I totally missed the memo but apparently there is a Linux version of for a while now: https://support.gameglass.gg/en/articles/9351904-installing-gameglass-hub-on-linux

* Ubuntu 22.04+
* Linux Mint 21.2+
* Fedora 39+

Not a fan of GameGlass (I prefer my switches and dials, as you may know) but it’s probably of interest for other builders.

I held an online presentation and talk for 2h about some weeks ago **in German**. The presentation itself (20m) went live today with **English subtitles** on the channel of @Sciencekeeper@troet.cafe (Stellanebula project lead). I mention as example for native games but the main focus is, due to the audience: a huge German Elite Dangerous wing, focused on (and some for good measure). I’m going to release the talk that happened after this eventually but I have to cut this first, which is _a lot_ of work, so no promises yet. Mebbe this is of interest for someone else too: https://www.youtube.com/watch?v=wmaj-MyRkPs.

This presentation was made for absolute beginners as intro into the topic .

CC-SA versions on https://www.youtube.com/watch?v=o7Qj5NvrbWQ / https://tube.tchncs.de/w/tuQs2dBSDSTdUv5DYcA6Mv

Another night in the verse 🚀

Made some progress on the HUD (I think I need a name for that). It does provide me with some additional informations depending on what I’m doing. The Route Plan e.g. disappears automatically when the destination is reached (yeah yeah the Jump count is off, will fix that eventually).

Same for scan targets – that also reveal bounties (with rewards in Cr so I know if it’s worth the hassle :D).

Really like where this is going.

Here are the humble beginnings[1] of a working example to read the ship status of in a format very similar to the Status File of

Both games are quite similar and by using a “well established” format it should be possible to use this with existing companion apps – like my own

It uses the “Named Pipe API” of “sn_mod_support_apis” – on PC 😁 This was not supported by this MOD so far but I made it work.

Well, at least on my machine 🤓

And yes, the pipe server works with some minor adjustments for other _existing_ apps as well. Here is a demo of with a data feed directly from X4: Foundations – it does not use the though, since that is not really needed, so I had to make some small adjustments in it’s connection routine but that was like 2 lines of code 🤷

[1] TBF the humble beginnings were back in 2021 (https://beko.famkos.net/2021/05/01/getting-into-x4-foundations-modding-on-linux/) but I kinda let it slide to tinker and build my Primary Buffer Panel (https://beko.famkos.net/category/simpit/) first. Other games made it easier to retrieve game data and I did learn a lot during that time but it was X4 that started it all.

I’m wondering how to present ultra wide screenshots for a while now, because most people will not have an ultra wide display at hand or not run their browser in fullscreen on such a device. A scaled down version with retained ratio also just don’t really cut it:

Now what if we could wrap this in some sort of 360° image? This isn’t really 360°, of course but you get the idea. A quick search usually yields JS libs like Pannellum (https://pannellum.org/), which look great for this use-case as well and yes we could also solve this in CSS by using an animation and go for a little camera ride.

What if we could optionally also make use of a gyroscope though? You know, that sensor every mobile phone, tablet and VR device comes along with. So the user could device where to look just by moving the device around?

This was when I stumbled over A-Frame (https://aframe.io), which is basically a library for building 3D AR or VR experiences and while I may only scratching it’s surface with my quick tests here it does deliver exactly what I was looking for.

I built demos for various games today and I don’t know how long I’ll host the files here but they all follow the very same code pattern that I’ll add in the end:

https://beko.famkos.net/aframe-elite-dangerous.html

https://beko.famkos.net/aframe-fly-dangerous.html

https://beko.famkos.net/aframe-nms.html

https://beko.famkos.net/aframe-rebel-galaxy-outlaw.html

https://beko.famkos.net/aframe-spacebourne2.html

https://beko.famkos.net/aframe-starcitizen.html

https://beko.famkos.net/aframe-x4-foundations.html

Please be aware that I’m loading a ~5mb blob of JS code directly from A-Frame in the demos so don’t check them out if that is a problem for you. The image asset adds another whopping MB so please be patient. The best experience is on a mobile phone where you should be able to look around by moving the phone left and right. It works on a desktop browser too where the mouse can be used to look around.

