New aircraft HUD's (More realistic)

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Hoodi3
Posts: 15
Joined: 2008-03-28 15:15

New aircraft HUD's (More realistic)

Post by Hoodi3 »

Right now, my main problem (Yes, crashes/flickers rank below this!) is the lack of realism in the jet HUDs (Heads up display. I don't know if the BF2 engine allows better HUDs to be implemented, but these, are garbage. ):

I've taken 30 minutes of my time to give you a realistic HUD (U.S. JET LAYOUT, A10 DIFFERENTIATES SLIGHTLY) if you can find a use for this, give me a shout on the forums, or PM me. I'll hand over the .psd.

If you need me to make more, ask.

Image

As I said, I know the BF2 engine is lacking a lot in terms of doing such things.

Thanks, Hoodi3(e)
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

would be kewl, but judging by how they handle I doubt the engine calculates 80% of the values you see there :D
Hoodi3
Posts: 15
Joined: 2008-03-28 15:15

Post by Hoodi3 »

101 bassdrive wrote:would be kewl, but judging by how they handle I doubt the engine calculates 80% of the values you see there :D
Its really quite simple, Right side Numbers/Meter (Moves depending on Height from SEA level; Altimeter. Left side Numbers/Meter (Moves depending on Speed in KMPH); Speedometer. Middle bars; Degrees of incline/decline (Incremental/Decremental 5 degrees.) (Based on the center circle, which is the position of your planes nose.) Ect.

I agree, the LAT/G'S/ETA is excessive, even a static number would suffice.

But, alas, you are correct about the BF2 engine lacking. It cannot calculate 10% of a realistic flight model. Its arcade-ish. But still, I just want to the realism mod as realistic as BF2 engine concerned, possible.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

Yeah I'll think about doing realistic HUD's, as soon as I figure out how to put in gravity ok? (you don't gain speed in a dive or lose it in a climb, tyvm EA for you retarded physics engine.)
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

[R-CON]CAS_117 wrote:Yeah I'll think about doing realistic HUD's, as soon as I figure out how to put in gravity ok? (you don't gain speed in a dive or lose it in a climb, tyvm EA for you retarded physics engine.)
rofl. is it really that bad? didn't know Oo. can you write code that relates gravity to the angle the plane/chopper has relative to the ground or something?
Hoodi3
Posts: 15
Joined: 2008-03-28 15:15

Post by Hoodi3 »

[R-CON]CAS_117 wrote:Yeah I'll think about doing realistic HUD's, as soon as I figure out how to put in gravity ok? (you don't gain speed in a dive or lose it in a climb, tyvm EA for you retarded physics engine.)
Can you somehow put a secondary afterburner (More/less percent) that doesn't use the primary, and have it set at a minimum/maximum level for degree of decent? Then a air-brake for climbing, once again, a varying level depending on climb?

Its a 3rd world idea, but it would work well enough for BF2.
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