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Bring HUD closer and isolate floating native menus
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@@ -84,7 +84,7 @@ These are native key equivalents shown on buttons, not extra physical controller
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Events, Store (including BUY/SELL), upgrades, crew and equipment windows float above the player ship. Their original localized controls stay interactive. Main menus remain complete, head-relative 2D views.
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Gameplay uses a **compact HUD anchored to the headset**, retaining native upper status and the crew roster while removing the lower weapons/reactor/system/subsystem strip. Use Power, Shortcuts or the wheel for those lower-strip actions. The HUD keeps a fixed readable size and follows the headset whenever there is room. If that movement would carry the panel into the ship or shield, it stops above the ship until clearance permits headset-relative placement again. A raised or oversized table can therefore raise the panel during overlap. The hand panel retains visual and pointing priority where it overlaps the HUD. Desktop Tactical/map inspection keeps the complete native view.
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Gameplay uses a **compact HUD anchored to the headset**, retaining native upper status and the crew roster while removing the lower weapons/reactor/system/subsystem strip. Use Power, Shortcuts or the wheel for those lower-strip actions. The HUD keeps a fixed readable size and follows the headset whenever there is room. If that movement would carry the panel into the ship or shield, it stops 8 cm above the ship until clearance permits headset-relative placement again. A raised or oversized table can therefore raise the panel during overlap. The hand panel retains visual and pointing priority where it overlaps the HUD. Ship, shop, pause-menu and Options windows opened during a run appear only above the ship; point at that floating panel to use them. Initial/hangar menus and desktop Tactical/map inspection keep the complete native view.
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To rename a ship or crew member, click its original name-edit field. A floating **QWERTY keyboard** appears:
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