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Author Topic: HUD mod - additional info  (Read 42360 times)

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ben_wh

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Re: HUD mod - additional info
« Reply #36 on: July 04, 2012, 02:19:06 AM »

Hi All,

I know this mod has been posted for a while but just recently tried it.

Installed the mod into a DBW 1.71 setup - it worked but there is no more unit after the info.  For example, only '302' is displayed instead of '302  kmph'.  Has any one else encountered this issue?

Thanks,

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Kazegami

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Re: HUD mod - additional info
« Reply #37 on: July 04, 2012, 10:08:48 AM »

It's not an issue... you should know what units they are... :-\
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adampolska7

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Re: HUD mod - additional info
« Reply #38 on: August 26, 2012, 05:45:01 AM »

Hi All, hud is excellent!
I wonder can not him connect from hud Gerd :
https://www.sas1946.com/main/index.php/topic,27629.24.html
It was to to enrich if would him about power of engine nicely and the mass of airplane!
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Whiskey_Sierra_972

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Re: HUD mod - additional info
« Reply #39 on: December 22, 2012, 03:37:40 PM »

This is a really useful mod that allow have important settings shown on video but since the minimum height progression is of 10 meters (and I believe also 10 feet in imperial units) lack the elementary units progression as PAL HUD mod , this is why I think that can be useful a fine units tuning....
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jeanba

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Re: HUD mod - additional info
« Reply #40 on: January 16, 2013, 05:44:55 AM »

Can we add engine rpms to the mod ?

Would be usefull
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SAS~Malone

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Re: HUD mod - additional info
« Reply #41 on: January 16, 2013, 06:09:35 AM »

RPM on the hud? hmmm. should be doable, and maybe a good idea. ;)
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jeanba

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Re: HUD mod - additional info
« Reply #42 on: January 16, 2013, 06:29:50 AM »

Yes, especially with 4.11, RPM check is more important and for some modded aircraft, I do not trust the virtual cockpit (bugs ?)
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Verhängnis

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Re: HUD mod - additional info
« Reply #43 on: January 16, 2013, 09:03:43 AM »

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.
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benitomuso

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Re: HUD mod - additional info
« Reply #44 on: January 16, 2013, 10:53:01 AM »

This is a really useful mod that allow have important settings shown on video but since the minimum height progression is of 10 meters (and I believe also 10 feet in imperial units) lack the elementary units progression as PAL HUD mod , this is why I think that can be useful a fine units tuning....

Walter and All,
                                 I have an internal use version of my HUD Mod, which reports all the seen info in previous MODs:

-All my previous HUD Mod respect from the original HUD Mod v1. BombSightAssist, small units, colors for army, etc.
-Trims (the three grouped) as percentage
-Flaps as percentage
-G as overload (relative value)
-Power (I still don't believe that what the game reports as HP was true).
-Weight (in Kg)

It only works in 4.111. A 4.101 can be done but I don't have much time lately.

I will post it so you can try it.

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.

Regards,
                          Pablo

PD: tomorrow from home I will publish that 4.111 version
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SAS~Malone

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Re: HUD mod - additional info
« Reply #45 on: January 16, 2013, 11:20:42 AM »

Pablo, thanks for your reply.
looking forward to the new version. :D
regarding the rpm discussion, maybe one could implement it so that it only ever displays one engine, at a time, dependent on which engine you select, so that you could 'cycle' through the displays with engine select?
this might help to avoid a cluttered screen....  just thinking out loud, mate - :D
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Verhängnis

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Re: HUD mod - additional info
« Reply #46 on: January 16, 2013, 10:25:05 PM »

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

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Re: HUD mod - additional info
« Reply #47 on: January 16, 2013, 10:57:34 PM »

Quote
tomorrow from home I will publish that 4.111 version
Looking forward to it!  :)
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