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Author Topic: NG-HUD v3.6.1  (Read 104950 times)

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PO_MAK_249RIP

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Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
« Reply #60 on: April 02, 2018, 01:05:47 AM »

Could it be because im testing it in A ‘autopilot’ ? Will give it a try in normal flight. Ive set bombassist at =3 for all cockpits btw
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whistler

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Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
« Reply #61 on: April 02, 2018, 01:47:34 AM »

Could it be because im testing it in A ‘autopilot’ ? Will give it a try in normal flight. Ive set bombassist at =3 for all cockpits btw
You lost me there, I don't know what the issue/question is anymore..
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

JCTiggs

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Re: Next Generation HUD (NG-HUD) Mod v1.0
« Reply #62 on: April 13, 2018, 05:15:04 PM »

Hi whistler,

I'm having a weird softlock issue using NG-HUD (Mar-29-18) with BAT v3.3 (#WAW3). NG-HUD is the only additional mod activated.

In-game, when following an enemy plane with the flyby camera (F3) to 'its death', just as the plane crashes (impacts the ground or water), the game locks up for several seconds. Sometime afterwards the explosion and sounds occur and everything returns back to normal. When I disable NG-HUD this issue doesn't happen.

Here is my logfile if you want to take a look (it was too large for pastebin.com)

https://www.mediafire.com/file/5jeilqcojl1r6zd/log.lst

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HotelAlpha

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Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
« Reply #63 on: April 13, 2018, 07:49:28 PM »

This is cool! Thanks
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whistler

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #64 on: April 14, 2018, 04:09:43 AM »

[...]In-game, when following an enemy plane with the flyby camera (F3) to 'its death', just as the plane crashes (impacts the ground or water), the game locks up for several seconds. [...]

Hi JCTiggs,

Thanks for having taken the time to report this. I confirm the issue. Strangely it seems to only happen when the actor hits the ground and not water. Not sure why.

In any case it is now fixed (dev version) and the next NG-HUD update is coming along really really well 8)

This is cool! Thanks

Cheers HA
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

JCTiggs

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #65 on: April 14, 2018, 07:10:48 PM »

That's great Whistler! Glad you were able to find and fix it so quickly, looking forward to the next update!  :)
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FNRennier

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #66 on: April 14, 2018, 10:01:45 PM »

Sensational!
Great work!
Congratulations!
Thank you so much
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tartenmuche

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #67 on: April 15, 2018, 11:57:10 AM »

Dear Whistler,
how could I regain my ordnance view?
Best regatrds;
Tart
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whistler

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #68 on: April 15, 2018, 12:39:47 PM »

Hi tartenmuche,

In 4.12 you must use PALs VisualMod 9 (latest) --OR-- western's Ordnance View (if you have the Engine Mod). Either one or the other, not both at the same time. The two make use of the same class.

The ordnance view is not related in any way with the NG-HUD so please open a new topic in the tech-help forum if you require further assistance.

Cheers!
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

tartenmuche

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #69 on: April 16, 2018, 02:37:44 AM »

Dear Whistler,
I use:
SAS Engine Mod
SAS Engine Mod Optional Ordinance View
SAS Engine Mod Guided Missiles
but when I disabled through JSGME
BAT 00 Disable Head Tracking
BAT 00 NG-HUD_v2.0
I recovered Ordinance view.
I didn't check what happens to the other Engine Mod.
I could check, if you wish so .
Best regards.
Tart

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whistler

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #70 on: April 16, 2018, 05:13:36 AM »

Hi tartenmuche,

"SAS Engine Mod Optional Ordinance View" and "BAT 00 Disable Head Tracking" use the same class. It is one or the other. Don't use both at the same time.

The best solution would be asking western0221 to implement the "Disable Head Tracking in External Views" feature as a configurable option to his "SAS Engine Mod Optional Ordinance View". It is quite simple I tell you, but it should be done by western.

Personally, Head Tracking in External Views irritates me big time, and sadly, I do not use "SAS Engine Mod Optional Ordinance View" because of the reasons explained here. Here hoping our request gets noticed!
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

flapper1

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Re: Next Generation HUD (NG-HUD) Mod v2.0
« Reply #71 on: April 16, 2018, 07:22:26 AM »

Great work. Many thanks.
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