View
  • Fixed bug with Ship Panel not fully scaling on large displays (4k and larger)
  • Improved behavior of "Hardpoints" indicator toggle so no longer shows hardpoints deployed when in supercruise (the game actually sets this flag to on when you use hardpoints in SC - e.g. the scanner - but isn't intuitive, it makes more sense to treat them as off when in SC)

Other

  • Misc minor bug fixes
  • Changed behavior of Notifications toggle to forcibly hide all visible notifications when notifications are muted

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.

v0.13.1

03 May 12:13
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Release Notes

Engineering Panel

  • Split Engineers view out into 'Unlocked' and 'Locked'.
  • Add new icon for Blueprints / Modified Modules to make it easier to identify them at a glance.
  • Reworked Engineer icon to look more like the in-game icon for a human contact.
  • Minor improvements to apperance of Engineering and Blueprint views (e.g. more consistant styling for text).

Screenshots

v0-13-1-blueprints
v0-13-1-blueprint
v0-13-1-engineers

v0.13.0

03 May 02:09
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Release Notes

Engineering Panel

  • Added dedicated view in Engineering to list all engineers, their unlock status - if they are unlocked and to what grade - their location and distance from your current location.
  • Added engineer unlock status to the Blueprints view.
  • Changed the order of the Engineering navigation menu on the left hand side to move Blueprints to the top, with Engineers as second item and materials underneath them.
  • Improved and expanded copy on views in Engineering panel.

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.

Navigation Panel

  • Fixed bug in System Map and List views so that 'Exit' button is no longer displayed in when an unknown system.
  • Improved text displayed in System Map and List views when in a previously unexplored system.
  • Reinstate credit to EDSM for Telemetry on System Map when it is used (not intended to be the only in-app credit, this is just re-instating something that used to be present but was lost in refactoring at some point).

Ship Panel

  • Improved ship instrumentation to make it easier to understand state of toggle switches at glance by diming the text when in an "off" state.
  • Other minor improvements to instrumentation, including to better refelect the state when not on board the ship.

Other

  • Changed apperance of section headings in the app to more closesly resemble how sections are rendered in the in-game UI.
  • Fix apperance of app loading spinner in native Windows app so it more seemlesssly transitions into the web app.
  • Internal refactoring to make maintenance easier. Fixed some minor bugs that were probably not perceptible. Hopefully didn't break anything.

v0.12.2

28 Apr 17:05
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Release Notes

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.

v0-12-2-ship

v0.12.1

27 Apr 01:40
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Release Notes

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.

v0.12.0

25 Apr 21:54
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Release Notes

Ship Panel

  • Improved visualization and behavior for ship instrumentation (starting to look nicer)
  • Fix minor issue with styling on ship inventory view

Navigation Panel

  • Cosmetic improvements to System Map

Other

  • Fix minor rendering issue with secondary navigation

v0.11.2

22 Apr 17:11
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Release Notes

Improvements to the instrumentation panel.

Ship Panel

  • Added toggle for Cargo Hatch to instrumentation panel (toggles are currently read only visual indicators).
  • Added Low Altitude warning light which activates when flying below 100 meters above the surface of a planet without landing gear deployed.
  • Added indicators for Glide Mode and Silent Running.
  • Minor changes to layout and naming of some lights in the instrumentation panel, to accommodate new features.

Other

  • Improvements to FX appearance applied to buttons, toggle switches and progress bars throughout the app.

Screenshots

v0-11-2-ship

v0.11.1

21 Apr 05:47
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Release Notes

Improvements that build on the ship instrumentation work in the recently released v0.11.0

Ship Panel

  • Bug fixes and appearance improvements to ship instrumentation.
  • Added latitude and longitude, altimeter and heading indicators when onboard ship above a planet.
  • Added HUD Targeting Mode status (replaces Insurance Rebuy).

Engineering Panel

  • Minor changes to improve appearance of Blueprints

Screenshots

v0-11-1-ship

v0.11.0

20 Apr 19:55
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Release Notes

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.

Ship Panel

  • Added toggle switches (currently read only) for Ship Lights, Night Vision, Hardpoints and Landing Gear.
  • Added warning lights for Overheating, Interdictions, Low Fuel and Danger ship states.
  • Added information / state lights for Mass Lock, FSD Cooldown, FSD Charging and FSD Jumping, Docked/Landed, Supercruise, Fuel Scooping and Flight Assist states.
  • Added total count for consumables and total counts with usage bar for each type of item in storage.
  • Updated copy on Ship Locker/Item Storage and used the name "Assets" where appropriate (consistent with the in-game UI).

Engineering Panel

  • Improved rendering of information about engineers in Blueprints view to make better use of screen space.
  • Improved logic on Blueprint page to fix issues with sometimes not displaying distance to an engineer's system from your current location.

Navigation Panel

  • Improved Route view handling when in a system that is not in the currently plotted route.
  • Fixed issues with icon that is displayed when hovering over copyable text in the System Map and Route view.
  • Copy/text improvements in Route view.
  • Minor copy changes to faction state text in System Map.

v0.10.0

15 Apr 22:30
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Release Notes

Engineering

  • Engineer names can now be copied from Blueprints to make it easier to look them up.
  • The name of the system each engineer - and your current distance from them - is now displayed on the Blueprints page (and can be copied to the clipboard to make it easier to plot a route to them).
  • Resolved inconsistences / typos in the names of some engineers.

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.

Navigation Panel

  • Replaced 512x512 tiled star map texture on system map with high resolution / 4K UHD galaxy texture.
  • Improved and optimized textures for rock/ice bodies, gas giants and stars.
  • Added texture with cloud cover for earth-like / water worlds.
  • All planets that are landable now have a lander icon displayed in the System Map view.

Improvements for other browsers and devices

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).

  • Fixes to work around bugs and limitations in Safari. While there are still major compromises (e.g. stars all appear yellow/orange regardless of class/temperature, it falls back to shaded rendering instead of texture rendering on bodies) rendering should look much better on macOS and iOS devices, especially the font rendering.
  • Fixes to work around bugs in Firefox (rendering recently broke in Firefox entirely due a bug with the browser).
  • Users with Amazon Fire tablets can take advantage of the Chrome beta via the Google Play store to get full feature rendering on Amazon Fire tablets. This is a richer and smoother experience than the more limited default Chromium-based browser provided by Amazon and is recommended.

Notes

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.