Hud-projection mod
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Yo Deejay you’re right, all HUDs have tints. But the thing I’m concerned about is whether you could really see/notice it against bright sky/cloud when you’re up in the air sitting at design eye… I think when viewed from the ACES II, USAF B50 tint won’t be that much pronounced compared to the Greek Viper’s. So my personal opinion is to leave the tint as subtle as possible or not to have it at all.
Anyway, here’s a version made by one of my squadron mates GR. The glass has a pale tint, do you consider it spot on or a bit too much?
http://farm9.staticflickr.com/8093/8358310951_a0c961edc2_o.jpg
Below’s for easy comparison…
http://farm9.staticflickr.com/8507/8354921861_67f52a15ea_o.jpg
Anyway to get a hold of G.R.'s version?
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@Sanpats,
If you download the version of fatcap, you’ll be the proud owner of the variant he is referring to in this message, and an even improved one.
FYI: if you like his version: contact Echo7 for a version of him (he’s using in the Israel-theatre).
They differ a bit from mine in the setup, but try to accomplish more-or-less the same.
Regards,
Fan
Note: if you can’t get a version of them, pm me if you like. I think I have a version somewhere stashed, but have to go look for it… -
Thank you, Fan. I also got your version. Do you know any way to install hud mod to campaign other than Korean?
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Thank you, Fan. I also got your version. Do you know any way to install hud mod to campaign other than Korean?
You just need to copy the DDS files into the terrdata\objects\KoreaObj folder for the theater you want it installed.
For example… Falcon BMS 4.32\Data\Add-On [Theater Name]\terrdata\objects\KoreObj
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You just need to copy the DDS files into the terrdata\objects\KoreaObj folder for the theater you want it installed.
For example… Falcon BMS 4.32\Data\Add-On [Theater Name]\terrdata\objects\KoreObj
+1
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@All,
First post updated with links to new version. See details there.
Regards,
Fan -
Mediafire links appear broken.
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IMO your best version so far.:D
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One of my best attributes.:D
…it IS one of the best versions. Relation from green circle to pink area looks fine to me e.g.
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Love his mod, subtle on the HUD and also great to have original canopy reflections back
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As far as I’m concerned: no. This effect you describe / show is IMHO solely due to color blending. Without SweetFX this occurs not as much, but only (as in RL) with lighter / illuminating backgrounds. When the BMS-world’s day-color is adjusted, e.g. through the use of SweetFX or otherwise, the colors mingle stronger then ‘stock’.
It’s quite simple, in the following order: from outside-in, it goes:
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- time of day in the scenery
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- current ‘horizon’ behind the HUD: sky / sea / land (more precisely: the exact colors behind it: sky or desert or hills or water, all with their own colorcomplex)
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- other weather influences (read: rain / fog )
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- canopy color (yes, it may vary, see the different mods available)
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- the specific HUD-mod you’re using: mine is color-modded, stock is not
On ALL THESE factors, all being added to eachother, mingled and resulting in a certain colorcomplex: the HUD symbology is projected upon. So, if its a light(er) background, the symbology is more faint than on dark(er) backgrounds. E.g. @night, very darkgreen symbology.
What you could do is change the symbology for another color, e.g. white or yellow, but the interactions work exactly the same.
Sorry I can’t be of more help here :-). If other options / suggestions, feel free to ask or opt for, I’ll surely see if I can be of any help.
High regards,
Fan -
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I did a search of this thread for FOV and nothing really came up so I thought I would ask the question, why does the hud symbology not scale when you edit the config file to increase the FOV above the default of 80 to say 90-95? This is on a single monitor config running 1920x1080. The symbology is still clearly legible, but if you try to step up to 100ish FOV it becomes much harder to see.
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My suggestion would be that (as far as I understand your question) the symbology is rendered by the code and drawn on a square rectangle (actually black, but with alpha channel set to 1, the black disappears and the symbology remains visible). This rectangle is positioned on your screen ‘independently’, and gets it’s position (and size!) by the settings in the (I think it is the ) 3dckpit.dat file. This has nothing to do with the visuals you have when looking at the cockpit & panelstuff, which is visualized completely differently. So, when changing FOV as you stated, you change the visuals of the internals of the cockpit, not of the rectangle on which the actual symbology is projected.
Regards,
Fan -
Interesting thanks for the quick response! I guess that explains the difference between increase FOV on a single monitor versus using a 3 monitor setup to increase horizontal FOV.
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It is very good. BRAVO
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