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Author Topic: Next Generation HUD (NG-HUD) Mod v3.1  (Read 10938 times)

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whistler

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Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold
« Reply #144 on: September 02, 2018, 12:11:02 PM »

Ok, Whistler, thanks for your quick and detailed answer. I did as you propose (turning off realistic navigation) and observed the game behaviour. Now I see that NG-HUD Navigation just tells you with numbers the heading proposed by the line that connect your plane with the next waypoint (I haven't used realistic navigation-OFF for such a long time that I forgot that feature). As your predicted, the game skips one waypoint every two in my test mission. Surprisingly, when using autopilot, the game follows exactly the flight plan without skipping any waipoint.
It is good to know that using realistic navigation-OFF I can easily predict which waypoints will be ignored and avoid them if I need to lead the action towards a specific location.

Thank you SpongeBob.

The navigator is pushing the limits of what can (and should) be displayed in the HUD. I had a test-case version of the navigator for long time but never developed it further because of the sector grid stock-bug. It actually makes use of a feature (when being the leader) that has been there the whole time. From the 4.10 Readme:

Navigation Improvements
Situation pre-4.10
Before the 4.10 patch, balance between playability and realism was such that the waypoints in mission acted as sort of "virtual radio beacons" and repeater compass had a needle which pointed towards the next waypoint [...]




I just took this built-in feature and employed it but I don't know the reasons for some of the waypoint jumps or skips. It was either designed that way, on purpose, for some reason, or it is buggy.

Definitely, your mod is a great addition. I have tried many times to start a campaign without map icons, but there was often a mission were I got completely lost. Now I feel confident to start campaigns with map icons OFF without fear of losing most of the action.

Thanks for the encouragement. My experience is that when you have map icons, lines and dots you just don't look beyond. Flying without map icons is a richer experience but the navigator must be reliable to a degree (we can always blame early/faulty WWII technology  ;) )

Cheers!

vonofterdingen

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Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold
« Reply #145 on: September 02, 2018, 12:21:21 PM »

Thanks for this Whistler. This is really a great mod. I do not fly bombers much but I think I am going to dust off some old campaigns just to see how the bombsight elements work. Maybe it's time for me to update my old Camel Pond Raids.

People who have not tried this are really missing out.
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whistler

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Re: NG-HUD Mod v3.1
« Reply #146 on: September 04, 2018, 12:47:09 PM »

v3.0 was Golden, but it wasn't pure Gold!

NG-HUD Mod v3.1 Bug-Fix release

v3.1 fixes a (Navigator) bug where certain takeoff/landing waypoints would not be displayed. v3.0 release post is still valid and I ask you to refer to post #133 for further reference of v3.X features.

:: EngineMod causing waypoint jumps ::

Update 23-Sep: Find a temporal fix in Reply #149

We have been discussing in previous posts a problem where waypoints are 'skipped' for no apparent reason when flying as Flight Leader and it was found to be caused by the EngineMod. Any custom install or mod-pack that includes the EngineMod as of 04/09/2018 can be impacted, in example B.A.T. Linebacker (all modules) and VP-Modpack (JETWAR addon only). The Navigator will work like a Swiss watch otherwise.

Since the root-cause of the waypoint jumps is now identified the NG-HUD restriction to have 'Realistic Navigation' enabled has been lifted in v3.1. I still recommend to enable it but it is your game and you can play it your way.

The EngineMod is a marvel so whether or not this gets ever fixed, be grateful for everything we have.

----------------------------------

NG-HUD v3.1 download link can be found in the first post. As usual, disable and delete any previous versions.

Best regards,

SpongeBob

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Re: Next Generation HUD (NG-HUD) Mod v3.1
« Reply #147 on: September 09, 2018, 03:50:03 AM »

Hi Whistler,
apparently, the navigation bug has been fixed in the latest Engine MOD.
See #369 reply in
https://www.sas1946.com/main/index.php/topic,52489.360.html

I hope this will be added to the next BAT expansion, since I don't dare to modify it by myself.

Cheers
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FANATIC MODDER

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Re: Next Generation HUD (NG-HUD) Mod v3.1
« Reply #148 on: September 15, 2018, 03:16:15 PM »

I was totally unaware of this, I am totally blown away by it! Great!
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whistler

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Re: NG-HUD Mod v3.1
« Reply #149 on: Yesterday at 05:50:11 AM »

Hi Whistler,
apparently, the navigation bug has been fixed in the latest Engine MOD.
See #369 reply in
https://www.sas1946.com/main/index.php/topic,52489.360.html

I hope this will be added to the next BAT expansion, since I don't dare to modify it by myself.

Cheers

That's correct SpongeBob, Kudos to western0221 for the quick fix!!

Here is a temporal fix for B.A.T. LINEBACKER (unzip and enable it via JSGME):

BAT-LINEBACKER_EngineMod_2.8.10_Waypoint_Fix.zip

It will hopefully be included in the next BAT expansion.



VP-Modpack #JETWAR addon comes with EngineMod v2.8.1. You can either upgrade the EngineMod manually or use the following JSGME-ready fix:

VP-MODPACK_JETWAR_EngineMod_2.8.10_Waypoint_Fix.zip



Big thanks to western0221 for the constant EngineMod updates! ]thumleft[
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