Here is a code snippet that shows hows it’s done:

<!DOCTYPE html>
<html>
<head>
  <script src="https://aframe.io/releases/1.4.1/aframe.min.js"></script>
</head>
<body>
  <a-scene loading-screen="dotsColor: #ff6a00; backgroundColor: black">
    <a-assets>
      <img id="sky" src="./wp-content/uploads/2023/03/elite_dangerous_odyssey_for_my_valentine.jpg">
    </a-assets>
    <a-entity id="rig" position="-8 0 0" rotation="0 90 0">
      <a-entity id="camera" camera="fov:45; zoom: 1" far=90 look-controls></a-entity>
    </a-entity>
    <a-text color="#fff" value="Elite Dangerous ...on a canvas" width="3" position="-10.5 -0.5 1.5"
      rotation="0 135 9"></a-text>
    <a-curvedimage src="#sky" height="20.0" radius="10" theta-length="180" rotation="0 180 0"
      scale="2.5 1 2.5"></a-curvedimage>
    <a-sky rotation="0 0 0" position="0 0 0" color="#000"></a-sky>
  </a-scene>
</body>
</html>

Feel free to copy this snippet and play around with it. Just keep in mind that you have to use _local_ assets too or they won’t show up. Make sure to read the documentation too and play with the built in inspector opened with the key combination ctrl + alt + i.

And yes I’ll happily take a CSS only variant too but I really doubt that’s possible without loosing features like gyroscope data usage.

FIY Should update within 24h https://youtu.be/RIGkmqzJdfQ

It’s a 6dof racing game with a flight model similar to .

It does have a version but the world gen lib is single threaded on Linux so Proton may be a better choice for now.

It also features access to full ship telemetry and head tracking including OpenTrack via UDP thanks to my nagging 🤪

No idea about VR. Apparently it works but I can’t test that.

A lot happened since my last update on the simpit – under it’s hood. Function wise it changed not so much so the older demonstration video is still better for a quick demo. I still assembled a new video from clips of the first evening with the new hardware:

Quick trip from Armstrong Orbital over to the huge crater on HIP 117029-4 and back

So what changed? I got rid of the CY-822A USB joystick controller that, while good, was also limiting. Especially in inputs and how they would react. The Raspberry Pi, that I used to drive the status indicators, is also gone. This is all replaced by one single Arduino Mega that is connected via serial over USB.

A custom joystick daemon written in Rust is listening for data from the and feeds back the flags of Elite Dangerous to drive the blinken lights. I also extended the source to add me some rotary encoders (with push button function) and I’m very happy with the result of this. That makes a whopping amount of 48 buttons and 6 axis (where 2 axis make one hat). And it feels _so good_ to have e.g. self destruct or eject cargo save under a protective cover now 😀

The panel also got an external PSU with enough ampere to drive as many LED as I may imagine so I no longer abuse a phone charger for that or risk frying of the PCB / USB.

With all that in place I streamlined my pre-flight check-list quite a lot because way less hardware is involved and most of this is automated by now. It wasn’t all fun n giggles tho and while the new hard- and software “just worked” in e.g. it was that gave me a hard time to actually use most of the new buttons.

Getting all the precious buttons into Elite as well (okay, limited to 32 thanks to an old dinput library but who is counting at this point – will simply set the rest to keyboard macros instead)

Turns out it had no idea about the device and model identifiers reported by the joystick daemon and that the kernel assumed a gamepad based on declaring e.g. ButtonNorth via the more recent xinput system really didn’t help – because that limited the amount of read buttons via xinput severe! In the end I set it’s identifier to a “vJoy” device. That I found in the DeviceMappings.xml of Elite and since this could be basically anything I gave it a try (and removed all “offending” magic gamepad buttons from the code) and sure enough Elite started accepting the inputs as expected and from there it was smooth sailing – got even the hat working.

Oh and for everyone who is wondering what exactly they are seeing on the “MFD” when I’m playing Elite: That’s basically a Website using the FUI framework. Find a quick demo video here. Without the cardboard covering up parts of the screen it looks basically like this:

I also started doodles for a version 2 – now that I have an idea what I really want.

Plans for another based on a Valkyrie Cockpit