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Showing results for tags 'ui'.
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The information we need is here, but it's modal and a pain to use, necessitating multiple clicks just to see the data. However, it would be cleaner an faster to make use of the space either on the right of the menu bar or in the bottom bar like this: You could even remove the modal dialog completely by doing this.
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- mission editor
- ux
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Hi, Since last update It would appear that i can no longer find the FPS display counter. I have the key binding ok and if do it twice it comes up with stats but not the fps display/graph. any ideas Eddy
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So, as it's been batted around the forums since DCS was LOMAC, I've decided that the best course of action is to "Screw it", and design the UI element that I've been harping on about every time the topic comes up. This is just a concept image of the visual aid in action, and others can be made as well if people can supply me with some decent screenshots for drogue equipped planes, but I do have some ideas with some of my own screenshots. Anyway, to explain the concept, it goes like this: (Not Pictured, yet), when you first call to the Tanker your intent to refuel, a small, dot will appear on the tankers port side, indicating where you need to be to form up with the tanker. At the same time, the throttle bar (pictured) will appear, and give you an idea of the proper throttle settings your plane will need to be at to catch up to, and form up with the tanker. When it becomes your turn to get in position for pre-contact, the 'dot' moves to the pre-contact point, and all you need to do is get there, and call pre-contact. Post Pre-contact: Once you're ready, and the drogue is out, or boom is down, a diamond will appear. Where it appears depends on the type of plane you're in, if you're in a boom-refueling jet (like the F-16 pictured) it will appear at the form-up lights, if you're a probe and drogue refueling jet, it'll appear on the 'reel' of the Drogue system. A second diamond with cross hairs will be present inside the larger one. This smaller diamond represents your plane, and a perfect alignment and positioning should result in the diamonds becoming a single diamond. In the picture here, the plane is slightly offcenter and slightly back, but still connected (as indicated by the lit up CTCT under the throttle bar). The Throttle Bar: throughout the entire refueling process, from form up to peel off, a throttle bar will be on screen guiding you on the proper throttle settings for your aircraft to stay with the tanker. The yellow field will move up or down depending on the tankers speed in relation to your plane, and the red bar represents your throttle. The 'CTCT' at the bottom will inform you that you're connected to the tanker and taking fuel. The 'BRK' above the throttle bar is there to tell you if you need to use your air brake. In this image, it's greyed out, as the brakes aren't needed. However, they will change color depending on how much braking is needed. If it starts flashing, it is a warning to brake away from the tanker. This last bit made flash when you're fully fueled up as well, so don't worry. Some things to note though. First: This is just a concept made using a screen cap, and a few minutes of Paint Tool Sai. It is not programmed in any way, as that is not my cup of tea. Second, the idea behind this item is that it is a localized training aid. Meaning, that even if you're connected to a server and flying a multi-crew aircraft, if someone is using the system, and you aren't, you will not see it. Third: it is designed to be 100% optional. elements of it can be turned on or off as needed. Fourth: This is a feature designed to increase accessibility to DCS. Right now, DCS has a bit of a learning cliff in some areas, something that Nick himself has expressed as a potential issue. This is designed to mitigate some of the issues people have with this very difficult task. Finally: Hating on people who may have to rely on such a system should be strongly discouraged at every turn. Those people who come down on those for needing a little help, or who are just too busy with their real lives to learn the systems should not be given flak. We should be looking for solutions to support them, and make the transition from arcady sim to real sim as easy as possible. If they're scared off, they simply will not come back, and if they don't come back, they don't spend money on the game, and improve its development. Now, let's keep things civil. Tank out.
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Like in the resource manager of the mission editor, can you add a checkbox to hide non flyable/controllable aircrafts in the multiplayer select role screen like in the screenshot ? Some servers have hundreds of roles and its a pain in *** to scroll down each time, with the list full of modules you don't have multiplied by the number of available airbases/carriers/gunner positions/farps ... A search filter can also help, especially if its persistent.
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As the title says, can we have persistence of the servers list filters between sessions ? I used to use favs to quickly find servers, but the list got big with time, and finding this servers list have retained the previous filters criteria between sessions can be really useful. you can also add reset button to make the persistence obvious like the screenshot attached
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Hello, i want to start a general discussion about a redesign of the Rearming menu. I don't think it's outdated, but ux definetly suffered with the addition of more weapons. I would like to encourage a discussion on how a weapons loadout menu could be designed more elegantly to reduce cluttered dropdown menus, maybe have more extentable menus like Bomb > Mk-82 - 500lb bomb > 3x on TER-9A Rockets > 2.75" Hydra > 19x M151 HE I'm happy with how it works on fighters with limited options like F-86 or MiG-21 but i find it exhausting to search through 30+ options of bombs on the F-18 only to take the wrong one. Especially because the Rack is named first. Easiest would be if they were sorted by guidance, then size and if the weapon name was before the rack name as in '3x Mk-82 - 500lb bomb on TER-9A' instead of 'TER-9A with 3x Mk-82 - 500lb bomb' Also i thought of the modern multirole tasking that oftenly required asymmetrical loadouts. Maybe the rearming menu could indicate how well the aircrafts is balanced in weight (and in drag?). Having a general idea of your balance could help to make the aircraft more stable through refining the position of the load or installing appropriate counterweights. This also kinda plays into the Hercules announcement and how we are going to balance different size and weight stores with our current system. It's just small implementations but with an impact on the greater picture of modernizing the core game.
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So there is some disconnect between what people see in the Mission Editor, what DCS thinks things are actually called and what people are presented with on the Select Role dialog. This is what a Mission Designer will see. If they want specific players in specific aircraft they might put the playerName in the PILOT field. This makes sense, but in DCS logic, that is actually the unitName. The 'player' has nothing to do at this point with anything on this unit or group. The playerName is actually set in the Multiplayer screen (top right I believe). This is what DCS Engine seems to think things are called: However, when it comes to the Select Role screen, the playerName is obviously not possible to show, but frustratingly the unitName is not either. Therefore it's very hard for the mission designer to tell players which unit they want them in, unless (as I do) I've given people the choice of their own tail number and they have to look for that. Perhaps an addition column with the 'unitName' would be very useful here. Esp if Mission Designers use it like ED have indicated and put the PILOT NAME inside the unitName field.
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- select role
- multiplayer
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-- #Region MonoSpaced -- local morseText = "\n" .. -- "A * - " .. " " .. "B - * * * " .. "C - * - *\n" .. -- "D - * * " .. " " .. "E * " .. "F * * - *\n" .. -- "G - - * " .. " " .. "H * * * * " .. "I * * \n" .. -- "J * - - - " .. " " .. "K - * - " .. "L * - * *\n" .. -- "M - - " .. " " .. "N - * " .. "O - - - \n" .. -- "P * - - * " .. " " .. "Q - - * - " .. "R * - * \n" .. -- "S * * * " .. " " .. "T - " .. "U * * - \n" .. -- "V * * * - " .. " " .. "W - * * " .. "X - * - -\n" .. -- "Y - * - - " .. " " .. "Z - - * * " .. "\n\n" .. -- "1 * - - - -" .. " " .. "2 * * - - -" .. "\n" .. -- "3 * * * - -" .. " " .. "4 * * * * -" .. "\n" .. -- "5 * * * * *" .. " " .. "6 - * * * *" .. "\n" .. -- "7 - - * * *" .. " " .. "8 - - - * *" .. "\n" .. -- "9 - - - - *" .. " " .. "0 - - - - -" -- #EndRegion MonoSpaced Above is a sample of text, perfectly aligned using a monospaced font. I had originally thought that DCS was not using a monospaced font as there are all sorts of font errors/bugs in DCS. However upon further investigation (see here:) It appears you ARE using a monospaced font. However, despite as you can see from the code sample that in a perfectly rendered monospace font, all the columns line up perfectly. In your game, it renders completely out of whack. From experience, I know that you often convert a font into a texture that you then 'slice' up into tiles so that you can render it in the graphical renderer fast and with low memory bandwidth. However I believe you have an error in this where you're trimming the space character differently to other characters. Possibly you're trimming others poorly too, but definitely the space character is broken. I've tested this with just lining up two rows of identically paired characters and changing one space before and after the left most character of the bottom row, they don't match. Something is wrong in your tiling/slicing or font renderer.
- 4 replies
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- 1
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- ui
- monospaced
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