shrike88

Member
  • Content count

    97
  • Joined

  • Last visited

  • Medals

Community Reputation

42 Excellent

3 Followers

About shrike88

  • Rank
    Corporal

Profile Information

  • Gender
    Male
  • Location
    United States

Contact Methods

  • Youtube
    https://www.youtube.com/channel/UCJDCWCqV05js6uSdR94ZhcA
  • PlayStation PSN
    Shrike88

Recent Profile Visitors

383 profile views
  1. Agreed, Since the many improvements and updates to the flight models in the game there has been little done to the control context menu and ui. Basically an all or nothing approach including sensitivity and deadzones. Try using mode selection for your X52 with the supplied software. Not sure how reliable since madcatz is gone. Ill look up some good 3rd party stuff I have used in the past as I travel a ton for work and sometimes use gamepads on the road / HOTAS at home. Shrike 111 SOG
  2. I also having this problem, anyone ?
  3. Very nice work thus far Neddles, Also very happy to hear that the mod community was Positive and helpful to you starting out. Very encouraging. Looking forward to checking this out soon. Shrike
  4. As of now I believe the new DLC configs are binarized and locked for a while, therefore unable to pull any of the information from the current classes. I myself am very new at this also but the best way to go about it now I believe is to snag current p3d and rvmap files as well as the textures from current weapons, then patch via a config patches setup to edit current ammo, and create a new class to add to the vehicle. Good luck https://community.bistudio.com/wiki/CfgPatches Shrike
  5. Walsh There were predicted impact points with earlier versions per the balisticcomputer = X; that was intigrated in 1.60 and believe it was on there. However since the 1.70 (Jets DLC) there now is the ability to create new HUD features with the CCIP Recticle and Dtoss lines on the HUD. Maybe something to be added in the future, however Im sure Firewill has tons on his plate already. regards, Shrike
  6. Thanks for the Quick response, I just simplified it for the forum thread and wanted to condense it. It is in the Draw class with other items that work . Sent you a PM with it. Need more Coffee Thanks Shrike
  7. Reyhard, Experimenting with the Poly Drawing of paa files and logos. Anything I am doing wrong here ? does it depend on the parent dimensions and size of the paa ? are they limited to a certain size ? Dont worry about the structure but the meat of the class is it limited to certain things alpha or size vs size of the image.paa ? Thanks Shrike class MFD { class Polytest_main { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0,1,0.3}; helmetMountedDisplay = 1; helmetPosition[] = {-0.0375,0.0375,0.1}; helmetRight[] = {0.075,0.0,0.0}; helmetDown[] = {0.0,-0.075,0.0}; class Bones{}; class Draw{}; }; class PolygonTest: Polytest_main { condition = "rpm<800"; color[] = {0.082,0.408,0.039}; // use to define color class Polygon { type = "polygon"; texture = "fir_ghosthawk_acc\images\mod.paa"; // only alpha channel will be used for drawing points[] = // space where texture should be drawn { {{0,0.1},1}, {{1,0.1},1}, {{1,1},1}, {{0,1},1} }; }; }; };
  8. @reed Try this in your class MFD, I still stink at circles but this might give you a nice Recticle cross. Class MFD { class BASE_HUD_1 { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0,1,0.3};//color[] = {0.15,1,0.15,1}; enableParallax = 1;//0 class Bones{}; class Draw{}; helmetMountedDisplay = 1; helmetPosition[] = {-0.04,0.04,0.1}; helmetRight[] = {0.08,0,0}; helmetDown[] = {0,-0.08,0}; }; class AirplaneHUD_Mini: BASE_HUD_1 { turret[] = {-2}; class Bones { class WeaponAim { type = "vector"; source = "impactpointtoview"; pos0[] = {0.5,0.5}; pos10[] = {0.734,0.73}; }; }; class Draw { alpha = 1.0; color[] = {0.15,1.0,0.15,1.0}; condition = "mGun"; class Static { type = "line"; width = 3.0; points[] = {{"WeaponAim",1,{-0.02,0.0},1},{"WeaponAim",1,{-0.01,0.0},1},{},{"WeaponAim",1,{0.01,0.0},1},{"WeaponAim",1,{0.02,0.0},1},{},{"WeaponAim",1,{0.0,-0.01},1},{"WeaponAim",1,{0.0,-0.02},1},{},{"WeaponAim",1,{0.0,0.01},1},{"WeaponAim",1,{0.0,0.02},1},{}}; }; class GunnerNumber { type = "text"; source = "static"; text = "GUN"; sourceScale = 0.001; align = "center"; scale = 1; pos[] = {"WeaponAim",{-0.002,-0.07},1}; right[] = {"WeaponAim",{0.045,-0.07},1}; down[] = {"WeaponAim",{-0.002,-0.03},1}; }; }; }; }; Hat tip to kimi Shrike
