Also one thing I should also mention is that the A-4 when/if it gets used in PR:V may require a few more HUDs for different weapons, but they will only be labelling different weapons and not sure what they will be yet so don't worry about them for now, will just need to make them when the time comes
[Menu] New/Improved HUDs (PR:F) [WIP]
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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Ye, I totally forgot about that bit 
Also one thing I should also mention is that the A-4 when/if it gets used in PR:V may require a few more HUDs for different weapons, but they will only be labelling different weapons and not sure what they will be yet so don't worry about them for now, will just need to make them when the time comes
Also one thing I should also mention is that the A-4 when/if it gets used in PR:V may require a few more HUDs for different weapons, but they will only be labelling different weapons and not sure what they will be yet so don't worry about them for now, will just need to make them when the time comes
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Stemplus
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Is the pilot able to turn with the jet when on the AGM screen? Or is the jet flying straight and the pilot can only turn the camera? Moszeusz, you have done some beautiful work 
PS Is it possible to have that kind of AGM39 camera added to the A10's AGM-65 Maverick, and the radar added do attack helicopters? And since we are talking about jet stuff, is it possible for a F16 to send a lase and then come back and hit it with his bombs like in the old apache, or would the lase be completely inacurate? I know it's possible in PR, but I'm cerious if it's possible with refractor 2 engine.
PS Is it possible to have that kind of AGM39 camera added to the A10's AGM-65 Maverick, and the radar added do attack helicopters? And since we are talking about jet stuff, is it possible for a F16 to send a lase and then come back and hit it with his bombs like in the old apache, or would the lase be completely inacurate? I know it's possible in PR, but I'm cerious if it's possible with refractor 2 engine.
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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Anti-Ship Missile ScreenStemplus wrote:Is the pilot able to turn with the jet when on the AGM screen? Or is the jet flying straight and the pilot can only turn the camera? Moszeusz, you have done some beautiful work![]()
And I would expect you can still fly normally with that HUD up, you should be able to anyways.
PR is on the refractor 2 engineStemplus wrote:PS Is it possible to have that kind of AGM39 camera added to the A10's AGM-65 Maverick, and the radar added do attack helicopters? And since we are talking about jet stuff, is it possible for a F16 to send a lase and then come back and hit it with his bombs like in the old apache, or would the lase be completely inacurate? I know it's possible in PR, but I'm cerious if it's possible with refractor 2 engine.
Yes it is possible to add that type of camera to a jet, the two seater fighter bombers ingame have them now, although is possible to add them to the pilots like how CA did it. One problem however is pilots who fly only with mouse and k/b can't really use them, and players who fly with joystick need to make sure the mouse doesn't affect flight controls, and you wouldn't "fire down a laser target" that kinda totally defeats the point. You would use the same "TV Guided" system the fighter bombers use ie, click on the target, the weapon heads there, reclick to redirect mid flight (not vBF2 style where your camera is on the projectile, camera stays on the jet).
Adding the "radar" to the Apache would just mean it would be able to engage targets well out of the VD, which while yes, is technically realistic in terms of the VD of most PR maps, it would totally suck for the players on the ground since the only counter would be to kill the laser designator before he fires the laser...
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Pilot can still turn his jet, but can't move camera or see any flight parameters(altitude, speed, torque, virtual horizon, lock warrning). And this question to Rhino, should pilot be able to see lock warning in this view or not?
It should be able to add this camera to A10.
I can add radar to attack helicopter, but still it won't show you anything past view distance, so I don't think it would be useful on normal PR maps.
It is possible to allow jet pilot to set lase, but it would be as accurate as ones placed with GLTD, and since sometimes lases didn't stick to target, it can be problematic, but I don't think DEVs will want to add such feature.
It should be able to add this camera to A10.
I can add radar to attack helicopter, but still it won't show you anything past view distance, so I don't think it would be useful on normal PR maps.
It is possible to allow jet pilot to set lase, but it would be as accurate as ones placed with GLTD, and since sometimes lases didn't stick to target, it can be problematic, but I don't think DEVs will want to add such feature.

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Stemplus
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
I meant that it's possible IRL not in PR xD And my idea of the gunship radar was that the pilot would see heat lock boxes further than his VD, just like it's done here:
https://www.youtube.com/watch?v=DaQwiLk3Nt8&t=01m50s
Note that the pilot can see his carrier from 3k. Is it done by setting the fog to 1k and the VD itself to 3km?

