Author Topic: 1920x1200 Resolution  (Read 4819 times)

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Offline jr2

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no. the retical is lead compensated. instead of ligning up a lead indicator and a retical, you line up a retical that moves and the ship.

Could you take into consideration the different leads for the particular type of missile?  I know the pri weapons is accounted for their different speeds, but for dumbfiring missiles, you're out of luck.  (eg, Furys & trebs ;7 )

 

Offline Nuke

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i could put compensated leads for all weapons that need leading, but then that clutters the hud. i might go back to a simple gauge rather than one that indicates shield and hull integrety, or reduce the complexity of those elements. i want the gauge to adjust to the range of the weapon so that the gauge is exactly the size of the ship youre gonna be shooting at.

another thing i might look into is different gauges on a per weapon basis. like a long range maxim like weapon would need sniper accuracy and a 1 pixel pipper would be more than enough with perhaps a high accuracy deflection gauge indicating relative angle in arc minures, theen for a shotgun or scattering gatling gun youd want a large circle gauge that perhaps indicates the radius of the spread at target range. then i can go as far as computing multiple leads for multiple targets like in freelancer. newer lead gauges have a pair of curved lines which is actually a projection of your bullet path. i havent figured out how to lead with it but you can rake the plane through it and youl probibly score a hit. this gauge seems abit rather complicated for freespace.
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Offline jr2

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....Just make it a launcher flag: crosshairsensitivity=1,2,or3 for differing levels of complexity.  And, for the missiles, a second target indicator of a different color would do.  But, I'm not sure about the idea of making the target indicator vary with the target size... you can target subsystems, so what's the point?