  9. Thanks Reyhard for pulling me over to the forum, and for your help. Currently working on a Custom HUD and upgrade all of the systems of 1.70 with my little project for our Group piggy backing off of Firewills UH-80R, as well as help from Kimi and others. Also nice work on placing poly's and render textures. Would make for some really cool start-up Sequences with the HUD when the aircraft is first powered on. maybe like flashing a "software Version" or a quick Logo Flash from the mod developer then disappears. Was able to make certain features like a flashing "FUEL" low fuel warning, as well as a type of limited Ground Prox / GPWS to flash rapidly on the HUD when certain criteria are met AltitudeAGL< and speed. Really love the new functions and conditions BI has put into the Class MFD system. This is what I used. Obviously not looking out as a projected path as a warning, but still a start. condition = "((30-altitudeAGL) min 1) * ((speed*3.6) > 50)"; color[] = {0,1,0.3}; blinkingPattern[] = {.2,.2}; blinkingStartsOn = 1; Shrike
  10. Thanks Reyhard for pulling me over to the forum, and for your help. Currently working on a Custom HUD and upgrade all of the systems of 1.70 with my little project for our Group piggy backing off of Firewills UH-80R, as well as help from Kimi and others. Was able to make certain features like a flashing "FUEL" low fuel warning, as well as a type of limited Ground Prox / GPWS to flash rapidly on the HUD when certain criteria are met AltitudeAGL< and speed. Really love the new functions and conditions BI has put into the Class MFD system. This is what I used. Obviously not looking out as a projected path as a warning, but still a start. condition = "((30-altitudeAGL) min 1) * ((speed*3.6) > 50)"; color[] = {0,1,0.3}; blinkingPattern[] = {.2,.2}; blinkingStartsOn = 1; Shrike
  11. The new sensor systems I agree you cannot run any type of video that is not PIP related. You can view broadcast UAV sensor data collected by their on board sensors, as well as view the video feed from UAV's if the piloted / operated vehicle has the "cam drone" custom panel. The sensors and the PIP Drone panel are separate. Scotty unless your thinking about the Cam Drone Panel, you can relay and send targets to your UAV and vise versa, target something remotely piloted by a UAV, then using an onboard sensor and targeting system of your operated aircraft, if your class ammo/weapon allows the targeting of that drone target.
  12. Not sure on that one. I would assume its possible if you pull the inheritence from the parent class and just make another class MFD referencing the Parent class. For Example adding a G Meter Class MFD { Class Your_New_Hud: Inherited_HUD_Class { Class Bones{}; Class Draw { class CrzNumberG_symbol { type = "text"; source = "gmeter" sourceScale = 1; sourcePrecision = 1; align = "left"; scale = 1; pos[] = {{0.81,0.16},1}; right[] = {{0.85,0.16},1}; down[] = {{0.81,0.2},1}; }; }; }; } Maybe just a thought..... Not actually tested
  13. Was working on a new HUD , Class MFD for one of our helicopters our group has and the amount of new information and variables that can now be projected on the HUD is amazing. However I am finding the positioning and formatting on the HUD / Class MFD very un-intuitive and a very difficult learning curve. I understand the basics however the X,Y coordinate system is extremely difficult to muster. I wish there was a template or some type of layout editor or system to assemble the information text and data without having to constantly tweak, move, and size, pack then check in game. Does anyone have any better system that they currently use or any tips for me ? Thanks Shrike
  14. Great work on the mod thus far. Greatly appreciated by a member of the aviation community. Will be looking to see if I can edit and move NDB stations as a directional aid as an OM for the stock BI ILS approaches on the maps. Again Great work Shrike
  15. I have worked some with ours, Still alot of learning where I go. Can try to help out where I can Shrike