https://www.youtube.com/watch?v=DaQwiLk3Nt8&t=01m50s
Note that the pilot can see his carrier from 3k. Is it done by setting the fog to 1k and the VD itself to 3km?
So does that radar on the video work the same way? If so then what happens when the target gets between the camera and the jet? I know I make silly questions, but this topic and the whole idea is really interesting[R-DEV]Rhino wrote:That bit is basically the same tbh... The only difference is with it you can do it beyond the VD, as iirc, the camera is just set out waaay in front of the jet then the missile just has a normal gravity setting so it doesn't fly up in the air after its fired without a lock, going on its present course until it comes in range of the target.
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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Might as well ye.Moszeusz6Pl wrote:question to Rhino, should pilot be able to see lock warning in this view or not?
Two types of radar code flying around here which is confusing things here, talking about the one CA did where it was possible to lock beyond the VD (afaik) by shoving the camera waaay out in front of the jet.Moszeusz6Pl wrote:It should be able to add this camera to A10.
I can add radar to attack helicopter, but still it won't show you anything past view distance, so I don't think it would be useful on normal PR maps.
As I said, best if you want to do that to do "TV Guided" rather than firing a lase, then trying to lock onto it.Moszeusz6Pl wrote:It is possible to allow jet pilot to set lase, but it would be as accurate as ones placed with GLTD, and since sometimes lases didn't stick to target, it can be problematic, but I don't think DEVs will want to add such feature.
If it was done by having a 3km VD with 1km fog range than that's a massive waste all round, as your GFX card has to render what the player can't see...Stemplus wrote:Note that the pilot can see his carrier from 3k. Is it done by setting the fog to 1k and the VD itself to 3km?
So does that radar on the video work the same way? If so then what happens when the target gets between the camera and the jet? I know I make silly questions, but this topic and the whole idea is really interesting![]()
I'm not 100% sure how CA did their Radars but as I said, I believe they did it by shoving the camera waay out in front of the jet, so you see stuff that's waay in front of your jet, which otherwise you wouldn't be able to see, but you have to look though your screen which can only see lock boxes.
But you would need to look at their code to see how its really been done.
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
It is possible to lock beyond VD, you just need to set lock distance further than VD. I tried it on Test Airfield with VD set to 2000 and was still able see lock boxes and lock, up to 2200.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Test Airfield has a VD of 3kms, at least on high gfx 
So far I've yet to see anyone fully confirm locking past the VD. Heard one or two reports that its possible to lock slightly beyond the VD, but nothing that has every been that drastic. If you could lock a target 5km away for example then that would confirm it
Also one thing I forgot to mention in the OP was the only Harrier out of them that has a Radar is the Sea Harrier, all other versions of the Harrier do not have any radar so you will need to make both a radar and non-radar version of the Short Range AtA missile HUD
So far I've yet to see anyone fully confirm locking past the VD. Heard one or two reports that its possible to lock slightly beyond the VD, but nothing that has every been that drastic. If you could lock a target 5km away for example then that would confirm it
Also one thing I forgot to mention in the OP was the only Harrier out of them that has a Radar is the Sea Harrier, all other versions of the Harrier do not have any radar so you will need to make both a radar and non-radar version of the Short Range AtA missile HUD
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
I have changed Test Airfield to 2km by myself to test it, and was able to do it. Now I have changed it to 500 at it worked well:

Map VD 500, User VD setting 50%, actual VD 250.
Note that you don't see Radar HUD(range finder) because target is outside VD.

Map VD 500, User VD setting 50%, actual VD 250.
Note that you don't see Radar HUD(range finder) because target is outside VD.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
interesting, what happens when you fire the missile? Shame about the range however, any way to fix that?
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
I can add range finder to both radar and locking part of HUD, so it will work no matter or outside VD, but it will be rendered twice when inside both ranges. Missile locked on target and flight normal toward it.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Interesting, did you change the Exocet missile code at all?
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
No. Only change GUIindexes in jets, added new camera to _as warriant of mirage and post-effect.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
cool. Useful to know, but for now just stick with the radar concept working only upto the VD 
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
I didn't have much time recently, was too busy studying, but manage to make some progress.
I have reworked Mirage's HUD's replacing 128x128 missle circles texture with 64x64 used 4 times, also changed Exocet HUD to use only line textures, instead of 1024x1024:



I have made crosshair for A1H and A4C and complete those planes:




For now crosshair is using 256x256 texture, when only 160x160 is used, so I am thinking about scaling it down to 128x128.
I have reworked Mirage's HUD's replacing 128x128 missle circles texture with 64x64 used 4 times, also changed Exocet HUD to use only line textures, instead of 1024x1024:



I have made crosshair for A1H and A4C and complete those planes:




For now crosshair is using 256x256 texture, when only 160x160 is used, so I am thinking about scaling it down to 128x128.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Very nice work! I think the vertical dashes on the A-4/A-1H crosshair could be smaller, right now pretty thick and also think you should have the "100 MILS" on the top as per the refs 
And ye, could possibly scale it down to 128, when you try to scale it down try and maybe also fit it into sight glass if you can, at least the outside ring bit, might struggle with the A-1H (could move the cam a bit forward for that) but worth a try with the A-4. And ye, don't scale it down if it becomes an issue with pixelation, could also cut down on the outside dashes too to scale it down
And ye, could possibly scale it down to 128, when you try to scale it down try and maybe also fit it into sight glass if you can, at least the outside ring bit, might struggle with the A-1H (could move the cam a bit forward for that) but worth a try with the A-4. And ye, don't scale it down if it becomes an issue with pixelation, could also cut down on the outside dashes too to scale it down
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
I scaled crosshair to 128x128, but as you can see in the screenshoot, whent it's centered, left top part is outside ring, while there is still space in bottom part.

I have also removed laser lockboxes from A1H and A4C, since they can't use it, and it's weird to see them on Atlantic Convoyer.
I didn't add range finder to non Radar part of HUDs, since I think that jet's without Radar shouldn't see range to target, and I don't think jets with radar will be used on any map, where lockdistance is greater than viewdistance, so I think that there is no need to have it rendered twice

I have also removed laser lockboxes from A1H and A4C, since they can't use it, and it's weird to see them on Atlantic Convoyer.
I didn't add range finder to non Radar part of HUDs, since I think that jet's without Radar shouldn't see range to target, and I don't think jets with radar will be used on any map, where lockdistance is greater than viewdistance, so I think that there is no need to have it rendered twice

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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Thanks, but can you also translate this two texts:
'Locked Warning' and 'Missile locked'?
'Locked Warning' and 'Missile locked'?



