#Different alarm types have different tones

1 messages · Page 1 of 1 (latest)

lone seal
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There should be a variety of sounds depending on what is going wrong.

Medical alarms each have a different tone depending on what is going wrong.

https://th.id.au/alarms/

See the table image (from that page)

I suggest that each type of ship alarm sounds different.

  • Cargo overflow
  • Power shortage
  • Fuel shortage
  • Critical fuel shortage
  • Ship damage
  • Critical ship damage
  • Collision alert

Right now each time the alarm sounds, I have to scan the hud and figure out which flashing indicator is new.

Also, if the alarm is currently sounding, perhaps the color of the relevant item(s) in the hud should be brighter during the alarm, then they fade a bit over the next 10 seconds.

fringe barn
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And/or an actual log in the the mechanic menu for what caused the alarm.

rain goblet
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Different sounds would be good but a visual indicator is really needed for when sound won’t work (either muted or player has hearing impairment). Log messages would be helpful but a visual indicator flashing on HUD is more important.

languid moat
vale hedge
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You should have visual indicators. The sensor causing the alarm should flash, unless it's a HUD alarm, like NDCI's collision alarm.

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Like, if it's a reaction mass alarm, your reaction mass listing should flash. Milage may vary on non-digital HUDs.

regal dagger
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Physical HUD should have a Folding Section that displays alerts........... I know that would be a nightmare bit of UI, but it would look so COOOL

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Oh and the Muskmobile HUD should have horrible alerts that show up and are distracting lol, "Hey Look at me, your reactor is overheating" Covers half the HUD with warnings

vale hedge
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OCP already has some moving parts. Rotating parts might be tricky, given the game is essentially 2D, though.

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Rotating on an axis other than Z, I mean, so you'd see the back of it.

regal dagger
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Fair, was thinking something that sort of retracts