Floydii 0 Posted November 10, 2014 I'm really enjoying this mod, especially the robust indicator of where the gunner is looking. On that note, there are two additions I would ask for: 1) Please enable the gunner's crosshair for the pilot in the Armed WY-55. We were using the gunner to find targets and the pilot to engage and it is so much easier if the pilot can line up on the gunner's crosshair. The Unarmed WY-55 already has this feature and it would be logical that the armed variant would share this capability. Place a boresight point on the HMD for both pilot and gunner. At the moment the Default 'V' of the advanced flight model fulfils this role, but if it goes away, some helos have no reference to the exact front of the helo. A final question: Will the IR jammer and non-HMD related features be modular? I'm a bit leery of being forced to used a broad range of potentially conflicting features when all I want is your excellent HMD and optics enhancements. Share this post Link to post Share on other sites
kimi_uy 135 Posted November 10, 2014 (edited) Sweet speedy fix :)One more thing lol, in the demo video it showed the HUD of the wipeout (NATO cas) in mine it just shows the default one. (though I need to confirm this tonight by turning all my other mods off) My bad, the video was made for the MANW contest, which i included the Wipeout HUD MOD, here u go: Wipeout HUD MOD ---------- Post added at 01:11 ---------- Previous post was at 01:05 ---------- I'm really enjoying this mod, especially the robust indicator of where the gunner is looking.On that note, there are two additions I would ask for: 1) Please enable the gunner's crosshair for the pilot in the Armed WY-55. We were using the gunner to find targets and the pilot to engage and it is so much easier if the pilot can line up on the gunner's crosshair. The Unarmed WY-55 already has this feature and it would be logical that the armed variant would share this capability. Place a boresight point on the HMD for both pilot and gunner. At the moment the Default 'V' of the advanced flight model fulfils this role, but if it goes away, some helos have no reference to the exact front of the helo. A final question: Will the IR jammer and non-HMD related features be modular? I'm a bit leery of being forced to used a broad range of potentially conflicting features when all I want is your excellent HMD and optics enhancements. 1) Will check it out, but AFAIK i didn't include that in neither. 2) Honestly I don't see too much use for it, but I'll do some testing and will consider it. The problem it brings is that it will overlap with the weapon crosshairs of choppers with forward firing weapons, such as the Little Birds and Lynx, which actually have there gun boresighted so u can reference that. 3) The Weapons_HMDs_Kimi.pbo is the one that does all the weapon changes. So if u dont like the (AWESOME:cool:) changes I've included in there u can delete that pbo. EDIT: I managed to add the Gunners aimpoint to the Lynx: 1- Gunner's Aimpoint. 2- A/C waterline cross. 3- Weapon Crosshairs (boresighted, acts as a centerline). 4- TVV. 5- Target selected. Edited November 10, 2014 by geraldbolso1899 Share this post Link to post Share on other sites
Floydii 0 Posted November 10, 2014 Geez, that is one quick turnaround. Much obliged, keep up the good work! Share this post Link to post Share on other sites
Sundowner 11 Posted November 12, 2014 (edited) This is a great mod, especially for flying the Huron, which have useless pages setup on the MFDs ;) What I would like to see though is hover symbology when bellow certain airspeed (will have to check flight manuals for AH-64D and UH-1Y to check what the specific numbers are IRL*). And I don't know how ARMA3 does things - is it possible to get PIP visual on the HMD and semi-transparent at that? What I would like to have is NV/IR picture that would allow us to "look through" the aircraft using a PNVS-like system. All of the larger helicopters have very poor visibility out of the cockpit, this could help in some situations, when we can't relay on friends guiding our landing. [EDIT] *Hover iconology show up when descending bellow 45kts, and disappears when accelerating past 50kts. Edited November 12, 2014 by Sundowner 1 Share this post Link to post Share on other sites
