Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Visual Mods => Topic started by: whistler on March 06, 2018, 05:00:04 AM

Title: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on March 06, 2018, 05:00:04 AM
From Wikipedia:

"In video gaming, the HUD (head-up display) is the method by which information is visually relayed to the player as part of a game's user interface."

Dear purists and hardcore IL-2 simmers, please restrain from complaining about un-realistic features. We know what we are doing. Thank you.



Next Generation HUD (NG-HUD) Mod v3.6.1
:: for IL-2 1946 4.12 & 4.13 ::

(https://s8.postimg.cc/r2hn6kllx/NG-_HUD_3.0_Dive.png)


For a detailed description of v3.6.1 changes, please visit post #307 (https://www.sas1946.com/main/index.php/topic,58163.msg727171.html#msg727171)
For a detailed description of v3.6 changes, please visit post #286 (https://www.sas1946.com/main/index.php/topic,58163.msg722993.html#msg722993)
For a detailed description of v3.5H changes, please visit post #225 (https://www.sas1946.com/main/index.php/topic,58163.msg693779.html#msg693779)
For a detailed description of v3.5 changes, please visit post #211 (https://www.sas1946.com/main/index.php/topic,58163.msg690566.html#msg690566)
For a detailed description of v3.2 changes, please visit post #169 (https://www.sas1946.com/main/index.php/topic,58163.msg666989.html#msg666989)
For a detailed description of v3.1 changes, please visit post #133 (https://www.sas1946.com/main/index.php/topic,58163.msg655080.html#msg655080) (v3.0 was superseded by v3.1)
For a detailed description of v2.7 changes, please visit post #115 (https://www.sas1946.com/main/index.php/topic,58163.msg650474.html#msg650474)
For a detailed description of v2.6 changes, please visit post #89 (https://www.sas1946.com/main/index.php/topic,58163.msg646586.html#msg646586)
For a detailed description of v2.5 changes, please visit post #74 (https://www.sas1946.com/main/index.php/topic,58163.msg644897.html#msg644897)
For a detailed description of v2.0 changes, please visit post #46 (https://www.sas1946.com/main/index.php/topic,58163.msg643421.html#msg643421)


CREDITS:

This mod is built upon the 'PAL HUD Config with BombSight Assist' Mod by benitomuso/PAL/Pablo. The version used is the one included in the Visual MOD 9 for v4.12.2 (2016-04-11) that can be found here: Visual MOD V9 (https://www.sas1946.com/main/index.php/topic,42495.0.html). Cheers benitomuso, NG-HUD would not exist if it wasn't for your hard work. I hope to see you back in (IL-2 modding) business soon!

Credits also to the SAS admins and SAS members for their support in the SuperSchool, testing, comments, bug-reports, feedback... Thanks!

Special thanks to greybeard, my wingman, for tireless testing sessions, constant feedback and support. NG-HUD is what it is thanks to his observations, comments and inputs.

Last but not least, thanks mission4today.com admins for hosting mod!


FIRST THINGS FIRST:

THE CHECKLIST:

In order to enjoy all features of this mod as intended enable/disable the settings below.
This is a list of controls you will use often to interact with the HUD:
To change cockpit positions I recommend the following controls:
That way you can easily go to the Bombsight from any view with a simple X-C-V combination...


INTRODUCTION:

The Next Generation HUD (NG-HUD for short) departs from the PAL HUD Config with BombSight Assist Mod in many ways. Most of the code has been revised, many parts re-written or discarded and in addition, it comes with an array of new features that I hope you will find useful. One of the highlights of the NG-HUD is a fake text drop-shadows technique to improve readability. The result is quite noticeable and on-screen text looks and reads better than ever!

Check the information below and have fun with the mod. And remember, if you miss any info... Check the gauges!


The Speedbar:

Speed, altitude, heading and more!
(https://s8.postimg.cc/g0qcd68hh/NG-_HUD_3.0-_Gold_10.png)


Cockpit indicators:

Designed to display information on screen that is either of your concern or require your attention. Good care was put to avoid cluttering the screen with messages you don't need nor care about. Anything you will see on-screen is there for a reason.

Each indicator will be displayed above the speedbar only if it is a user-controllable feature of the aircraft, it is not damaged and it is engaged/enabled.

Available indicators:
(https://s8.postimg.cc/8lvyne5x1/NG-_HUD_3.0-_Gold_01.png)


The Navigator:

WARNING
The EngineMod causes waypoints to be 'skipped' for no apparent reason. You may notice it when flying as Flight Leader. Any custom install or mod-pack that includes the EngineMod as of this release can be impacted, in example B.A.T. Linebacker (all modules) (Fixed in B.A.T. v3.5 Musketter) and VP-Modpack (JETWAR addon only). Find a temporal fix in Reply #149 (https://www.sas1946.com/main/index.php/topic,58163.msg656788.html#msg656788)



Flying with an icon-less map is a thrilling but daunting task. Unless you spend a good deal of time studying the briefing and taking copious notes you just don't know where to go next. Because flying without map icons is so immersive, NG-HUD gets new navigational skills! You no longer have to focus on an icon, dot or line but on your surroundings and actual geographical features of the map. A map without icons is a new world ready to be explored...

Review 'THE CHECKLIST' section above and optionally enable/disable map icons/path at will. Bring up the mini-map to get detailed information of your current goal.


:: FLIGHT MEMBERS ::

There can be up to four members in your Flight: Flight Leader / Flight Wingman / Element Leader / Element Wingman

External views info has been enhanced should you need to identify who's who in your Squadron...

(https://s8.postimg.cc/5zq3hqxol/NG-_HUD_3.0-_Gold_09.png)


:: BEING A LEADER ::

When you are the (real or virtual) Flight Leader, bring up the mini-map and you will get:
(https://s8.postimg.cc/h6yxpfyxx/NG-_HUD_3.0-_Gold_05.png)

As the Flight Leader you must 'check' each and every waypoint for the navigator to switch to the next one. Remember that you can optionally change to the next/prev waypoint via Orders Menu anytime when being a (real) Flight Leader (Flight No. > Navigation)

You should be able to follow the predetermined route without much trouble with the navigation helper. Mission Abort!? Don't panic: forget about the waypoints and request a vector to home base.


Needless to say that your Flight must have the required payload to carry out an Air Strike, otherwise the "Ground Attack" waypoint will be ignored...

(https://s8.postimg.cc/fuh8nyehh/NG-_HUD_3.0-_Gold_07.png)


:: FOLLOWING A LEADER ::

When you are not the (real or virtual) Leader, make sure not only to follow your appointed Leader but to also follow orders! You will have on-screen:
(https://s8.postimg.cc/68no7e03p/NG-_HUD_3.0-_Gold_06.png)


Real vs Virtual Leader scenarios:
Some notes:

(https://s8.postimg.cc/pgat4avdh/NG-_HUD_3.0-_Gold_08.png)

And a couple of clarifications:

Bombardier / Bombsight view:
(https://s8.postimg.cc/gq94pr6it/NG-_HUD_3.0-_Gold_11.png)


Gunner view:
(https://s7.postimg.cc/3rwfqxuwr/NG-_HUD_v2.5_Gunner.png)


Pause menu:
(https://s8.postimg.cc/jlm7wekqt/NG-_HUD_3.0-_Gold_12.png)

Most of the HUD elements will hide when you accelerate time starting with 8x. Don't be alarmed, it is a meassure to bypass thousands of calculations and boost performance with time compression. Pause the game while in ultra speed mode to unveil HUD elements. If you really need to have speed/heading indicators when you accelerate time switch to the Dashboard (non-cockpit) view.


External Views info:
(https://s7.postimg.cc/bk5yn7sbv/NG-_HUD_2.0_Game_Over.png)


Orders/Comms Pad:
(https://s8.postimg.cc/6suflbpat/NG-_HUD_3.0-_Gold_13.png)

(https://s8.postimg.cc/63bn91os5/NG-_HUD_3.0-_Gold_14.png)

(https://s7.postimg.cc/gs86njwyj/NG-_HUD_v2.5_Submenu.png)


A small but useful ferature is a dynamic "Comms Tower" icon. The icon will be active when there are beacons or radio stations in the mission, otherwise it will be disabled:

(https://i.postimg.cc/3wYvfHLj/NG-HUD-Beacon.jpg)


Radio chatter subtitles:
(https://s31.postimg.cc/jx6sx2rp7/NG-_HUD_v2.6_Chatter.png)


MISC. CHANGES:


For a detailed description of v3.6.1 changes, please visit post #307 (https://www.sas1946.com/main/index.php/topic,58163.msg727171.html#msg727171)
For a detailed description of v3.6 changes, please visit post #286 (https://www.sas1946.com/main/index.php/topic,58163.msg722993.html#msg722993)
For a detailed description of v3.5H changes, please visit post #225 (https://www.sas1946.com/main/index.php/topic,58163.msg693779.html#msg693779)
For a detailed description of v3.5 changes, please visit post #211 (https://www.sas1946.com/main/index.php/topic,58163.msg690566.html#msg690566)
For a detailed description of v3.2 changes, please visit post #169 (https://www.sas1946.com/main/index.php/topic,58163.msg666989.html#msg666989)
For a detailed description of v3.1 changes, please visit post #133 (https://www.sas1946.com/main/index.php/topic,58163.msg655080.html#msg655080) (v3.0 was superseded by v3.1)
For a detailed description of v2.7 changes, please visit post #115 (https://www.sas1946.com/main/index.php/topic,58163.msg650474.html#msg650474)
For a detailed description of v2.6 changes, please visit post #89 (https://www.sas1946.com/main/index.php/topic,58163.msg646586.html#msg646586)
For a detailed description of v2.5 changes, please visit post #74 (https://www.sas1946.com/main/index.php/topic,58163.msg644897.html#msg644897)
For a detailed description of v2.0 changes, please visit post #46 (https://www.sas1946.com/main/index.php/topic,58163.msg643421.html#msg643421)


DOWNLOADS:

Please note NG-HUD v3.6.X is already built in BAT, starting with v4.1.2

Optional downloads for B.A.T. 4.1.2 (or later) users:

Downloads for non-BAT users:

The mod comes in one zip but it contains different versions for ModAct / B.A.T. (v3+) / VP-Modpack. Download the mod, extract it, pick a version and enable it using JSGME.

