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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Swifty on September 26, 2007, 05:40:18 pm

Title: HUD Gauges in Slew Mode?
Post by: Swifty on September 26, 2007, 05:40:18 pm
I'm in the process of enabling HUD gauges and reticles when in Slewed Mode. Right now, when in Slewed Mode, Freespace2 simply renders a red circle towards the vector where the ship is forward oriented. I'm finding the modifications rather straight forward which is making me think that there could be a reason for this. Is there a good reason (game design wise) why HUD gauges shouldn't show up when in Slewed Mode? Otherwise, I'm just going to continue with these modifications.
Title: Re: HUD Gauges in Slew Mode?
Post by: Turey on September 26, 2007, 06:15:32 pm
What is Slew Mode?
Title: Re: HUD Gauges in Slew Mode?
Post by: colecampbell666 on September 26, 2007, 06:40:35 pm
Kitschy widescreen?
Title: Re: HUD Gauges in Slew Mode?
Post by: Nuke on September 26, 2007, 06:43:23 pm
its a flightsimming term for when you disable physics so you can move your aircraft to wherever you want. usefull if youre trying to set up a scenario. in the scope of freespace i think that means dealing with scripted/freded cameras. i think hes using the wrong term though, he means he wants the hud to work when you hold down pad 0 to look around.
Title: Re: HUD Gauges in Slew Mode?
Post by: Agent_Koopa on September 26, 2007, 06:45:14 pm
I thought it was a flightsimming term for switching controls to the camera instead of the plane, slewing your head around.
Title: Re: HUD Gauges in Slew Mode?
Post by: Nuke on September 26, 2007, 06:46:18 pm
well it might mean something else in other sims. im mostly familiar with microsoft's crappy simulator line.
Title: Re: HUD Gauges in Slew Mode?
Post by: Swifty on September 26, 2007, 08:01:11 pm
Yeah, Nuke is right when I'm referring to Pad0. The source code refers to the freelook viewer modes using the flag VM_SLEWED in the variable int Viewer_mode which is why I called it that. Sorry about the confusion.
Title: Re: HUD Gauges in Slew Mode?
Post by: Turey on September 26, 2007, 08:09:41 pm
The only problem I could see would be HUDs that are supposed to be part of the cockpit, and not a projection on the pilot's helmet.
Title: Re: HUD Gauges in Slew Mode?
Post by: Swifty on September 26, 2007, 08:31:06 pm
Which elements of the HUD would be considered a cockpit instrument and not a HUD readout? Anything not pertaining to the reticle?
Title: Re: HUD Gauges in Slew Mode?
Post by: Turey on September 26, 2007, 09:02:12 pm
Which elements of the HUD would be considered a cockpit instrument and not a HUD readout? Anything not pertaining to the reticle?

Nothing is currently part of the cockpit. However, there are attempts to do so, and these should be taken into account somehow.
Title: Re: HUD Gauges in Slew Mode?
Post by: Nuke on September 27, 2007, 09:12:45 am
also consider wether or not better view support is gonna be used in the future, like trackIR or view axes. i really dont like the pad0 feature because it locks up your flight controls while you use it. of course by the time we can have that stuff hopefully rtt will get fixed and we can actually render the hud into the cockpit.

for ships that use a helmet display system, the hud would get projected on the screen no matter what direction you faced. actually you could probibly do that now though a ship flag like "use helmet display". so you can use your hud while looking to the side, up or any other direction. then you can thow in cool **** like side fire mass bombers.