Imperator[TFD] 444 Posted May 11, 2017 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. Share this post Link to post Share on other sites
TeTeT 1523 Posted May 17, 2017 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/ Share this post Link to post Share on other sites
firewill 3878 Posted May 17, 2017 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"; }; }; }; }; }; }; 1 Share this post Link to post Share on other sites
shadow69th 1 Posted May 17, 2017 For mission makers, how to remove this.. Share this post Link to post Share on other sites
HaseDesTodes 62 Posted May 17, 2017 2 hours ago, shadow69th said: For mission makers, how to remove this.. bind it to a key 4 Share this post Link to post Share on other sites
shadow69th 1 Posted May 18, 2017 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! Share this post Link to post Share on other sites
iratus 71 Posted May 18, 2017 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. Share this post Link to post Share on other sites
TrueCruel_Nobody 35 Posted May 19, 2017 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. Share this post Link to post Share on other sites
HaseDesTodes 62 Posted May 19, 2017 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 1 Share this post Link to post Share on other sites
a_killer_wombat 120 Posted May 19, 2017 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. Share this post Link to post Share on other sites
martin_lee 33 Posted May 20, 2017 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 Share this post Link to post Share on other sites
t.buur 0 Posted May 26, 2017 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. Share this post Link to post Share on other sites
MK84 42 Posted May 26, 2017 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. Share this post Link to post Share on other sites
x3kj 1247 Posted May 27, 2017 CSAT VTOL ccip is totally inaccurate, the rockets and mostly fall short 1 Share this post Link to post Share on other sites
t.buur 0 Posted May 28, 2017 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. Share this post Link to post Share on other sites
MK84 42 Posted May 28, 2017 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 IIRC passive RWRs sensors usually doesn't display speed or altitude, some doesn't even estimate range. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 29, 2017 @oukej is there a way to determine which GPS mode a person is using (locked north vs rotation)? Share this post Link to post Share on other sites
sjakal 13 Posted June 10, 2017 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. Share this post Link to post Share on other sites
R3vo 2654 Posted June 27, 2017 Can anyone confirm that https://community.bistudio.com/wiki/Description.ext#showGroupIndicator has no effect anymore? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 29, 2017 On 6/28/2017 at 4:13 AM, R3vo said: Can anyone confirm that https://community.bistudio.com/wiki/Description.ext#showGroupIndicator has no effect anymore? that is a very old system, it and "showSquadRadar" should have no effect on Custom Panels Share this post Link to post Share on other sites
R3vo 2654 Posted June 29, 2017 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. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 30, 2017 Any word yet on how to detect the current panel(s) state? Specifically whether or not it is open, and also which mode it's in. command https://community.bistudio.com/wiki/shownGPS also appears disabled, always returns TRUE now even with no GPS in inventory. Share this post Link to post Share on other sites
SuicideKing 233 Posted July 1, 2017 Not sure if i should post this here or under the sensors thread, but: Active radar symbol persists on display, after radar source has been destroyed https://feedback.bistudio.com/T126017 Share this post Link to post Share on other sites
dr. hladik 231 Posted July 4, 2017 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. 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 4, 2017 2 hours ago, dr. hladik said: In progress. sounds great! no rush, it is small QoL thing for designers, not critical Share this post Link to post Share on other sites