Now hosted at Mission4Today!
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2534


Configurable options in detail

Settings bellow will be added automatically to your conf.ini

(https://i.postimg.cc/TwhhB2nb/NG-HUD-Config.jpg)


ngHUDposition=0,0,0,0

Adjust HUD elements position in pixels
(from left, from bottom, from right, from top)
- Allowed values: Any positive number
- Default value: 0,0,0,0
(previous entries ngHUDleft, ngHUDbottom, ngHUDright, ngHUDtop are now obsolete)


ngHUDsector=1

Enable/disable the sector coordinates in the Speed Bar
[Views > No Speed Bar] difficulty setting must be off
- Allowed values: 1 (enabled) or 0 (disabled)
- Default value: 1


ngHUDsubtitles=8

Set maximum number of subtitle lines to be displayed
[HUD > Show Subtitles] misc setting must be on
- Allowed values: 1 to 15
- Default value: 8


ngHUDmaptime=0

Display the "time menu" when the map is on
(useful for testing missions and online play)
- Allowed values: 1 (yes) or 0 (no)
- Default value: 0


ngHUDpause=0

Pause the game on mission start (offline only)
- Allowed values: 1 (yes) or 0 (no)
- Default value: 0


ngHUDfpsbar=0

Show/hide the FPS counter at the top of the screen
- Allowed values: 1 (show) or 0 (hide)
- Default value: 0


ngHUDlogbottom=1

Set the position of the log at the bottom or in the middle of the screen
[HUD > Show HUD Log] misc setting must be on
- Allowed values: 1 (bottom) or 0 (middle)
- Default value: 1
(Previous entry lowInfoHud is now obsolete)


ngHUDloglines=3

Set maximum number of log lines to be displayed
[HUD > Show HUD Log] misc setting must be on
- Allowed values: 1 to 10
- Default value: 3


ngHUDshiftmsg=5

Main messages (excluding "Mission Complete", etc) exceeding X characters will be displayed at the bottom of the screen instead of in the middle
- Allowed values: Any number from 0 to 100
- Default value: 5 (shift to the bottom messages with more than 5 characters)



Changelog:

Code: [Select]
v3.6.1 - 23-Apr-2021
-----------------------
- New conf.ini setting: ngHUDshiftmsg. Check the "CONF.INI SETTINGS" in this readme.
- Some more adjustments to improve performance during time acceleration


v3.6 - 20-Feb-2021
-----------------------
Maintenance update:
- New conf.ini options! Check the "CONF.INI SETTINGS" in this readme.
- NG-HUD is now certified to work in large screen resolutions (4K and beyod)
- HUD elements hide when accelerating time starting with 8x to boost performance
- Orders menu: the "Comms Tower" icon is active only when there are beacons in the current mission
- Time menu: mission time is now displayed in hours + minutes (instead of only minutes)
- Sonic speed indicator («s») removed. It never worked as intended anyway.
- Minor changes and adjustments here and there.


v3.5H - 02-Jan-2020
-----------------------
Special build compatible with the HSFX 'Message' trigger (v1.2):
- Messages are independent from the LogCenter
- Orang-ish tone + drop shadows
- Multiple lines of text allowed!


v3.5 - 15-Nov-2019
-----------------------
- New 'Minimalist' HUD mode when "Views > No Speed Bar" is disabled.
- New HUD modes when "Views > No Speed Bar" is enabled in the difficulty settings.
- A camera gets inserted when the actor is destroyed and it becomes null (ie: Ordnance View)
- Taxiing Guide Line gets enabled automatically on mission start when the player is the
  Flight Leader (feature available only when the NoSpeedbar difficulty setting is set to off)
- Multiplayer: bring up the mini map to display local time, mission time and temperature.
- Multiplayer: Navigator disabled in dogfight mode.
- Multiplayer: Added HUD army colors to Dogfight mode.
- The Attached indicator never worked as intended and it is now limited to drone aircraft.
- Center Log, Morse Text and Radio Subtitles brightness reduced at night.
- 'Aim' mode reset to off on mission start.
- Other minor fixes and improvements.


v3.2 - 09-Feb-2019
-----------------------
- Radio chatter subs clear up when hiding the HUD to allow nice screenshots
- Chocks indicator removed when airborne to prevent a rare bug
- NG-HUD versioning number moved to the order's submenus
- Larger mouse pointer. Get back a smaller cursor by deleting:

    NG-HUD/gui/game/cursors.tga

- Adjust in the conf.ini the HUD position. Useful for ultra wide monitors, three-monitor
  setups and non-standard resolutions. Values are in pixels and defaults are 0.
  Always use positive numbers! (distance from right, from left, from bottom, from top)

    [Mods]
    ngHUDleft=0
    ngHUDright=0
    ngHUDtop=0
    ngHUDbottom=0

  Note: the playing/recording timer gets created in a different class and will always be
  located in the right-most size of the screen.

- Scalable HUD backgrounds and font position adjustments for ultra HD screens.

    Change font sizes to your needs:

    NG-HUD/font/arialb8.font     // IL-2 FMB header
    NG-HUD/font/arial8.font      // IL-2 FMB body
    NG-HUD/font/arialb10.font    // IL-2 GUI header
    NG-HUD/font/arial10.font     // IL-2 GUI body

    NG-HUD/font/arialSmallZ.font // HUD icons (aircraft range/type/callsign)
    NG-HUD/font/hud.font         // HUD text
    NG-HUD/font/lcd.font         // HUD non-cockpit view indicators (Ctrl+F1)
    NG-HUD/font/sub.font         // HUD radio chatter subs

    ---------------------------------------------
    Ultra wide monitors and three-monitor setups:
    ---------------------------------------------
    IL-2 uses the overall screen width to determine font sizes and that means you will probably
    get by default a huge font size and you will have to adjust font sizes manually.

- Some pilots don't want to know the sector/grid they are in. You can now disable the sector
  indicator in the conf.ini. Possible values are 0 (off) and 1 (on - default)

    [Mods]
    ngHUDsector=1


v3.1 - 04/09/2018
-----------------------
- Fixed a (Navigator) bug where certain takeoff/landing waypoints would not be displayed
- Lifted the restriction to have 'Realistic Navigation' enabled to use the Navigator


v3.0 Gold - 01/09/2018
-----------------------

ORDERS MENU:

- New night background
- New Flight number and Flight/Element Leader/Wingman information
- Aircraft type, Weight and Fuel (plus Nitro if available) merged into one line to save some space
- Hidden Fuel and Engine info from glider types
- New engine status: Off / Starting / Inoperable
- Magnetos indicator will not be displayed when the 1+2 are selected (magnetos don't do much anyway
  and the indicator takes precious space when C.E.M. is enabled)
- For the sake of completeness Oil temperature (percentage) has been added to the engine monitor.

SPEEDBAR & COCKPIT INDICATORS:

- Again, for the sake of completeness I added the Tailwheel (locked) indicator: it will only be
  displayed when the gear is lowered and the aircraft is near ground (or sea).
- Aileron, elevator and rudder trim indicators converted to keystrokes.
- Recalculated the moment the speed indicator turns yellow. Instead of using VmaxH, the formula
  now is (VmaxAllowed - ((VmaxAllowed - VmaxH) / 2)). It should change to yellow less often.
- Fixed wrong sector Y reading (stock bug: NG-HUD now mimics this bug). The sector indicator works
  now well in every map and situation. Since the grid coordinates are ok now the sector indicator
  has become an integral part of the HUD and it cannot longer be disabled (ngHUDsector conf.ini
  setting has been removed)
- ngHUDicons conf.ini option is no longer available either: The speedbar images and icon files can
  be edited directly if needed.
- G-warning code revisited to be triggered only when the aircraft is airborne
- NG-HUD gets new navigational skills! Check "The Navigator" section in the Readme.

MISCELLANEOUS:

- 'No Speed Bar' (or hardcore mode) now also includes station names (bombardier, gunner...)
- Pause menu visible in Wonder Woman view
- New external views actor identifiers (members of your flight, other flights in your squadron...)
- Morse text repositioned to the middle-left (below the orders menu) and color changed to bright
  yellow (thanks blackshark for the report!)
- Drop-shadows applied to other elements of the HUD (Mission Complete, etc)
- New log entries: HUD units / HUD icons / Taxiing guide line
- HUD icons have now a bold typeface for better readability
- Log color brightness will progressively decrease/increase at sunset/dawn
- Bottom-right Log can be moved to the middle-right by adding lowInfoHud=0 to the [game] section of
  your conf.ini. If you are in 4.13 you can change this setting in-game by enabling:
  Setup > Mis Settings > HUD > Show Info HUD at Bottom of Screen
  (you have to restart the game for this change to apply)


v2.7 - 01/07/2018
-----------------------
- Bug-Fix: lead bomber aircraft freeze in B.A.T. Dawn of Flight module
  (Thanks vampire_pilot for the report!)
- Bug-Fix: HUD hidden by default when game intro movie is enabled
  (Thanks Ettles for the report, this issue baffled many from day one!)
- Bug-Fix: Orders-menu extra info not visible in some non-cockpit modes
- Bug-Fix: Dashboard gauges in non-cockpit view didn't hide with 'Toggle Speed Bar' controls key
- Bug-Fix: Extra Orders-menu info didn't hide with 'Toggle Speed Bar' controls key
- Extra Orders-menu info still visible even when NoSpeedBar difficulty setting is enabled
- [Engine/s selected] cockpit indicator removed when in Autopilot mode
- Dollar ($) character removed from actor and weapon names
- Weapon slots darkened when bullet/bomb/cargo count equals zero
- Speedbar will remain visible even when the Game is Over
- Added Gear, Folding wings and Airbrake cockpit indicators percentages
- New, smaller friendly/foe pointer indicator for non-cockpit views


v2.6 - 12/05/2018
-----------------------
- Enhanced radio chatter subtitles for better readability. Subtitles hide when the Comms menu is
  triggered. (You can enable/disable subtitles anytime. Go to "Setup" > "Misc Settings" > "HUD" >
  "Show Subtitles")
- TAS will now be displayed in the speedbar when the minimap is activated
  (ngHUDtas conf.ini setting has been removed and is no longer available)
- IL-2 GUI font sizes revised and changed for consistency and best (imho) readability


v2.5 - 20/04/2018
-----------------------
- NG-HUD v2.5 is now certified for offline 4.13 (4.13 OPB sight timer and speed info messages will
  be missing)
- New Loadout presets and ammunition count in Orders menu (plus Drop tanks count)
- Bomb, Torpedo and directional beacons info (stock features) moved to the orders submenus (just
  access any submenu)
- New Machine gun type and ammunition count in (manual) Gunner station
- G warning will now display an image instead of loading a whole font set.
- Code clean up: additional redundant code deleted. PAL HUD Config extra features removed to improve
  performance. conf.ini settings below are no longer available (you can always switch to PAL HUD
  Config mod if you need any of these):
  - ngHUDspeedbarRPMSet=X
  - ngHUDspeedbarAoASet=X
  - ngHUDspeedbarAoSSet=X
  - ngHUDspeedbarDragSet=X
  - ngHUDspeedbarGMode=X
  - ngHUDspeedbarSpdKMH=X
  - ngHUDspeedbarSpdKnots=X
  - ngHUDspeedbarAltMeters=X
  - ngHUDspeedbarAltFeet=X
- Supercharger indicator will now display compressor stages 1s/2s... instead of the previous
  0x/1x... (C.E.M. only) - Thanks to greybeard!
- Improved prop pitch percentage detection (C.E.M. only) - Thanks for your superb support greybeard!
- Fixed: softlock issue when actor hits ground - Thanks for the report JCTiggs!
- Fixed: "Attached" indicator removed from bomber types
- New cockpits/stations detection code. Bombardier / Observer / Gunner will be now correctly
  detected in both 4.12 and 4.13 versions of the game.
- Drop shadows applied to the bottom-right log
- New auto (a) radiator (cowl flaps) and prop pitch indicators (C.E.M. only)


