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Jets - Custom Panels (GPS, Camera feeds, ...)

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Surely the easiest way around that is to give a mission designer a method of controlling exactly what UI panels are available in each mission similar to how we can enable/disable elements of a players game UI via description.ext.

 

Personally I love the new detector UI and the audible compenent will just be icing on the cake. It means I can finally get back to having mines/ieds in missions that arent played with the red triangle option enabled.

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A question on gunner positions: How to customize the display for them? Do I have to add the complete Components class to a turret, or a part, or define the gunner display somewhow in the main Components class? The current F/A-18F component definition and data link config is here: http://pastebin.ubuntu.com/24591277/

 

 

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2 hours ago, TeTeT said:

A question on gunner positions: How to customize the display for them? Do I have to add the complete Components class to a turret, or a part, or define the gunner display somewhow in the main Components class? The current F/A-18F component definition and data link config is here: http://pastebin.ubuntu.com/24591277/

 

 

for gunner, display panel components need to place in turret class.(test with my F-15E)

like this

Quote

class Turrets 
{    
    class MainTurret: NewTurret
    {
        //some values values and values
        
        class Components: Components
        {
            class VehicleSystemsTemplateLeftCommander: DefaultVehicleSystemsDisplayManagerLeft
            {
                defaultDisplay = "EmptyDisplay";
                class Components
                {
                    class EmptyDisplay
                    {
                        componentType = "EmptyDisplayComponent";
                    };
                    class MinimapDisplay
                    {
                        componentType = "MinimapDisplayComponent";
                        resource = "RscCustomInfoMiniMap";
                    };
                    class VehicleDriverDisplay
                    {
                        componentType = "TransportFeedDisplayComponent";
                        source = "Driver";
                    };
                    class VehicleMissileDisplay
                    {
                        componentType = "TransportFeedDisplayComponent";
                        source = "Missile";
                    };
                    class SensorDisplay
                    {
                        componentType = "SensorsDisplayComponent";
                        range[] = {2000,4000,8000,16000,32000};
                        resource = "RscCustomInfoSensors";
                    };
                };
            };
            class VehicleSystemsTemplateRightCommander: DefaultVehicleSystemsDisplayManagerRight
            {
                defaultDisplay = "SensorDisplay";
                class Components
                {
                    class EmptyDisplay
                    {
                        componentType = "EmptyDisplayComponent";
                    };
                    class MinimapDisplay
                    {
                        componentType = "MinimapDisplayComponent";
                        resource = "RscCustomInfoMiniMap";
                    };
                    class VehicleDriverDisplay
                    {
                        componentType = "TransportFeedDisplayComponent";
                        source = "Driver";
                    };
                    class VehicleMissileDisplay
                    {
                        componentType = "TransportFeedDisplayComponent";
                        source = "Missile";
                    };
                    class SensorDisplay
                    {
                        componentType = "SensorsDisplayComponent";
                        range[] = {2000,4000,8000,16000,32000};
                        resource = "RscCustomInfoSensors";
                    };
                };
            };
        };            
    };    
};

 

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16 hours ago, HaseDesTodes said:

bind it to a key

this will do it in client side, I'm asking about removing it from mission side thing!

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6 hours ago, shadow69th said:

this will do it in client side, I'm asking about removing it from mission side thing!

AFAIK you can't remove it with mission-settings/scripts. It is intended to give the player the ability to use the pannels even if they are not bound to a key. One can choose if they want to bind pannels to a key or use the action menue.

 

It would probably take some sort of UI mod to remove this functionality.

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How do you open the mine detector feed? Does it only work with a script? If yes, could anyone provide the code for it? Haven't found so far anything on the biki about it.

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31 minutes ago, emke said:

How do you open the mine detector feed? Does it only work with a script? If yes, could anyone provide the code for it? Haven't found so far anything on the biki about it.

 

im pretty sure they removed it a few versions ago

you were able to open it by toggleing your panels

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Really loving the new HUD/HMD waypoint markers you now get in many aircraft, really helps with navigation. However, another improvement to consider to help aid navigation further would be to add a small and discreet marker on the "perimeter" of GPS panel to indicate the direction of the waypoint marker when you aren't yet close enough to it for it to display fully on the GPS map. I'll see if I can use my MS paint skills to show a visualisation of what I'm suggesting soon.

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6 hours ago, a_killer_wombat said:

Really loving the new HUD/HMD waypoint markers you now get in many aircraft, really helps with navigation. However, another improvement to consider to help aid navigation further would be to add a small and discreet marker on the "perimeter" of GPS panel to indicate the direction of the waypoint marker when you aren't yet close enough to it for it to display fully on the GPS map. I'll see if I can use my MS paint skills to show a visualisation of what I'm suggesting soon.

What winbat described is kind of like how the target box does at the edge of the hud/hmd. It points towards the direction where the marker is located

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Even with the new sensor display it is hard to find enemy jets in the air because you don't know if the jet is flying high or low.

My request: Is it possible to add the high of air planes to the display? Maybe only the thousand and the hundreds. For example 15 stands for flight level 1578.

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3 hours ago, t.buur said:

Even with the new sensor display it is hard to find enemy jets in the air because you don't know if the jet is flying high or low.

My request: Is it possible to add the high of air planes to the display? Maybe only the thousand and the hundreds. For example 15 stands for flight level 1578.


You get the altitude information when you lock on with your radar.

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CSAT VTOL ccip is totally inaccurate, the rockets and mostly fall short

 

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On 26.5.2017 at 0:25 PM, MK84 said:


You get the altitude information when you lock on with your radar.

 

Only when the enemy plane is in the radar cone. So, when you search for enemy near ground and enemy is flying high you never get a look on.

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6 hours ago, t.buur said:

 

Only when the enemy plane is in the radar cone. So, when you search for enemy near ground and enemy is flying high you never get a look on.


Better keep your SA up then :wink_o:

IIRC passive RWRs sensors usually doesn't display speed or altitude, some doesn't even estimate range.

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And another quick/dumb question: What are the script commands for reading/changing the current MFDs shown?

 

In my case I have a script that used to "showGPS false" if player was not wearing appropriate goggles or helmet.

 

This no longer works, neither does showHUD [false x8] and (findDisplay 311) closeDisplay 1 does not work either.

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3 hours ago, fn_Quiksilver said:

 

that is a very old system, it and "showSquadRadar" should have no effect on Custom Panels

 

Alright, updated the wiki accordingly.

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On 6/30/2017 at 6:31 AM, fn_Quiksilver said:

Any word yet on how to detect the current panel(s) state?

 

In progress.

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2 hours ago, dr. hladik said:

 

In progress.

 

sounds great! 

 

no rush, it is small QoL thing for designers, not critical

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