Re: [Menu] New/Improved HUDs (PR:F) [WIP]
Posted: 2013-01-26 18:59
You're the spanish dude here Linx, but are you making the literal translation of the words "Missile Locked" rather than the military term?
Ye don't worry about that, can move the camera to fix it. How dose it look on the A-4?Moszeusz6Pl wrote: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.
ummm, not sure about that one tbh. From a realism POV, yes, it should be removed but from a gameplay POV, not so sure as while the weapons can't lock onto the targets, the lasers can be used for aircraft to find targets.Moszeusz6Pl wrote: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.
sounds fine, as long as the radar versions of the same HUD do have the distance to target stillMoszeusz6Pl wrote: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
Ok, so I have added them back[R-DEV]Rhino wrote: ummm, not sure about that one tbh. From a realism POV, yes, it should be removed but from a gameplay POV, not so sure as while the weapons can't lock onto the targets, the lasers can be used for aircraft to find targets.
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Code: Select all
612 - HARRIER AA & CANNON
613 - HARRIER AA RADAR & CANNON
614 - HARRIER BOMBS & CANNON
615 - HARRIER ROCKETS & CANNON
616 - HARRIER AGM & CANNON
617 - HARRIER FLARES & CANNON
680 - Mirage3ea AA & CANNON
681 - Mirage3ea AA2 & CANNON
682 - Mirage3ea BOMBS & CANNON
683 - Mirage3ea EXOTEC & CANNON
684 - Mirage3ea Flares & CANNON
685 - Mirage3ea AA & RADAR & CANNON
686 - Mirage3ea AA2 & RADAR & CANNON
690 - A4C BombS & CANNON
691 - A4C Flares & CANNON
694 - A1H HYDRA & CANNON
695 - A1H BOMBS & CANNON
696 - A1H NAPALM & CANNON
697 - A1H FLARES & CANNON
The circle with dot in the middle needs to be connected to the crosshair like in this vid here: HUD Fighter Jet bombing runs and dogfights Lee Bivens - YouTubeMoszeusz6Pl wrote:This triangle in BOMB HUD is placeholder. Should I make only circle with dot in the middle, or make it connected with crosshair?
Ye, they need to be quite a bit bigger than the crosshair and same format as the rest of the HUD if your going to go for this hard HUD view, right now rocket dashes are quite faint. Also keeping in mind the main crosshair needs to be a bit smaller, but dashes still need to be a bit bigger, and also, both need to be centred to the HUD.Moszeusz6Pl wrote:This rocket HUD looks a bit weird, I think I will increase size of this circle, to make it looks better.
Tornado one is better but might be worth making a new one based on this ref (main ref for all the harrier HUDs btw) since neither fit it very well: http://theaviationist.com/wp-content/up ... 7_1280.jpgMoszeusz6Pl wrote:Compass is for now from Tornado, should I use one Harrier used before?
Keep them, they add to the overall feel of the HUD.Moszeusz6Pl wrote:I am not sure about lines on left and right, it doesn't have any purpose so I am thinking about removing it, since in references there are some bars showing, which is not used ingame. Also it's not on all references, so it's that important.
Ye but doing that looses you 11 tickets and a jet for 10mins and one more death on your scoreMoszeusz6Pl wrote:Btw. Do you know that you can destroy Atlantic Conveyor with one Mirage_as run? You need to sacrifice the jets itself, but still it's possible to take it down.
I was trying to do it, but I can't find out which font I was using before, and every other I check are giving less transparent result. I will try to find correct one.[R-DEV]Rhino wrote: A-4 HUD looks good, although if you can bring the text back down to its normal transparency level, just leaving the border being solid?








Sure, just checking. A couple of spanish told me that might not be it, that's why I asked.Linx_esp wrote:LMAO, of course I didn't make the literal translation (if I would have done so it would be "bloqueado" instead of "fijado")![]()


Well the big box around the outside doesn't help. I would've ditched that bit, just leaving the big "+" crosshair from the old HUD which you've gotten rid of.Moszeusz6Pl wrote:AGM HUD
I will make AGM part of HUD same color as rest. It don't look good for me, with this big horizon. I think it would be better if we would have something like in EXOCET HUD.
Well a few reasons really, although nothing Moszeusz6Pl has done wrong, but we first of all, we haven't seen any of his work first hand yet, which we would need to do first and have someone review it fully, more than just though screenshots but looking at the textures, code and trying it out ingame etc, and we also like to keep an eye on people for some time to see how they progress, take feedback etc.SShadowFox wrote:Why he's not [R-CON]Moszeusz6Pl yet? He's working on the HUD of all the Falklands' planes, I think that he deserves.













Is that what the who laser designation system in bf2 is supposed to do but sucks at doing, like how the box doesn't really track with targets?'[R-DEV wrote:Rhino;1859364']Looking good
Constantly computed impact point - Wikipedia, the free encyclopedia
Dunno what CCRP means but don't think we should add it, since it doesn't even work either![]()
However, this looks like CCIP.'[R-DEV wrote:Rhino;1859364']Looking good
Constantly computed impact point - Wikipedia, the free encyclopedia
Dunno what CCRP means but don't think we should add it, since it doesn't even work either![]()

Actually, the CCIP tells you where the bomb will hit if you drop it at an instant, in the other hand, the CCRP will calculate your distance, speed, angle and altitude to the target you selected and will release at the time it should be released to get a nice hit, well, I think that's how it works.[R-DEV]Rhino wrote:Ye same thing, different name.