v2.0 - 29/03/2018
-----------------------
- Speedbar size reduced as much as possible
- NoSpeedBar difficulty setting will now display heading/sector, the Pause menu and ext. views info
- Font sizes, positions and colors revisited and standardized
- New Night-Mode: icons & font brightness reduced during night operations
- New Trainer indicator: Attached
- New Trainer indicator: Engine #number(s) currently selected
- New Trainer indicator: Navigation & Landing lights / Smoke trails
- Chocks/Gear and Wings/Flaps indicators merged to take less space
- New flaps percentage
- Trainer indicators stack in order (bottom-up) to take less space
- Fake drop-shadow technique applied to Orders menu
- New aircraft gross weight, remaining fuel (droptanks fuel get ignored) and nitro info in the
  Orders menu
- New engine(s) information in the Orders menu:
  - Output power
  - Output water temp (Cylinder head temperature gauge)
  - Magnetos
  - Radiator (C.E.M. only)
  - Propeller Pitch (C.E.M. only)
  - Mixture (C.E.M. only)
  - Supercharger stages (C.E.M. only)
- New Bombsight Turn indicator background
- New 'local time' (24h/12h) in PAUSED menu
- New 'outside temperature' (°C/°F) in PAUSED menu
- Improved 'Game Over' detection: Player dead / Player captured / Bailed out / Aircraft inoperable
- Fixed: Pause and external views info hidden from FMB
- Many other small improvements I did not bother to document


v1.0.1 - 08/03/2018
-----------------------
HotFix update to prevent VisualMOD9 from crashing when using it with the NG-HUD. Both NG-HUD and
VisualMOD9 can be used together as long as NG-HUD loads first.

The following VisualMOD9 menu settings will not work:

Options > HUD Mode (Disabled - won't take any effect)
Options > HUD Units > True Air Speed (Disabled - won't take any effect)
Options > HUD Units > S.I. Always (Disabled - won't take any effect)
Options > HUD Units > Show Extra Info (Disabled - won't take any effect)
Options > Hide HUD information (Disabled - won't take any effect)

v1.0 - 06/03/2018
-----------------------
Initial release!


I hope you have fun with this mod and... See you in the skies! - whistler ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 06, 2018, 05:00:23 AM
Here you have one additional feature extracted/ported from the VisualMod9:
Disable head-tracking in external views (use mouse)

Download: https://www.mediafire.com/file/gvxncj7bi5oukkq/Disable_Head-Tracking_In_External-Views_4122_2018-02-16.zip (https://www.mediafire.com/file/gvxncj7bi5oukkq/Disable_Head-Tracking_In_External-Views_4122_2018-02-16.zip)

It is NOT configurable.

From the Readme:
Quote
com\maddox\il2\engine\hotkey\HookView.class [6CEC31F64B80CABC] modified
from original 4.12.2 to disable head-tracking in External Views (use mouse)
An idea by benitomuso (ported from PALs VisualMod9)


There is now a better all-round solution: Next Generation CAM (NG-CAM) (https://www.sas1946.com/main/index.php/topic,60008.0.html)
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0
Post by: PA_Willy on March 06, 2018, 06:13:26 AM
Fantastic! I love it!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: SAS~Storebror on March 06, 2018, 06:21:01 AM
A very well crafted mod, thank you very much for sharing it with us whistler!

Cheers!
Mike
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: mickyluv on March 06, 2018, 09:22:06 AM

This mod is great!

Thanks very much for sharing it. I don't use that many features of it, but to be able to see my trim settings at a glance is an utter Godsend!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 06, 2018, 12:41:06 PM
Dear Whistler,
I have trouble with your mod. When I install it, I loose any indication. I use the trim indication. Hereunder the mod part of my conf.ini :
Code: [Select]
RandomSplash=1
netCallsign=
Flyby=1
FlybyFov=60.0
BombSightAssist=3
BombSightAssistConf=1
MixedSpeedbar=1
FullSpeedbar=0
PALMODsColor=1
ShowSIToo=1
PALHUDMode=1
HUDLogLines=3
HUDLogColor1=FFFFFFFF
HUDLogColor2=FFFFFFFF
HUDLogBottomColor1=FF0000FF
HUDLogBottomColor2=FF00FFFF
SpeedbarUnits=1
SpeedbarTAS=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=0
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=69.856766
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=0
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=0
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=1
PAL3DExternalMouseInertia=0
SpeedbarGMode=0
SpeedbarTrimSet=9.1
SpeedbarFlapsSet=8.1
SpeedbarDragSet=0.0
SpeedbarWeightSet=0.0
SpeedbarHPSet=0.0
SpeedbarRPMSet=0.0
SpeedbarTempSet=0.0
SpeedbarAoASet=0.0
SpeedbarVSpeedSet=0.0
Stab4all=1
PALShowChocks=1
PALShowCatGear=1
What should I do?
Best regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 06, 2018, 01:01:09 PM
Dear tartenmuche,

You are ok, trim percentages will be displayed only when your aircraft is trimmed or when the stabilizer is engaged (in that case you will only get the rudder trim indicator). Give it a try, trim her good! :D

EDIT - By the way, you will only see trim and other text-based indicators or 'warnings/alerts/info' when you are in your pilot position... forget about them in external or other views.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: Odin1one on March 06, 2018, 01:10:26 PM
Hi and Thanks!! :)
Very nice Mod. Helps a lot in very many situation's for me! Will absolutely keep it on my screen in the future..  8) 8).
I have installed NG-HUD to BAT Angels High and also to one earlier BAT version that still allow to run Tigers sound mod and it works perfect.
To install it to an earlier BAT versions, I only renamed the extracted #DOF,#JET,#WAW and "TGA folders with corresponding number as the same folders have
inside main folder of that BAT version you would install it to (#WOW2 in my case), before move it to BATMODS folder and than activate it with JSGME.
Hope this hint help others maybe?
Well again thanks for this one, and my very best regards to all you fantastic Modder's out there.  ;) 
Odin1one.   
 
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 06, 2018, 01:17:38 PM
Thanks for the hint Odin1one! There are also some folks using CUP out there, and your instructions are perfectly valid for CUP: #WAW3 should be renamed #WAW, #DOF3 to #DOF and so on...
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: Pivoyvo on March 07, 2018, 12:45:16 AM
Thank You to You and all involved for this Mod.

I Like it, but one Thing i want to know can i have my old Menu Font back the new one is too Thick and Big.

if it is possible please let me know how i can change the Font back to the old one.

Thanks
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 01:51:19 AM
[...] can i have my old Menu Font back the new one is too Thick and Big.

Sure, go into the "! ! ! NG-HUD_v1.0" >>> "font" folder and delete all files starting with 'arial'.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: -=MaD=- on March 07, 2018, 02:20:06 AM
Installed this mod in the mods folders of my hsfx and 4.13.4 installations and until now it works also there.
Thanks for this! Great work!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: Pivoyvo on March 07, 2018, 02:40:07 AM
A great Thank You.
old Font is back
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 06:54:34 AM
Dear Whistler,
what I was trying to say in my reply 5 was that the mod doesn't work in my case. I gave the last part of my conf.ini, thinking that it was perhaps coming from there.
When I press "Toggle speed bar" nothing happens, I made tests with "No speed bar" enabled and disabled, no change, I am without any indication.
The only way to recover indications is to minus your mod.
Any help available?
Best regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: ecf111 on March 07, 2018, 07:06:39 AM
This is likely not the solution, tartenmuche, but I can only get it to work when I also toggle 'cockpit views', where the gauges and cockpit rotate through, then it shows. I have to do this every time I load, but it's easy. 
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 07:14:29 AM
A great Thank You.
old Font is back

Great!

When I press "Toggle speed bar" nothing happens, I made tests with "No speed bar" enabled and disabled, no change, I am without any indication.
The only way to recover indications is to minus your mod.
Any help available?

Let's get that solved. I somehow think you are used to have trim indications ALL the time on screen (assumption based on your conf.ini settings). The NG-HUD mod will ONLY display trim indications (aileron, rudder and/or elevator) when trim values are different than zero and ONLY when in cockpit view.

If that is not the case, then I think the mod is not installed properly.

What game version and super mod do you have? B.A.T.? If so, what module are you trying the mod with? Can you share a screenshot of the main mod folder (#WAW, #DOF, #SAS...) right when you think the the NG-HUD is enabled? In addition, please also share a screenshot of the game when the HUD (any text) is visible.

This is likely not the solution, tartenmuche, but I can only get it to work when I also toggle 'cockpit views', where the gauges and cockpit rotate through, then it shows. I have to do this every time I load, but it's easy. 

That is weird ecf111, I don't understand it. Can you share more details for me to reproduce it?
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: ecf111 on March 07, 2018, 07:52:51 AM
Yes, I thought for a bit this wasn't going to work for me, after following directions closely and checking .conf., and all speedbar toggles. Was about to post for help when I accidentally cycled through my cockpit views and everything showed up perfect, speedbar toggle working as it should.
Now when I load the game, I have to cycle the cockpit views to get the hud to show, then speedbar toggle kicks in fine. Using BAT.   No other visual mods.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 08:50:45 AM
Hi ecf111,

I am unable to reproduce it, mainly because I do not understand the issue (annoyance it seems). If you want assistance please take the time to share some screenshots and the steps you take. Are we talking about the speedbar? the text indicators (flaps/trim/gear...)? Everything?
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 08:51:45 AM
Dear Whistler,
here my answers:
1) when your mod is minused, I get the trim indications only in the cockpit,continuously  and not for every aircraft ( I don't know why)
2) I use BAT WAW3
3) Thru JSGME: BAT Angels High Service pack3
                        WAW Alt Torpedo load
                        No radio stupid message
                        WAW 00 BAT eng smoke and flames
                        WAW screen BAT
                        your mod
By the way, in order to have your mod working, must the PAL visualMod9 v4122 be enabled?
I hope it will help.
For the screenshots, I have to learn how to do that.
Best regards.
Tart                       

Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 09:18:49 AM
tartenmuche,

3) Thru JSGME: BAT Angels High Service pack3
                        WAW Alt Torpedo load
                        No radio stupid message
                        WAW 00 BAT eng smoke and flames
                        WAW screen BAT
                        your mod

What is the "your mod" actual name you see in JSGME?

By the way, in order to have your mod working, must the PAL visualMod9 v4122 be enabled?

It musn't, but it can be enabled. The NG-HUD should load first and overwrite PALs visualMod9 HUD.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 09:37:49 AM
Dear Whistler,
with "your mod", I mean your baby, better known as "BAT_00_NG-HUD_v1.0"
Regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 09:55:13 AM
Dear Whistler,
with "your mod", I mean your baby, better known as "BAT_00_NG-HUD_v1.0"
Regards.
Tart

That's the first step! And it is a success. Now, having the NG-HUD enabled, launch WAW and start a mission, do you see the HUD colored icons? The Speed / Altitude / Heading... anything?