kimi_uy 135 Posted November 12, 2014 I've tried implementing conditions to swap between hover, transition and cruise modes depending on speeds, but afaik there's no easy way to do that. Hence why some of the choppers have cruise (big birds) and the others have transition, according to the instrumental needs of each. And the PNVS... That's way outta my league. Share this post Link to post Share on other sites
paramedic256 10 Posted November 17, 2014 Pls bring back Nightvision-Mode for Blackfoot-Gunnersight and Hellcat as well. thx Share this post Link to post Share on other sites
erazeri 1 Posted November 25, 2014 Agreed with above. Just a suggestion but it`s better than nothing: class B_Heli_Light_01_F: Heli_Light_01_base_F { memoryPointCM[]= {"exhaust1"}; memoryPointCMDir[]= {"exhaust1_dir"}; Also any ideas on how to display wheel brake status? Share this post Link to post Share on other sites
kimi_uy 135 Posted November 25, 2014 (edited) Agreed with above.Just a suggestion but it`s better than nothing: class B_Heli_Light_01_F: Heli_Light_01_base_F { memoryPointCM[]= {"exhaust1"}; memoryPointCMDir[]= {"exhaust1_dir"}; Also any ideas on how to display wheel brake status? That actually is a really helpful line! :) The wheel brake status might be included in the future, but for now a good ol' scroll wheel might do the trick ;) Now for the NV mode in the turrets, unless someone proves to me that the RL Lynx, Comanche, Apache, Viper and Venom have NV mode I won't put it back. Edited November 25, 2014 by geraldbolso1899 Share this post Link to post Share on other sites
EricJ 763 Posted November 25, 2014 A lot of the systems are more FLIR than actual NV but still slaved to the pilot's helmet: http://www.lockheedmartin.com/us/products/Arrowhead.html And a basic Wiki description. http://en.wikipedia.org/wiki/Target_Acquisition_and_Designation_Sights,_Pilot_Night_Vision_System Pilots have it projected to their eyes through the IHADSS monocle on the helmet. Share this post Link to post Share on other sites
kimi_uy 135 Posted November 25, 2014 A lot of the systems are more FLIR than actual NV but still slaved to the pilot's helmet:http://www.lockheedmartin.com/us/products/Arrowhead.html And a basic Wiki description. http://en.wikipedia.org/wiki/Target_Acquisition_and_Designation_Sights,_Pilot_Night_Vision_System Pilots have it projected to their eyes through the IHADSS monocle on the helmet. I know what those things are, they just dont have NV in the TADS and the PNVS is not in question here. I did try to make the nvgs show the green FLIR but arma laughed at my face in those attempts. Share this post Link to post Share on other sites
EricJ 763 Posted November 25, 2014 Ahh gotcha but no, most of the systems mounted are FLIR, not NVG based, and if they use NVGs it's not part of the sensor suite. Share this post Link to post Share on other sites
erazeri 1 Posted November 26, 2014 (edited) Not sure if this would help but it allows a green thermal mode: class Turrets: Turrets { class MainTurret: MainTurret { class OpticsIn { class Wide { visionMode[] = {"Normal","Ti"};//,"NVG" thermalMode[] = {0,1,2,3};//0=WHOT, 1=BHOT,2=Green WHOT, 3=Green BHOT, 4=Red WHOT, 5=Red BHOT }; }; }; }; Edited November 26, 2014 by eRazeri Share this post Link to post Share on other sites
kimi_uy 135 Posted November 26, 2014 Not sure if this would help but it allows a green thermal mode: class Turrets: Turrets { class MainTurret: MainTurret { class OpticsIn { class Wide { visionMode[] = {"Normal","Ti"};//,"NVG" thermalMode[] = {0,1,2,3};//0=WHOT, 1=BHOT,2=Green WHOT, 3=Green BHOT, 4=Red WHOT, 5=Red BHOT }; }; }; }; Yep I know how that works, what I meant was I wanted to have the green thermals in the NVG Goggles to work as some sort of PNVS Share this post Link to post Share on other sites
alphakilo 13 Posted November 26, 2014 Yep I know how that works, what I meant was I wanted to have the green thermals in the NVG Goggles to work as some sort of PNVS Correct me if I'm wrong but I believe the FZA AH-64D Apache had a PNVS system that you might want to look into :) Share this post Link to post Share on other sites
kimi_uy 135 Posted November 27, 2014 Correct me if I'm wrong but I believe the FZA AH-64D Apache had a PNVS system that you might want to look into :) Yeah, but it's too complicated. Share this post Link to post Share on other sites
