Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on September 24, 2011, 03:15:44 pm

Title: Weird reticle behavior.
Post by: Kolgena on September 24, 2011, 03:15:44 pm
So, I just grabbed the newest nightly (posted Sep 24) and was mildly surprised by new changes to how the HUD reacts. I'm just curious if the change is intentional, and if so, if there is a way to turn it off.

Basically, it feels like the central HUD elements have (negative) inertia. When you move, stuff gets "dragged" around the screen instead of staying in one place. For example, if you turn left, your center reticle will shift left, while everything else stays put. See pictures to see what I mean. (apologies for ****ty jpegs, but I figured they were good enough to get the point across)

[attachment deleted by ninja]
Title: Re: Weird reticle behavior.
Post by: The E on September 24, 2011, 03:42:37 pm
This is probably related to a fix I did for an unrelated Mantis issue that had unexpected sideeffects. The next nightly should be OK.
Title: Re: Weird reticle behavior.
Post by: Talon 1024 on September 29, 2011, 06:09:32 pm
But something really awesome came out of it!

The cockpit now moves whenever you turn your ship, just like WC Prophecy! (http://wchf.hard-light.net/videos/cpitawesome.ogg) (Watch in firefox and skip to 15 second mark plz)

Can you guys please add the moving cockpit effect to FSO (And make it optional)?
Title: Re: Weird reticle behavior.
Post by: Kolgena on September 29, 2011, 06:58:11 pm
Except it's currently a jittery mess, and makes it impossible to aim in a dogfight. I'd be hard pressed to call this bug a feature.
Title: Re: Weird reticle behavior.
Post by: Reprobator on September 30, 2011, 01:20:11 am
yeah but g effect and shaking effect could be a cool things, like things we have in rfactor for exemple.
Title: Re: Weird reticle behavior.
Post by: Kobrar44 on September 30, 2011, 04:48:24 am
It worked somehow in starlancer, so it can work somehow here. It would be a really cool feature.
Title: Re: Weird reticle behavior.
Post by: The E on September 30, 2011, 05:12:33 am
It worked in Starlancer because they actually wanted it to behave like that. In FSO, it's a byproduct of something going wrong somewhere.
Title: Re: Weird reticle behavior.
Post by: Talon 1024 on September 30, 2011, 08:53:56 am
Yeah, but is there a way to mimic that behaviour without causing more issues or reintroducing the bug? That's what I'm asking.
Title: Re: Weird reticle behavior.
Post by: Kolgena on September 30, 2011, 10:48:36 pm
Probably... I think it'd be easiest to implement through some of the code existing for TrackIR, but that's just a guess. Of course, it should only be done if mods will use it, or someone is willing to.
Title: Re: Weird reticle behavior.
Post by: CommanderDJ on September 30, 2011, 10:53:56 pm
I also got this recently. I thought it was just because I was using a trackball. But yeah, it's disappeared in the newer builds.