You can easily upload screenshots to https://postimages.org/ (https://postimages.org/) in example. Just upload something there and share here the link that gets generated in the address bar.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 10:21:18 AM
Dear W.
I started a mission with"no speed bar" to the left with the small light on: no indications on the screen, even by pressing the "toggle speed bar" key
I erased the mission, reloaded it again and started with "no speed bar" to the right, small light off: no indications on the screen even by pressing the key "toggle speed bar"
The only indications I could get were in both case the technical datas in the upper left corner by pressing the adequate key.
Regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 10:42:38 AM
Right, "no speed bar" to the right, small light off is correct. Do not change it.

Can you review the "toggle speed bar" control setting is correctly assigned to a single key, let's say 'H'? The HUD is hidden for some reason. Press H several times during a mission.

And just like ecf111 explained, can you also assign a key to "Pilot or Gunner position" and press it several times during a mission?

Whatever is going on is beyond my comprehension!

Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 11:10:28 AM
Dear W.
sorry, no result.
The only indication I have is the temporary motor power in% in the right lower corner.
Regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 11:34:27 AM
Dear tartenmuche,

I cannot guide you further. I believe the mod is installed properly but a setting or a control key is preventing the HUD from showing. A screenshot could help...

My last advise is:

- Disable all mods you may have enabled via JSGME.
- Delete the NG-HUD mod. Download it again, install it, activate it.
- Review our previous posts and try again all options discussed.

I hope you find a solution, maybe someone else here has other suggestions...

Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 12:26:57 PM
By the way, in order to have your mod working, must the PAL visualMod9 v4122 be enabled?

I musn't, but it can be enabled. The NG-HUD should load first and overwrite PALs visualMod9 HUD.

I take my words back. The NG-HUD is NOT compatible with PALs visualMod9. It is either one or the other, not both at the same time. It does not come to a surprise since I removed large chunks of code and PALs visualMod9 and the HUD Config mod got married at some point in the past :D

Good news remain that we can still enjoy both NG-HUD and PALs visualMod9, but not at the same time.


VisualMod9 works for the most part with NG-HUD version 1.0.1
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: ecf111 on March 07, 2018, 12:28:06 PM
Hi whistler,

I apologize I haven't been near an il2 install for screenshots for a couple days, maybe tonight.

I start a missions, no hud, nothing, no matter how many times push speedbar toggle.

I scroll through 'cockpit view' I think it's called, no game in front of me now. Where you can delete the cockpit and only see gauges, not gunner view. Hud(everything) shows immediately, then speedbar toggle works just fine for the rest of the session, in any cockpit view, until I quit and reload the game and redo for next session.

Not a big problem, maybe it's just me, it's easy to toggle cockpit views and hud works fine. I was only suggesting for others because that's the only way it works for me.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: whistler on March 07, 2018, 12:41:28 PM
Hi ecf111,

The game remembers (saves somewhere - not sure where, anyone knows?) the last view you selected. Won't you have key files locked (read-only) such as conf.ini, settings.ini....?

@tartenmuche,

having the info from ecf111, Have you tried Ctrl+F1???
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: tartenmuche on March 07, 2018, 01:27:43 PM
Hello W.,
the mystery gets deeper.
All the checks I made were done with a campaign of a Lysander, there is no gunner. No result not even yhe gauge through ctrl F1 and HUD key.
I selected a campaign with a Blenheim, there is a gunner. I went in the gunner place and came back. Pressed ctrl F1 and got the gauges plus the indication of trim when I changed them. Pressing the HUD key changed the unit of the speed.
I returned back to Lizzie. Surprise, by pressing the HUD key I got the speed indications identical to the previous in the lower left corner but not the gauges.
Bye
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0
Post by: PO_MAK_249RIP on March 07, 2018, 09:40:49 PM
Just thinking on the fly Whistler (not near my gaming pc right now) but could these issues be due to left over redundant conf.ini entries from VM9?
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 08, 2018, 01:59:15 AM
You are probably right PO_MAK_249RIP!

All,

HotFix update 08/03/2018 v1.0.1 to prevent VisualMOD9 from crashing when using it with the NG-HUD. Both NG-HUD and VisualMOD9 can be used together as long as NG-HUD loads first.
The following VisualMOD9 menu settings will not work and remain exclusive to VisualMOD9:

Check the first post. Kindly somebody confirm VisualMOD9 works now as advertised.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: hguderian on March 08, 2018, 02:49:21 AM
Many thanks whistler...great work!!!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: Rambouk on March 08, 2018, 04:16:18 AM
All good and working great thanks
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1
Post by: PO_MAK_249RIP on March 08, 2018, 05:29:36 AM
Works flawlessly on my CUP install
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 08, 2018, 07:40:06 AM
All good and working great thanks

Works flawlessly on my CUP install

Sweet! Thank you guys.
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: tartenmuche on March 08, 2018, 09:50:32 AM
Dear Whistler,
I removed and installed the last version of your mod.
I encountered the same problem as ecf111. I started a campaign with a Lysander: no indication. I switched to a campaign with a Blenheim. I had to go in the gunner position to finally get your indications on the screen. I returned in the Lysander: ok, your indications appeared on the screen. I tested on an another single seater: ok.
I think that there is a problem at the starting of the game with a single seater.
I hope it may help.
By the way, do you have an idea why the trim indications don't appear for every aircraft?
Regards.
Tart
 
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 08, 2018, 10:05:00 AM
Dear Tart,

You and ecf111 suffer from the same annoyance, that's for sure. I am unable to tell why. Is it related to VisaulMod9 settings? I don't know. Truth is I tested yesterday both Lysanders we have in Pathfinder #WAW3 and with and without VisualMod9 conf.ini settings I could not reproduce the issue. Is your conf.ini read-only? I really cannot tell what is going on but I am 99% sure the problem is local.

By the way, do you have an idea why the trim indications don't appear for every aircraft?

Do the aircrat in question have trim tabs and are they user-adjustable? Otherwise Trim indications remain hidden (at 0%). Post examples please...
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: ecf111 on March 08, 2018, 12:03:56 PM
I also feel the problem is likely my own, and it's no big deal, mod works great for me after ctrl F1 a few times.

I didn't see any read only settings on those files, and I reset my controls and joysticks but it's still the same.

Sorry for any confusion, mod works perfect besides that for me, thanks again. Thank you for leaving the sector setting in the config as well, that will be pretty handy for aircraft that did or did not have an INS or similar.  I'm half a purist. ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: tartenmuche on March 08, 2018, 12:25:16 PM
Dear Whistler,
I agree with ecf111, your mod is super. It was not always easy to find the variometer among the various gauges. Now it's obvious.
Congratulations.
Regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 21, 2018, 04:38:01 AM
Night-fighters, sign up for a BETA!

The second phase of the NG-HUD is in the works. Among other changes and improvements the next version features a night-mode: font brightness and backgrounds adjusted according to the Sun position in the horizon.

Current implementation is not final but I need some feedback at this point. Monitor brightness vary among users and your inputs are important. If you like the NG-HUD and you are a true night fighter, I need you to test a beta in night summer/winter missions. It is important that you play a 'real' mission on a dark environment as it takes some time for the eyes to adjust to the light...

Sign up for the beta here in this topic (I won't accept private petitions). Up to five volunteers will get the beta. Thanks for your support!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: -=MaD=- on March 21, 2018, 05:31:41 AM
1st to sign up for the beta?!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 21, 2018, 02:11:33 PM
1st to sign up for the beta?!

PM sent, cheers MaD
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: DaVa on March 23, 2018, 01:34:35 PM
Thank you for your work! It would be nice to make a hard-core mode, only the compass and map coordinates (as in the original).
Thanks.  ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 24, 2018, 05:08:05 AM
Thank you for your work! It would be nice to make a hard-core mode, only the compass and map coordinates (as in the original).
Thanks.  ;)

You mean like this?
(https://s7.postimg.cc/faa56lc0b/NG-_HUD_2.0_No_Speed_Bar.png)

Member hguderian requested in the past "the NoSpeedBar option to not show the heading info" but after reading your post I realized of the potential of the NoSpeedBar difficulty setting and I made some changes (sorry hguderian but you still can hide the HUD with the toggle SpeedBar key!). In the next version, when NoSpeedBar is enabled you will only get the heading (and optionally the sector), plus the Paused menu and the external views messages.

NG-HUD v2.0 will be released on Thursday. I am open to suggestions but please make sure to explain how you would implement that wonderful idea... ;)

Stay tuned!
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: DaVa on March 24, 2018, 08:09:03 AM
Quote
You mean like this?
That's right, thanks. Only on maps need to make the sector font more visible, if it is within your power, please.  ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0.1 [4.12.2] [BAT]
Post by: whistler on March 24, 2018, 12:02:15 PM
I am afraid that is beyond my powers (any my will). The map / minimap have nothing to do with the HUD class and I won't be touching any other class in this mod.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: whistler on March 29, 2018, 12:57:53 PM
Next Generation HUD (NG-HUD) Mod v2.0

(https://s7.postimg.cc/cz7jbxlp7/NG-_HUD_2.0_Night.png)


(https://s7.postimg.cc/fb1r4o4jf/NG-_HUD_2.0_Pause.png)


(https://s7.postimg.cc/h8c9e3h8r/NG-_HUD_2.0_Orders.png)


(https://s7.postimg.cc/mih85z1nv/NG-_HUD_2.0_Bombsight.png)


(https://s7.postimg.cc/bk5yn7sbv/NG-_HUD_2.0_Game_Over.png)

The mod is now hosted at Mission4Today. Find a download link in the first post.

Have fun with it and... See you in skies! ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: PO_MAK_249RIP on March 30, 2018, 07:21:34 AM
Sorry Whistler but this version crashes my CUP 4.12.2m at 100%? Previous version ok.

Heres the end of my logfile
Code: [Select]
com.maddox.il2.game.HUD.preRenderDashBoardExtra(HUD.java:2771)
at com.maddox.il2.game.HUD.preRender(HUD.java:3032)
at com.maddox.il2.game.Main3D$RenderHUD.preRender(Main3D.java:620)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

Theres lots of entries referring to this?

com.maddox.il2.game.HUD.preRenderDashBoardExtra(HUD.java:2771)

Any ideas?
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: whistler on March 30, 2018, 07:48:12 AM
Hi PO_MAK_249RIP,

Since you carried on a manual install, are you certain you copied all files to your CUP? Something tells me you ignored the folders "font" and/or "gui"... The NG-HUD folder along with ALL the files inside must be at the top of your CUP Mod folders.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: PO_MAK_249RIP on March 30, 2018, 08:25:11 AM
Hi Whistler im sure I did but I will try again

UPDATE Just installed it as downloaded and at the top of my MOD folder and now get a game freeze/lock and loss of cockpit when pressing A for autopilot??