t-800a 151 Posted December 9, 2014 (edited) After patch 1.36, and running @CUP, @CBA_A3 in addition, I can't place the Huron (the one with guns) anymore in the editor. The entry in the editor is replaced by a genereic "helicopter". The black Huron works fine. If I remove your addon and only start with @CUP and @CBA_A3 everything works fine. Edited December 9, 2014 by t-800a Share this post Link to post Share on other sites
kimi_uy 135 Posted December 9, 2014 (edited) After patch 1.36, and running @CUP, @CBA_A3 in addition, I can't place the Huron (the one with guns) anymore in the editor. The entry in the editor is replaced by a genereic "helicopter". The black Huron works fine. If I remove your addon and only start with @CUP and @CBA_A3 everything works fine. yeah 1.36 messed with all my mods. I'm already back in the dungeon so an update will come soon. BTW you can just remove the Huron pbo. Let this be a reminder: this addon is modular, that means you can remove the parts of it you don't wish to use! Edited December 9, 2014 by geraldbolso1899 Share this post Link to post Share on other sites
t-800a 151 Posted December 9, 2014 yeah 1.36 messed with all my mods. I'm already back in the dungeon so an update will come soon.BTW you can just remove the Huron pbo. Let this be a reminder: this addon is modular, that means you can remove the parts of it you don't wish to use! Thanks for the quick reply, I already removed that one. Great to hear that you are already working on it, as this mod is kind of essential for me ;). Share this post Link to post Share on other sites
kimi_uy 135 Posted December 10, 2014 New Update Available!!!! Kimi_HMDs_v2.4 Changelog v2.4: - Fixed UI errors. - Removed Huron HMD (For now until I get a proper fix). - Revised Weapons. - Revised some HMD elements. Share this post Link to post Share on other sites
Teddybear1 11 Posted December 10, 2014 (edited) No,you just change the briteness of the glow to make stuff more `normal`,easy to see/read. Maybe change the background colour of it .Simple.:) Could you make this somehow incorporated into a pod that could be placed onto a F-16 as a camera pod? You could see with some sort of panning ,like a Raven camera (uav) and from altitude we could ,with an interface/camera and a autopilot set speed /alttude and simulate BDA. What if you`re mod can provide some sort of possibility to see a target,lockonto it and simply record what it sees and show on blue force tracker what happend and maybe record it as a movie ? Somehow,the pilot/co-pilot has to see it so we . Edit: Can we get rid of the "radar" all together,and just consentrate on a much improved RwR instead,warning of incomming missiles,sence we can get some use of surprise attacks,if we could make a mod that make that recceiver stop updating,to simulate ECM and suddenly turn it on again. For once,we will have some use of 2-seaters...If we have a interface,this looks like a good start. Perfect for Recce flights,if we can set a GPS position where we like to start recording what it sees. Maybe ,you can use the allready made "Helmet mounted cameras" and ad those to "hidden selection" and make it go invisable inside of that pod and add pan and zoom (70mm will do fine) and you`re mod will be a 2-in-one mod. Edited December 10, 2014 by Teddybear1 Share this post Link to post Share on other sites
kimi_uy 135 Posted December 10, 2014 Omg slow down mate, i saw a similar post from u in the wip f35b from randomslap, u trollin of something? WTF? Share this post Link to post Share on other sites
Teddybear1 11 Posted December 10, 2014 Nothing about it ,really....Just saying that if he want to make something really different from others ,he may want to check out cameras,and what he could build with Splendid Camera and so on.....https://resources.bisimulations.com/w/index.php?title=Editor_Object Share this post Link to post Share on other sites
kimi_uy 135 Posted December 10, 2014 I'm not gonna even bother to answer all the batshit clusterfuck of things u r requesting. If u took the trouble to write all that down please be decent enough to offer help to accomplish those goals. Share this post Link to post Share on other sites
Guest Posted December 10, 2014 Thanks for informing us about the updated version mate :cool: Release frontpaged on the Armaholic homepage. Helmet Mounted Displays Mod v2.4 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
kecharles28 197 Posted December 10, 2014 Updated mod 2.4 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites