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Author Topic: HUD mod - additional info  (Read 42347 times)

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Whiskey_Sierra_972

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Re: HUD mod - additional info
« Reply #48 on: January 17, 2013, 12:02:05 AM »

Thanks Pablo for the great news you're giving to us!!!

Even if a 4.101 version is very desiderable I think that the upcoming official game version 'll make it obsolete in the next future so I think that atm implement it don't worth.

BUT I can say that if you could (or agree that someone could) make a 409 adaptation of at least the flap and trim can be useful for the rebels because 409 is still a diffuse version of the game and many people 'll keep it for long even because they have some bought add-on too...
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SAS~Malone

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Re: HUD mod - additional info
« Reply #49 on: January 17, 2013, 12:41:02 AM »

That's a good idea Malone, but shouldn't each engine be the same anyway? (On a a multi-engine aircraft)

yeah, but this would come in handy if, say, you had a damaged engine or two. this would make it easier to monitor the damaged motors, which would be more important than the undamaged ones.... ;)
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jeanba

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Re: HUD mod - additional info
« Reply #50 on: January 17, 2013, 03:36:11 AM »



Regarding
Can we add engine rpms to the mod ?

Would be usefull

Engine temps would be good too - experimenting with engine files is difficult without the proper readouts - and trying to see how the parameters interact with each other. I may change one thing but it throws the temp so out of alignment I have to revert to stock or mainstream values.

The problem is that those parameters you mention are per-engine, not per-plane. With multi-engine ACs, it is quite complicated. An avergage RPM or temp indicator is not useful at all, and showing all the data for a 4 engines bomber is an absolute mess. So... even when it it is easy to implement programatically, I don't see it can be managed in a practical way.
 
At least for a single engine plane, tyi will  be usefull
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benitomuso

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Re: HUD mod - additional info
« Reply #51 on: January 17, 2013, 05:17:02 AM »

People,
                 here you have what I've been using. It is not finished and it doesn't have anything of the RPM / Temp indication. It is quite easy to implement. When I had some time I will do that.

  Independent settings to enable / disable each of the magnitudes will be defined in the future.

  As I told you I still don't know in which units do the game speak about power. It cannot be HP because the value we get is always higher that the reported in any plane data sheet.

  Regards,
                       Pablo
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jeanba

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Re: HUD mod - additional info
« Reply #52 on: January 17, 2013, 06:58:30 AM »

Thank's
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Verhängnis

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Re: HUD mod - additional info
« Reply #53 on: January 17, 2013, 07:11:06 AM »

I'm not sure if it is, I always thought it was in HP but the game uses radians as well, for inertia at least.
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arquillos

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Re: HUD mod - additional info
« Reply #54 on: January 17, 2013, 08:31:52 AM »

Thanks Pablo!
   Does your 4.11 version need the "HudCustomization.ini" file?
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benitomuso

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Re: HUD mod - additional info
« Reply #55 on: January 18, 2013, 03:57:31 AM »

Thanks Pablo!
   Does your 4.11 version need the "HudCustomization.ini" file?

Not for the while. At this current state, the only things configurable in this MOD are the original HUDConfig + BombAssist parameters, the others still are not. In some way the HudCustomization.ini is a good idea, but so everything (including the former parameters) should be moved there to have consistency.

  Eventhough it could become a little weighty, from my point of view is not bad to have everything concentrated in a single file (Conf.ini) so you can from there modify all the required parameters of different MODs.

  I think that I will keep it in the Conf.ini but I still have to make up my mind.

  Regards,
                         Pablo
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arquillos

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Re: HUD mod - additional info
« Reply #56 on: January 18, 2013, 04:00:58 AM »

Thank you again Pablo!
   I just tried it in HSFX 6.0.17 and it worked beautifully :)

   I was going to post that "HudCustomization.ini" is not needed but you´ve got the "pole"
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benitomuso

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Re: HUD mod - additional info
« Reply #57 on: January 18, 2013, 05:44:29 AM »

OK.

  In the next days I will formalize this. So please let's agree in the list of all the eventual parameters we want to have there. The idea is the next:

Basic (not single selectable) params:
G (only when exdeeded)
Speed
Altitude
HDG

Extra (one by one selectable in the future, will add a new line over the basic):
Trim
Angle of Attack (AOA)
Vertical Speed
Flaps
Drag (still not working, I used a inherited code)
Weight
Power (still not confirmed the proper HP correspondence)
G (permanent meassure and optionally between () as relative to limit load of A/C)

Recently suggested by you:
RPMs
Engine Temp

When bombardier cockpit is selected, it will show the bombardier data, not the other values.

Any other idea?

The ideal would be to fully implement configurable units for Vspeed and Weight, so they correspond to SI or Imperial units. I think that I will do that so it will be completely universal.

Mainly if no extra param is specifically configured, it will act exactly the same as the original HUD.

Regards,
                        Pablo
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arquillos

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Re: HUD mod - additional info
« Reply #58 on: January 18, 2013, 05:50:26 AM »

Nice parameters list Pablo.

I need one more:
    - Any-foe-at-your-six?

Could you implement this? ;)
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SAS~Gerax

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Re: HUD mod - additional info
« Reply #59 on: January 18, 2013, 05:54:21 AM »

When bombardier cockpit is selected, it will show the bombardier data, not the other values.

That would be very nice to have! Looking forward t it!  :)
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