Code: [Select]
com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.game.Main3D.insertFarActorItem(Main3D.java:2834)
at com.maddox.il2.game.Main3D.access$1300(Main3D.java:130)
at com.maddox.il2.game.Main3D$FarActorFilter.isUse(Main3D.java:535)
at com.maddox.il2.game.Main3D.drawFarActors(Main3D.java:2921)
at com.maddox.il2.game.Main3D$Render2D.render(Main3D.java:818)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:412)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 30, 2018 2:29:52 PM] -------------- END log session -------------

Baffled?? Not a big problem for me as I like the old version
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: hguderian on March 30, 2018, 08:30:29 AM
Hi whistler,
thank you for this new release!
Don't worry about my idiosyncrasy about the HDG bar...I'll stay with the early version :)

Go on with your modwork....bravo!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: whistler on March 30, 2018, 08:47:33 AM
[...] I'll stay with the early version :)

heresy!! ;D

It made sense to stay faithful to the original HUD and we can still make good use of the NoSpeedBar difficulty setting.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: PO_MAK_249RIP on March 30, 2018, 08:52:38 AM
Hi mate do you have a copy of the one prior to Version2? I have reinstalled the older version from backup (must have been an older version than I thought?) but lost the colours for the HUD now? It used to be pink or blue but just white now  :( :(

CUP REBEL ;D
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: whistler on March 30, 2018, 09:11:28 AM
PO_MAK,

I will send you a v1.0.1 link via PM, but know that in v2.0 I renamed the backgrounds and if you try a little harder I am sure you will get v2.0 fully working. Just make sure the NG-HUD folder is at the top of your CUP #DOF #TGA #WAW and #JTW folders!

Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: DaVa on March 30, 2018, 01:07:45 PM
Thank you very much, wonderful work!!!  ]cheers[
... font shadows Orders menu, this is superfluous, sorry.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: PO_MAK_249RIP on March 30, 2018, 11:47:39 PM
Thankyou whistler you are a gentleman and a scholar!! I will persevere
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: PO_MAK_249RIP on April 01, 2018, 06:49:01 AM
Hi Whistler thankyou for your recent help via PM's I now have your mod working with VM9 in my CUP install. However try as I might with different conf.ini settings etc I cannot get the 'bomb assist' screen to show?? I have looked for settings in 'controls' but nothing I do brings it up on my screen? Sure its just a simple setting I have missed - any ideas?

Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: whistler on April 01, 2018, 02:28:00 PM
Hi PO_MAK_249RIP,

I am glad you didn't give up and got v2.0 running in CUP!

However try as I might with different conf.ini settings etc I cannot get the 'bomb assist' screen to show?? I have looked for settings in 'controls' but nothing I do brings it up on my screen? Sure its just a simple setting I have missed - any ideas?

There is nothing to configure other than stock controls. I suggested in the first post:

To change cockpit positions I recommend the following controls:

[X] Jump to Cockpit #1 (Pilot) - X marks the spot!
[C] Pilot or Gunner position
[V] Gunsight/Bombsight

That way you can easily go to the Bombardier Bombsight from any view with a simple X-C-V combination...

You probably want to have a look to this great post by Monty27: BOMBSIGHTS - 413 or 412 CUP? (https://www.sas1946.com/main/index.php/topic,52863.0.html)

A couple of remarks:

- The screenshots are from PAL's HUD Config mod. In NG-HUD, "Distance" and "Time to Ground" values were removed and the "Bombsight angle" was renamed to "Optimal elevation".

- It is mentioned there that you have to set the Bombsight velocity and altitude but that is not necessary unless you intend to use "Toggle Sight Mode (Auto)" mode. All you need to do is to match your Bombsight elevation to the recommended "Optimal elevation" angle and drop bombs when your target enters the cross hairs.

Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: whistler on April 01, 2018, 03:19:02 PM
Thank you very much, wonderful work!!!  ]cheers[

The NoSpeedBar difficulty setting now respects the original. That, thanks to you DaVa.

... font shadows Orders menu, this is superfluous, sorry.

We are all entitled to our own opinion... and I choose shadows! ;)

v1.0.1 vs v2.0 comparison below (font colors is a different topic, I respected the originals)

(https://s7.postimg.cc/73kyb14zf/NG-_HUDv_1.0.1.png)

(https://s7.postimg.cc/61arshegb/NG-_HUD_v2.0.png)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: PO_MAK_249RIP on April 02, 2018, 01:05:47 AM
Could it be because im testing it in A ‘autopilot’ ? Will give it a try in normal flight. Ive set bombassist at =3 for all cockpits btw
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018)
Post by: whistler on April 02, 2018, 01:47:34 AM
Could it be because im testing it in A ‘autopilot’ ? Will give it a try in normal flight. Ive set bombassist at =3 for all cockpits btw
You lost me there, I don't know what the issue/question is anymore..
Title: Re: Next Generation HUD (NG-HUD) Mod v1.0 [4.12.2] [BAT]
Post by: JCTiggs on April 13, 2018, 05:15:04 PM
Hi whistler,

I'm having a weird softlock issue using NG-HUD (Mar-29-18) with BAT v3.3 (#WAW3). NG-HUD is the only additional mod activated.

In-game, when following an enemy plane with the flyby camera (F3) to 'its death', just as the plane crashes (impacts the ground or water), the game locks up for several seconds. Sometime afterwards the explosion and sounds occur and everything returns back to normal. When I disable NG-HUD this issue doesn't happen.

Here is my logfile if you want to take a look (it was too large for pastebin.com)

https://www.mediafire.com/file/5jeilqcojl1r6zd/log.lst

Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 (UPDATED 29/03/2018) [4.12.2] [BAT]
Post by: HotelAlpha on April 13, 2018, 07:49:28 PM
This is cool! Thanks
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: whistler on April 14, 2018, 04:09:43 AM
[...]In-game, when following an enemy plane with the flyby camera (F3) to 'its death', just as the plane crashes (impacts the ground or water), the game locks up for several seconds. [...]

Hi JCTiggs,

Thanks for having taken the time to report this. I confirm the issue. Strangely it seems to only happen when the actor hits the ground and not water. Not sure why.

In any case it is now fixed (dev version) and the next NG-HUD update is coming along really really well 8)

This is cool! Thanks

Cheers HA
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: JCTiggs on April 14, 2018, 07:10:48 PM
That's great Whistler! Glad you were able to find and fix it so quickly, looking forward to the next update!  :)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: FNRennier on April 14, 2018, 10:01:45 PM
Sensational!
Great work!
Congratulations!
Thank you so much
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: tartenmuche on April 15, 2018, 11:57:10 AM
Dear Whistler,
how could I regain my ordnance view?
Best regatrds;
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: whistler on April 15, 2018, 12:39:47 PM
Hi tartenmuche,

In 4.12 you must use PALs VisualMod 9 (https://www.sas1946.com/main/index.php/topic,42495.0.html) (latest) --OR-- western's Ordnance View (https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157) (if you have the Engine Mod). Either one or the other, not both at the same time. The two make use of the same class.

The ordnance view is not related in any way with the NG-HUD so please open a new topic in the tech-help forum if you require further assistance.

Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: tartenmuche on April 16, 2018, 02:37:44 AM
Dear Whistler,
I use:
SAS Engine Mod
SAS Engine Mod Optional Ordinance View
SAS Engine Mod Guided Missiles
but when I disabled through JSGME
BAT 00 Disable Head Tracking
BAT 00 NG-HUD_v2.0
I recovered Ordinance view.
I didn't check what happens to the other Engine Mod.
I could check, if you wish so .
Best regards.
Tart

Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: whistler on April 16, 2018, 05:13:36 AM
Hi tartenmuche,

"SAS Engine Mod Optional Ordinance View" and "BAT 00 Disable Head Tracking" use the same class. It is one or the other. Don't use both at the same time.

The best solution would be asking western0221 to implement the "Disable Head Tracking in External Views" feature as a configurable option to his "SAS Engine Mod Optional Ordinance View". It is quite simple I tell you, but it should be done by western.

Personally, Head Tracking in External Views irritates me big time, and sadly, I do not use "SAS Engine Mod Optional Ordinance View" because of the reasons explained here. Here hoping our request gets noticed!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: flapper1 on April 16, 2018, 07:22:26 AM
Great work. Many thanks.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: tartenmuche on April 16, 2018, 07:57:09 AM
Dear Whistler,
I enabled NG-HUD v2.0 and Ordinance view is still there, so I am happy.
But in the beginning of your thread, you recommend to disable Head tracking, so did I.
I must admit that I don't know what "Head tracking in External Views" means.
What does happen if I don't disable it?
You propose that I ask Western to change his mod Optional Ordinance View, but I am totally unable to explain him why.
Best regards.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v2.0 [4.12.2] [BAT]
Post by: whistler on April 16, 2018, 10:18:31 AM
Dear tartenmuche,

I enabled NG-HUD v2.0 and Ordinance view is still there, so I am happy.
Great, get at it then.

But in the beginning of your thread, you recommend to disable Head tracking, so did I.
That was most unexpected! The second post refers to an extra (optional, not a requirement) mod. "Disable head-tracking in external views (use mouse)" is the mod name and I by no means am asking to disable head-tracking and use the mouse lol, but I can see now the name can be confusing.

Head-tracking devices are great for in-cockpit views but I rather use the mouse to look around in external views instead of yawing my head. That's what the "Disable head-tracking in external views (use mouse)" mod is about: it disables Head-tracking capabilities in external views. The problem is that "PALs VisualMod 9", "Western's Engine Mod Ordinance View" and "Disable head-tracking in external views" make use of the same class and there can be only one King!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 20, 2018, 07:54:17 AM
Next Generation HUD (NG-HUD) Mod v2.5

At a glance:

- Certified for 4.13
- Foolproof pilot-bombardier-gunner stations detection
- Machine guns, Loadouts & Drop tanks information
- Bug fixes / Performance boost


:: Certified for 4.13 ::

NG-HUD v2.5 is now certified for (offline) 4.13. The only piece of info that will be missing are the OPB sight timer and speed messages. Note that this feature was left out intentionally to guarantee mod compatibility between 4.12 and 4.13 (one version for all) and it is up to you to decide if this (1 feature vs 100) is worth the trade!

(https://s7.postimg.cc/irk71bhcr/4.13_OPB_Edited.png)


:: Foolproof pilot-bombardier-gunner stations detection ::

Pilot, Bombardier and Gunner stations detection has been completely rewritten and vastly improved. NG-HUD v2.5 will detect the current station/role in 99% of the cases.

You are all urged to upgrade just for this improvement alone!

(https://s7.postimg.cc/wit9gsy3v/NG-_HUD_v2.5_Bombardier.png)


:: Machine guns, Loadouts & Drop tanks information ::

Good old IL-2 has come a long way. With so many different aircraft and loadout combinations chances are you no longer remember the weapons you are carrying right after takeoff. Real pilots prepare missions for days, we click a few buttons and off we go in a matter of minutes. I find myself running prep-missions just to understand what joystick button drops that bomb. Moreover you hardly know if you still have bombs unless you jump outside and take a look.

Dark times are over. Loadouts information is now at your fingertips.

(https://s7.postimg.cc/8mq4pdta3/NG-_HUD_v2.5_Menu.png)


Weapon names are extracted directly from the weapon class names. Some names will be long and have weird connotations... there isn't much we can do about it.

The # number indicates the joystick button/trigger (#1 to #4 in stock IL-2). Western's EngineMod allows for additional #5 to #9 triggers, including Flares and Chaffs. You can switch selections by using EngineMod's "Select Missile/Rocket" control key.

(https://s7.postimg.cc/9qa917vvv/NG-_HUD_v2.5_Menu_Engine_Mod.png)


Stock IL-2 introduced in 4.12 bomb, torpedo and directional beacons information (available in the orders menu). Since we ran out of space, these features have been moved to the submenus. Just access any submenu, in example "E. Technical" and the details will be there -if- they are to be displayed.

(https://s7.postimg.cc/gs86njwyj/NG-_HUD_v2.5_Submenu.png)


Gunners also get an update in v2.5 and machine guns type and remaining bullets will be displayed when you control the gunner.

(https://s7.postimg.cc/3rwfqxuwr/NG-_HUD_v2.5_Gunner.png)


:: Bug fixes / Performance boost ::

Original code has been further revised and redundant, obsolete or unnecessary features removed. Less calculations, better performance. Not that NG-HUD was under-performing before, this game is old enough for any modern CPU to withstand anything you through at it, but as a general rule each and every optimization counts.

JCTiggs also pointed out softlock issues when actors hit the ground, and that has now been fixed as well. Thanks JCTiggs!

In addition, the G-warning will now display an image instead of loading a whole font set. This change also allows you to remove or customize the G-alert if you wish to do so.

Let's talk a little about the Propeller Pitch indicator (C.E.M.)
greybeard has been very supportive during development of v2.5. His knowledge and analytical skills have been key to improve new and existing features. He pointed out that "in v2.0 aircraft with automatic prop pitch, like the Bf-109s, the pitch indicator remained stuck at 100%, while the permissible R.P.M. actually varied". He was, as it couldn't be otherwise, correct. Prop pitch indicator was reviewed and current v2.5 implementation perfectly matches the pitch clock gauge reading in the Bf-109s. This is a grey area for me so I share with you greybeard's afterthoughts:

> The prop number is exactly inversely proportional to actual prop pitch. That's to say that 100% is minimum pitch (allowing to reach highest RPM, like at takeoff), and 0% is maximum pitch (to avoid over-revving at highest speeds, like in a dive). Actually the matter is a bit more complicated, since should be said that pitch automatically set is that suited to get RPM set: e.g., having the player set 90%, the device will try to set the pitch suited to have engine running at 90% of its maximum RPM.

I cannot thank you enough greybear for your support!


:: Downloads ::

Disable and delete any previous versions! v2.5 link can be found in the first post.


v2.5 Changelog
Quote
v2.5 - 20/04/2018
--------------------
- NG-HUD v2.5 is now certified for offline 4.13 (4.13 OPB sight timer and speed info messages will be missing)
- G warning will now display an image instead of loading a whole font set.
- Code clean up: additional redundant code deleted. PAL HUD Config extra features removed to improve performance. conf.ini settings below are no longer available (you can always switch to PAL HUD Config mod if you need any of these):
 ngHUDspeedbarRPMSet=X
 ngHUDspeedbarAoASet=X
 ngHUDspeedbarAoSSet=X
 ngHUDspeedbarDragSet=X
 ngHUDspeedbarGMode=X
 ngHUDspeedbarSpdKMH=X
 ngHUDspeedbarSpdKnots=X
 ngHUDspeedbarAltMeters=X
 ngHUDspeedbarAltFeet=X
- Bomb, Torpedo and directional beacons info (stock features) moved to the orders submenus (just access any submenu)
- Supercharger indicator will now display compressor stages 1s/2s... instead of the previous 0x/1x... (C.E.M. only) - Thanks to greybeard!
- Improved prop pitch percentage detection (C.E.M. only) - Thanks for your superb support greybeard!
- Fixed: softlock issue when actor hits ground - Thanks for the report JCTiggs!
- Fixed: "Attached" indicator removed from bomber types
- New cockpits/stations detection code. Bombardier / Observer / Gunner will be now correctly detected in both 4.12 and 4.13 versions of the game.
- Drop shadows applied to the bottom-right log
- New auto (a) radiator (cowl flaps) and prop pitch indicators (C.E.M. only)
- New Loadout presets and ammunition count in Orders menu (plus Drop tanks count)
- New Machine gun type and ammunition count in (manual) Gunner station


I hope you have loads of fun with this new version. See you in the skies people! :)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: JCTiggs on April 20, 2018, 05:16:15 PM
Amazing work as usual Whistler, can't wait to try out the new version and props for supporting v4.13 too!  :)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: PO_MAK_249RIP on April 21, 2018, 02:46:36 AM
Hi Whistler no loading issues with CUP here but I still cannot get the bomb assist window to show, or the G indicator or the Main Menu thingy? I dont use VM9 btw so no classfiles there. I guess I am doing something fundamentally wrong but cant find it?

Here is my conf.ini for your perusal

Code: [Select]
[Mods]
RandomSplash=1
netCallsign=
MaxVisualDistance=15000
MaxStaticVisualDistance=10000
MaxLongVisualDistance=15000
MaxPlateVisualDistance=20000
PALShowChocks=1
PALShowCatGear=1
DumpFuel=1
Stabs4all=1
Flyby=0
FlybyFov=0
WepEffect=1
PALHUDMode=0
HUDLogLines=3
ngHUDlogColor1=FFFFFFFF
ngHUDlogColor2=FFFFFFFF
ngHUDlogBottomColor1=FF0000FF
ngHUDlogBottomColor2=FF00FFFF
FullSpeedbar=1
MixedSpeedbar=1
SpeedbarUnits=3
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarGMode=2
BombSightAssist=2
SpeedbarShowExtraInfo=0
SpeedbarDragSet=0
SpeedbarWeightSet=0
SpeedbarHPSet=0
SpeedbarRPMSet=0
SpeedbarTempSet=0
SpeedbarAoASet=0
SpeedbarVSpeedSet=0
SpeedbarFlapsSet=0
SpeedbarTrimSet=0
ngHUDtas=0
ngHUDtrainer=1
ngHUDicons=1
ngHUDsector=1
PALNoTracers=0
PALNoSmoketrails=1
SeparateGearUpDown=1
SeparateHookUpDown=1
SeparateRadiatorOpenClose=1
ToggleMusic=1
AirShowSmoke=0
StandardDeckCVL =0
NoNavLightsAI=1
fmloglevel=2
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
PALGameMenuStatusBar=0
PALGameMenuShowFPS=0

Any help gratefully recieved
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on April 21, 2018, 03:24:20 AM
Pleases! Thank you.  :)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 21, 2018, 05:17:38 AM
Hi Whistler no loading issues with CUP here but I still cannot get the bomb assist window to show, or the G indicator or the Main Menu thingy? I dont use VM9 btw so no classfiles there. I guess I am doing something fundamentally wrong but cant find it?

[...]

Any help gratefully recieved
Mick

Hi Mick,

Statements such as "Main Menu thingy" are a waste of our time. I don't know what you refer to (the speedbar I guess?). Please help yourself first if you expect help from others. Take that little extra time and care to provide images and clear information of your problem! ;)

> cannot get the bomb assist window to show

Can you get the bomb assist window to show without NG-HUD? Do you know how to cycle through stations? Do you ever use the 'aim' view? Once again, and taken from the first post:

Quote
To change cockpit positions I recommend the following controls:

[X] Jump to Cockpit #1 (Pilot) - X marks the spot!
[C] Pilot or Gunner position
[V] Gunsight/Bombsight

That way you can easily go to the Bombardier Bombsight from any view with a simple X-C-V combination...

> or the G indicator or the Main Menu thingy

The G indicator is only shown in cockpit view. Is the difficulty setting Views >>> 'No Speedbar' disabled/off? Otherwise you will only see the heading.

That's as far as I can go with the info provided. Looking forward to a detailed report from you.

Cheers
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~
Post by: PO_MAK_249RIP on April 21, 2018, 05:55:16 AM
Hi Whistler the Main Menu box with the red/orange writing as in your screenshots - I have Bomb Assist selected to show in cockpit and bombadier positions (it was =2 I will try =3). These arent any big issue for me as I just love the info box bottom left so I'm not losing any sleep over it.
Cheers
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~
Post by: whistler on April 21, 2018, 06:34:46 AM
Hi Mick,

The Main Menu box with the red/orange writing is normally called the Orders or Comms menu. You have to map the control "Toggle Comms".

I have Bomb Assist selected to show in cockpit and bombadier positions (it was =2 I will try =3).

None of PAL's HUD Mod conf.ini settings will take any effect in NG-HUD. Changing that above will do nothing to solve whatever issue you have.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~
Post by: PO_MAK_249RIP on April 22, 2018, 12:41:31 AM
Thanks for the 'toggle comms' headsup i hadnt realised that whistler - do'h! 😨
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: mikojan3 on April 27, 2018, 12:06:11 PM
why be me don t work in modact 6.4 ?disappeared all left side ,just with modact 6.4 make this, anyone know this problem ?
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: FNRennier on April 27, 2018, 12:38:58 PM
Excelente!
Awesome work of yours!
Thank you very much!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 29, 2018, 02:56:43 AM
why be me don t work in modact 6.4 ?disappeared all left side ,just with modact 6.4 make this, anyone know this problem ?

Hi mikojan3,

No problems in my 4.13.4 + ModAct 6.4.

Show us a screenshot of your orders/comms menu (to validate NG-HUD is properly installed).
If you disable/delete NG-HUD, do you get to see the stock speedbar?
What other mods you have?
Press the 'Toggle Speed Bar' key several times
Press 'Ctrl+F1' several times

That is all I can think of.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: mikojan3 on April 29, 2018, 04:26:58 AM
why be me don t work in modact 6.4 ?disappeared all left side ,just with modact 6.4 make this, anyone know this problem ?

Hi mikojan3,

No problems in my 4.13.4 + ModAct 6.4.

Show us a screenshot of your orders/comms menu (to validate NG-HUD is properly installed).
If you disable/delete NG-HUD, do you get to see the stock speedbar?
What other mods you have?
Press the 'Toggle Speed Bar' key several times
Press 'Ctrl+F1' several times

That is all I can think of.
first thanks very much for your reply. the problem is my english very bad ok running  . If i have disabled the mod i have back the normal and stock speedbar ,altitudebar, blablabla ,with your mod disappeared all ,but just left side this problem i have just with modact 6.4 with vpmod or b.a.t or other no problem i don t understand uff .
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 29, 2018, 05:20:19 AM
You are welcome mikojan3. Language is not a problem as long as you write long and detailed descriptions. The more words, the better. You could also use an online translator.

