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Posted (edited)

A little annoying detail that exist from the beginning... The HUD symbology is masked by HUD frame while it should not (see image below). The good news is that I found how to fix it, so you even won't need to search how to solve it.

 

hud_z_bad.jpghud_z_good.jpg

 

This is indeed because HUD symbology is tested against the Z-buffer while it should not. To solve this you only need to add one line to two files:

- In HUD_base.lua you need to set the TFOV (total_field_of_view) z_enable propertie to false :

total_field_of_view.isvisible  = false
total_field_of_view.init_pos   = {0,-37.5,0}
total_field_of_view.z_enabled  = false -- add this

- In HUD_definitions.lua, you need to do the same thing for the symbol object within the setSymbolCommonProperties function:

symbol.parent_element  = parent or default_parent
symbol.alignment       = align or "None"
symbol.z_enabled       = false -- add this

 

Edited by sedenion
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Posted

That's not correct. Upper part of the image should stop at the back glass while lower part should stop at the front glass. Check for "Dual combiner HUD" for technical details.

Implementing this 100% correct with head movements is a bit complex, and I had no time to add it yet (might happen after things settle up a bit on the F-15E)

vth_thickness should be adjusted in the saved games customization file, and not in the game files, so that the fix is persistent upon updating

Posted (edited)
On 7/21/2023 at 4:41 PM, Kercheiz said:

That's not correct. Upper part of the image should stop at the back glass while lower part should stop at the front glass. Check for "Dual combiner HUD" for technical details.

I understand (I was wondering why this secondary glass exist). Introducing secondary fov as you describe will imply to reduce even more the lateral field of view, which is already don't allow correct visualisation of the symbology (out of bound targer box notably) except by moving forward very close to the HUD.

I think the current symbology is too "wide" and need to be contracted (scalled down in some way) to better fit within the glass at reasonable distance. If we compare with other modules, the Mirage 2000 hud symbology appear very scaterred while others appear smaller and "contracted".

 

On 7/21/2023 at 4:41 PM, Kercheiz said:

vth_thickness should be adjusted in the saved games customization file, and not in the game files, so that the fix is persistent upon updating

Yes, what I mean is that Razbam should change the default thickness to something around 0.8... almost nobody dig within such files and take time to copy the file withing "Saved Game" to adjust Hud thickness. Better to have a correct thickness by defaut. For instance, the F-16 default thickness is 0.8 with 0.5 for fuziness, and the F-16 Hud is more "contracted", so imagine how the 2K's Hud appear thin and bareley visible in comparison with its 0.3 thickness.

Edited by sedenion
  • Like 1
Posted (edited)
23 hours ago, sedenion said:

I think the current symbology is too "wide" and need to be contracted (scalled down in some way) to better fit within the glass at reasonable distance. If we compare with other modules, the Mirage 2000 hud symbology appear very scaterred while others appear smaller and "contracted".

After some testing, I have to admit the current symbology proportion is correct. Still the problem of the out-of-bound target box which is hard to reach at left and right. Currently the target box is bound to HUD FOV following a circle pattern. It would be interesting to know if that is correct. A rectangle pattern or cropped circle would make it more visible.

Edited by sedenion
Posted (edited)

Well, I finally implemented the "Double Combiner HUD", with proper Z test against the frame... There probably need some angle and positions adjustments as I configured this in "intuition" mode. Modified files available in attached zip.

dual_comb_hud_1.pngdual_comb_hud_2.pngdual_comb_hud_3.png

dual_comb_hud_4.png

VTH.zip

Edited by sedenion
  • Like 1
  • 2 weeks later...
Posted (edited)
On 7/24/2023 at 8:27 AM, sedenion said:

After some testing, I have to admit the current symbology proportion is correct. Still the problem of the out-of-bound target box which is hard to reach at left and right. Currently the target box is bound to HUD FOV following a circle pattern. It would be interesting to know if that is correct. A rectangle pattern or cropped circle would make it more visible.

 

The out of bounds target box behavior is milliradian accurate up to the way of de-centered projecting the position to the clipping boundary. Current implementation of HUD limits is not a butt guess.

I'm absolutely not a fan of thick HUD lines in other modules and they don't give a proper feeling of the real thing, which thin and sharp when you physically look at it. But anyway we provided a reliable, IC passing way of customizing it via Saved Games lua file so it should allow everyone setting it to its liking.

My biggest complain with current hud is the color rendering but that's tied to the render engine which doesn't handle well bright saturated colors.

What's true in the above, is the glass clipping behavior isn't 100% correct and there has been a shortcut made for the dual combiner thing.

Edited by Kercheiz
  • 1 year later...
Posted (edited)

Does the devs considered the post above (link bellow), and the possibility to use the supplied dual-combiner implementation (attached file) to include it in the module ? Is there something that prevent it ? (NB: the attached zip file includes all VTH script files, however only HUD_base.lua, HUD_definition.lua and HUD_glass.lua are required). I could offer it as a Mod, but this would be incompatible with online games (that checks for scripts integrity)...

 

Edited by sedenion
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