*I think* the mod is not properly installed or some parts are missing, else I have no idea. Show me a screenshot of the folder where NG-HUD is installed (normally #SAS). You can send a private message if you prefer.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: mikojan3 on April 29, 2018, 05:23:21 AM
You are welcome mikojan3. Language is not a problem as long as you write long and detailed descriptions. The more words, the better. You could also use an online translator.

*I think* the mod is not properly installed or some parts are missing, else I have no idea. Show me a screenshot of the folder where NG-HUD is installed (normally #SAS). You can send a private message if you prefer.
:P :P :P :P :P :Pthanks thaks thanks yeeeah baby enemy aircraft a single one o nine  seven angel over  :P :P :P :P :P :P :P worked very fine was the ctrl +f1 the key of the  paradise door
Title: Re: Next Generation HUD (NG-HUD) Mod v2.5 ~NEW VERSION~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 29, 2018, 05:31:56 AM
LOL ;D
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 12, 2018, 07:56:48 AM
(https://s31.postimg.cc/h87esr6yj/Stock_Chatter_Text.png)

Next Generation HUD (NG-HUD) Mod v2.6

Small update to address a couple of pending topics...

:: Radio chatter subtitles ::

Not much to explain here: stock subs size and position are unbearable. Problem is unless you are proficient in many languages you hardly know what is going on until you enable the subtitles. Radio chatter subtitles are a necessity.

Most of the messages are just that: chatter, but there are some messages from the Leader, your Gunner and Tower Control that can at times be useful and they will now get your attention.

(https://s31.postimg.cc/jx6sx2rp7/NG-_HUD_v2.6_Chatter.png)

I have been using this implementation for a couple of weeks and the experience is favorable: I don't feel the need to disable the subtitles and that was the goal. I hope you like it.

You can enable/disable subtitles anytime. In the game, go to:
"Setup" > "Misc Settings" > "HUD" > "Show Subtitles"

The subs will hide when you bring up the Comms menu.


:: IAS & TAS speed ::

Up until v2.5 we had the conf.ini setting ngHUDtas to switch between IAS and TAS. I never liked the idea. My experience is that when you manually change a conf.ini setting it remains there, like that, forever. A virtual friend of mine had some concerns about existing TAS implementation... this is for you GB!

In v2.6 the Speedbar will change from IAS to TAS when you open the mini map. TAS velocity is commonly used to estimate flight time between waypoints so what better way to display TAS speed than when looking at the mini map.

ngHUDtas conf.ini setting is no longer available in v2.6. Bring up the mini map to know your TAS speed. That simple!


:: Other changes ::

I took this chance to revise the IL-2 GUI font sizes and I will explain here how to change them if you want larger text.

Let's say in example you want larger radio subtitles:

1) In your modded folder, go to: NG-HUD_v2.6 > font
2) Open in notepad sub.font and change 12 to 14

Done.

Here is how you change the main GUI elements:

Code: [Select]
// GUI header
arialb10.font

// GUI body
arial10.font

// FMB header
arialb8.font

// FMB body
arial8.font


:: Downloads ::

Disable and delete any previous versions! v2.6 link can be found in the first post.


Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 ::
Post by: henkypenky on May 14, 2018, 07:05:04 AM
Hi Whistler, sorry to bother you with my problems, but I can't get your mod to work properly  ::(.  I'm on BAT 3.3 Pathfinder and Windows 7. I could not get the NG-Hud working since its 1st version;
I've re-read the whole thread and followed what was said there: Torque & Gyro effects are ‘on’, Toggle speedbar ‘on’ and assigned X,C & V as per your advise.
What I do see:  lower left ‘arrow’ and the sector I’m heading for, lower right engine on, FOV indication, when using TAB I see the main 'message screen' and the messages as you describe for v2.6. Also the ‘Actor’ is shown in the outside view.  The pause ‘texts’ are as in your examples
What I don’t see are speed and hight indicator, trim settings, plane or load-out info next to the TAB 'messagescreen' Trough JSGME I have NG-Hud as the first one:

(https://i.imgur.com/mRfk1Br.jpg)

Could it be some setting I have turned off in 'Settings' ?
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 14, 2018, 08:44:30 AM
Hi henkypenky,

You provided plenty of details and that is always very welcome to troubleshoot! Thank you.

You are playing in 'hardcore' mode my fellow. To get back all features, before playing a mission go to "Difficulty" > "Views" and disable "No Speed Bar".

EDIT: I just added this info to the first post in the 'FIRST THINGS FIRST' section
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 ::
Post by: henkypenky on May 14, 2018, 11:30:23 AM
Hi Whistler, that was the problem indeed, I'm glad  :) it was that easy (for you) but I'm a bit embarrased  :-[ not being able to solve this after such a long time in Il-2.
And 
Quote
You are playing in 'hardcore' mode
can that  be the reason I never win??  ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 14, 2018, 12:14:57 PM
We may not win, but we get revenge :D

(https://s31.postimg.cc/q80zgd5ij/fightback.png)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on May 26, 2018, 11:51:30 PM
Good day!
Is it possible to work with icons in the game?
Specifically: I'm flying with a file "Icons"
Quote
mp_dotrange FRIENDLY   DOT 18.0 COLOR 0.36 RANGE 0.010000001 TYPE 0.010000001 ID 0.010000001 NAME 0.010000001 ALTICON 3.6000001 ALTSYMBOL • ALTCOLOR 13
mp_dotrange FOE  DOT 18.0 COLOR 0.27 RANGE 0.010000001 TYPE 0.010000001 ID 0.010000001 NAME 0.010000001 ALTICON 4.5 ALTSYMBOL • ALTCOLOR 17
... There is a great desire to return to the markers of the distance, as in the original, But really don't like the HUGE FONT SIZE. You can insert in your mod small font markers (for example = 9.99), You are welcome?
 ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 27, 2018, 02:54:32 AM
Hi Dava,

HUGE FONT SIZE you say? Your eyesight must be very good!

Instructions to change the mp_dotrange/icons font type and size:

Go to NG-HUD_v2.6 > font

Create a new text file arialSmallZ.txt and rename it to arialSmallZ.font

Open the file with notepad and paste this:

Code: [Select]
[ClassInfo]
  ClassName TTTextureFont
[TTFFile]
  arial.ttf
[CharSize]
  160 6
  320 6
  640 6
  800 8
  1024 8
  1280 10
  1600 12
  2048 12
[_CodePage]
  ascii

// eof

Now change 10 and 12 to 8 and you will get very small icons text. If you use 6 you will get really tiny text.

Is this what you want?
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: -=MaD=- on May 27, 2018, 05:58:48 AM
Will this also work on an dedicated server?
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 :: UPDATED 12/05 :: [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on May 27, 2018, 06:35:23 AM
Instructions to change the mp_dotrange/icons font type and size...
Is this what you want?
Yes, this is exactly it !!! How long have I been looking for the answer to this question. Thank you very much Whistler !!!  ]thumright[
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on May 27, 2018, 11:58:04 AM
There is one more wish.  ;)
Information about the aircraft is displayed only when the entire speedbar is turned on, and without the speed indicator - IT IS NOT, sadly.  :(
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 27, 2018, 12:34:09 PM
Will this also work on an dedicated server?

I don't know, MaD and I cannot test it, I guess there's only one way to know? Share with us your findings should you ever try!

Yes, this is exactly it !!! How long have I been looking for the answer to this question.

Good!

There is one more wish.  ;)
Information about the aircraft is displayed only when the entire speedbar is turned on, and without the speed indicator - IT IS NOT, sadly.  :(

Right, that is by design.

Since you can hide/unhide the HUD anytime ('Toggle Speed Bar' key) during a mission or campaign, I see the "No Speed Bar" difficulty setting as: "It is my desire to fly on instruments only but I don't trust myself and therefore by enabling this setting I hereby force myself not to cheat" ;)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: KingTiger503 on May 28, 2018, 07:46:10 PM
hey, man, I know you making something for new Bomb bay Scope for the bombers, like CFS3.

Best Regards KT503
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6
Post by: Vampire_pilot on May 29, 2018, 02:45:09 AM
This is one of the best additions I ever installed into my BAT!

Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on May 29, 2018, 11:19:53 AM
...I hereby force myself not to cheat" ;)
You probably do not understand. :(
Flying in the cockpit (me) only need a compass (in Soviet planes it is poorly visible), and do not cliche many times. But the information about the aircraft (ammunition, fuel, etc.) is a necessary thing.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 30, 2018, 03:19:56 AM
hey, man, I know you making something for new Bomb bay Scope for the bombers, like CFS3.
What are you talking about Tiger?

This is one of the best additions I ever installed into my BAT!
I am glad you like it Vamps!

You probably do not understand. :(
Flying in the cockpit (me) only need a compass (in Soviet planes it is poorly visible), and do not cliche many times. But the information about the aircraft (ammunition, fuel, etc.) is a necessary thing.

I stand by my decision to hide Comms menu aircraft info + weapons when the 'No Speed bar' difficulty setting is enabled. This is as close as you can get to the stock HUD in a couple of clicks without removing the mod.

Remember we haven't had all these extras for more than 15 years and so far we did pretty good! If you only want to check the heading occasionally, just hide the HUD ('Toggle Speed Bar' key) and bring it up when needed! Is this effort really that annoying? Use the HUD just like you use the mini map (show/hide). Comms menu extra info will be there regardless of the HUD visibility.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6
Post by: Vampire_pilot on May 30, 2018, 03:28:08 AM
I like the solution with the hidden info in the radio menu.
If you want to check that info, click it. I would not want it cluttering the screen permanently and it's not needed all the time only to quickly check.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on May 30, 2018, 04:12:42 AM
DaVa says he wants the (radio menu) aircraft/engine/weapon info to be also available when the 'No Speed bar' difficulty setting is enabled. The answer is no unless there's a convincing reason... or a revolt! :o
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on May 30, 2018, 06:40:38 AM
... or a revolt!
:)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: Treetop64 on June 11, 2018, 06:34:01 PM
Immediately one of my favorite mods.  No longer annoyed by the old 800x600 font sizes and rainbow bright colors.
I like the extra info when Tab is pressed.  Having TAS when the map is called was a nice and useful touch.  The high sensitivity coordinator is also very handy.  I fly bombing missions a lot with weather on so this is getting a lot of use.

Overall very organized and well laid out.  You clearly put a lot of thought into this.

I went in and reduced the radio sub and HUD fonts further down to 8 and 10, respectively, and made the HUD fonts bold.  Hope it's OK, just using it on my system.  Just looks nicer for my own preference.

Thanks again for this wonderful mod.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: KingTiger503 on June 11, 2018, 07:45:11 PM
whistler, Your Mod is Awesome, you can Update anytime if needed,


Best Ragards KT503
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6
Post by: PO_MAK_249RIP on June 13, 2018, 10:06:07 PM
Not sure if any of you have done this but you can change the actual font using whistlers HUD? In the font folder. The various fonts are under 'arial8....etc' just install a different font and add the new entry using notepad/wordpad.
Simple explanation but easy to figure out i can elaborate if needed.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: markino on June 14, 2018, 04:20:04 AM
Wonderful mod Whistler!!! ]thumright[ ]thumright[

I use it on BAT and it is awesome!! Many thanks!

Ciao!

Marco
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: Ettles on June 24, 2018, 04:31:31 PM
By the way, for the people who couldn't get it to work/had to use ctrl+f1 to cycle through the views to see the hud, I had this problem in my VP install, but it went away when I turned Intro=0 in the conf.ini (so the 3d intro with the aircraft carrier doesn't play). Not sure why this stops the mod working but that seems to be it.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on June 25, 2018, 05:37:46 AM
Confirmed! That is the problem some folk were having! I'll see if I can somehow solve it, otherwise I will highlight the issue in the first post. Thanks Ettles!!! There will be a maintenance update in the near future.


Not sure if any of you have done this but you can change the actual font using whistlers HUD? In the font folder. The various fonts are under 'arial8....etc' just install a different font and add the new entry using notepad/wordpad.
Simple explanation but easy to figure out i can elaborate if needed.

In order to bring 46 to modern standards I searched online and tried many (many) different fonts. I wanted a contemporary HUD. Font choices are endless but due to the nature of the old engine not a single one worked. Arial gets blamed for many reasons but there is something about this sans typeface and IL-2... It just works here. If any of you ever come across a better/sexier GUI/HUD font please share your findings!


By the way, thanks for the nice comments Treetop64, KingTiger503 & markino :)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: blackshark on June 25, 2018, 07:33:21 AM
I read the first post ("It has not been tested in other game mode, version or super mod") ... but maybe anyone tried it in HSFX 7.02 or HSFX 7.03 ?
Title: Re: Next Generation HUD (NG-HUD) Mod v2.6
Post by: PO_MAK_249RIP on June 25, 2018, 09:14:17 PM
Why not try it blackshark? It wont break anything
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~
Post by: whistler on July 01, 2018, 09:56:25 AM
As promised, here is a maintenance update...
Next Generation HUD (NG-HUD) Mod v2.7

Bug-Fixes:

- Bug-Fix: HUD hidden by default when game intro movie is enabled (Thanks Ettles for the report, this issue baffled many from day one!)
- Bug-Fix: lead bomber aircraft freeze in B.A.T. Dawn of Flight module (Thanks vampire_pilot for the report!)
- Bug-Fix: Orders-menu extra info not visible in some non-cockpit modes
- Bug-Fix: Dashboard gauges in non-cockpit view didn't hide with 'Toggle Speed Bar' controls key
- Bug-Fix: Extra Orders-menu info didn't hide with 'Toggle Speed Bar' controls key

Enhancements/Improvements:

- Extra Orders-menu info still visible even when NoSpeedBar difficulty setting is enabled (that's for you DaVa)
- [Engine/s selected] cockpit indicator removed when in Autopilot mode
- Dollar ($) character removed from actor and weapon names
- Weapon slots darkened when bullet/bomb/cargo count equals zero
- Speedbar will remain visible even when the Game is Over
- Added Gear, Folding wings and Airbrake cockpit indicators percentages (during deployment)
- New, smaller friendly/foe pointer indicator for non-cockpit views

:: Downloads ::

Just like with previous updates, disable and delete any previous versions! v2.7 link can be found in the first post.

Have fun!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on July 01, 2018, 12:12:16 PM
As always, GREAT! Thank you!!!
Quote
that's for you DaVa
...for this, low bow.  ]salut[
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: PO_MAK_249RIP on July 03, 2018, 07:57:30 AM
Hi Whistler
I have run into a problem with your HUD Mod, I have been plagued by micro pauses recently during game play. The whole screen freezes for 2-5 secs except the propellors which keep turning. I tried several things but then thought I would try disabling your Mod - voila! The freezes have stopped? I use CUP 4.12.2m - any idea what this could be?
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on July 03, 2018, 10:10:30 AM
Hi PO_MAK,

I don't have CUP. There probably is a bug, there probably isn't. You modified the folder structure I provide to make it work with CUP and if you missed one single file you can get all sort of errors... Let's first confirm NG-HUD is properly installed. I will send you a v2.7 ready for CUP and we'll see if things improve.

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: PO_MAK_249RIP on July 04, 2018, 02:36:37 AM
Hi Whistler
I tried your CUP version but still the same? The only clue is these lines repeated over and over in my error.log?

com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
   at com.maddox.il2.game.HUD.renderMsg(HUD.java:2125)
   at com.maddox.il2.game.HUD.render(HUD.java:3374)
   at com.maddox.il2.game.Main3D$RenderHUD.render(Main3D.java:625)
   at com.maddox.il2.engine.Renders.doPaint(Renders.java:412)
   at com.maddox.il2.engine.Renders.paint(Renders.java:253)
   at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jul 4, 2018 8:23:49 AM] -------------- END log session

I've tried it on several maps and planes but still the same - the screen and all aircraft freeze but everything else carries on ie, props spin, chat continues, distance markers still countdown on AI...lasts about 2-5 secs then the game jumps to where it should have been. This recurs constantly every one or two minutes?
Disabling your larger 54kb classfile solves the problem.

Cheers
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on July 04, 2018, 03:56:20 AM
This can be difficult to troubleshot. Nobody else reported similar issues. CUP and BAT are complete different beasts at this point and I don't have plans to install CUP. Even if I do install it I am sure your CUP has been further modded.

Send the full log and a mission log (use the code tags or upload them to https://pastebin.com if too large). I am not a log expert but perhaps someone spots something.

I will send you v2.6 to confirm the issue arose in v2.7
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~
Post by: PO_MAK_249RIP on July 04, 2018, 10:58:00 PM
Thanks whistler i think its just my installation as you rightly say my CUP is moderately modded with stuff from BAT etc. I dont remember this issue with 2.6 so fingers crossed!
Mick

Same with 2.6? Must admit havent flown much lately so may have missed it? Not sure how to post using pastebin? log to big for here!

UPDATE! Reverted back to v2.5 (thanks for sending the download) and all ok!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: blackshark on July 07, 2018, 07:08:46 AM
I like this HUD, I have two questions:

first: I am very used to have the messages on the right of the screen at middle screen level (not at the bottom) ... , is there a way to use this HUD but have them not at the bottom right ?

second question: if I want to see the "12 navigation characters" to find my carrier direction (sorry if I am not very technical), I press tab+e but when i receive the Morse letter (each 30 sec ...) on the screen the "12 navigation characters" slighly overwrite the Morse character (I mean, if the Morse letter is "E" I am not able to see if it is a "E" or a "F" ...). Do you think you can move the "navigations characters" slightly lower ?
Lastly, If I am on a F6F going back to my carrier, I would like to have all the time the "12 navigation characters" on my screen, but it would be better to not have all the COMMS menu, but only the navigation letters ... do you think is it possible ?


Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: ianp on July 08, 2018, 05:49:40 PM
Game changer for me in that i have started doing night missions with no map icons and have a grid reference to confirm that i am lost :-|, thank you very much.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on July 09, 2018, 01:48:46 AM
Hi Blackshark,

first: I am very used to have the messages on the right of the screen at middle screen level (not at the bottom) ... , is there a way to use this HUD but have them not at the bottom right ?

Not currently implemented but sure, slated for the next version.

second question: if I want to see the "12 navigation characters" to find my carrier direction (sorry if I am not very technical), I press tab+e but when i receive the Morse letter (each 30 sec ...) on the screen the "12 navigation characters" slighly overwrite the Morse character (I mean, if the Morse letter is "E" I am not able to see if it is a "E" or a "F" ...). Do you think you can move the "navigations characters" slightly lower ?
Lastly, If I am on a F6F going back to my carrier, I would like to have all the time the "12 navigation characters" on my screen, but it would be better to not have all the COMMS menu, but only the navigation letters ... do you think is it possible ?

I will take a look... but I am not sure about the second part.

Hi General,

Game changer for me in that i have started doing night missions with no map icons and have a grid reference to confirm that i am lost :-|, thank you very much.

** UPDATE: Solved in v3.0 Gold **
Careful with the sector indicator, some maps vertical/Y longitude/coordinates do not start with a 1 and the grid displayed in the HUD will be wrong. In example the (stock!) Hawaii map start with a 56. Why? Dunno. A question for map makers/experts, why would this be and is the starting Y number stored somewhere?

(https://s8.postimg.cc/n3cze1g2t/Hawaii.png)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 ~MAINTENANCE UPDATE~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: ianp on July 09, 2018, 04:53:32 AM
Quote
Careful with the sector indicator, some maps vertical/Y longitude/coordinates do not start with a 1 and the grid displayed in the HUD will be wrong.

Thanks for the info Whistler i will include that as a pre-flight/campaign check.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: Type83Fighter on August 15, 2018, 04:13:47 AM
I just find this today. Very cool. The interfaces look a lot more modern. Thanks!
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 19, 2018, 08:42:30 AM
(https://s8.postimg.cc/i84ldtk39/NG-_HUD_3_Preview.png)
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: KingTiger503 on August 19, 2018, 10:13:32 AM
Cool I can’t Wait for your New Unveil 3.0
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: Treetop64 on August 30, 2018, 07:58:01 AM
**  Wrings hands in anticipation  **

Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 30, 2018, 09:37:43 AM
2 weeks 2 days
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: Treetop64 on August 31, 2018, 12:00:52 AM
2 weeks 2 days

 :D
After all these years that still hasn't gotten old.
Title: Re: Next Generation HUD (NG-HUD) Mod v2.7 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: -=MaD=- on August 31, 2018, 02:20:55 AM
The same 2 weeks, day or minutes I'm waiting for the VPC T-50 Throttle since december 2017? Or for Clod 5.x? Or ...?
Well, we are all used to wait in the flightsim world...
Take your time!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on September 01, 2018, 01:25:07 AM
v3.0 has been superseded by v3.1 (bug-fix release) but everything below is still valid...

Next Generation HUD (NG-HUD) Mod v3.1

NG-HUD v3.1 marks the end of the runway. My work on the field is complete. You are airborne now and on your own. Several aspects of the mod have been refined/improved/enhanced and functionality is now consolidated in its final, definitive, intended form.

The first post has been revised and it contains the most relevant information. Refer to the Readme included in the download for in-depth descriptions.

Special thanks to greybeard, my wingman, for tireless testing sessions, constant feedback and support. NG-HUD is what it is thanks to his observations, comments and inputs. THANKS!


Little things here and there

There are no ngHUD* conf.ini settings available this time around. Desired functionality should be achieved through in-game settings and controls. I put a lot of thought on every possible scenario to please all kind of players and I hope there is no controversy around my decissions.

There is only one (optional) conf.ini setting now that allows you to move the bottom-right log to its historical middle-right position:

------------------------
[game]
lowInfoHud=1
------------------------

Set lowInfoHud=1 (default) to have the log at the bottom-right.
Set lowInfoHud=0 to move the log to the middle-right.

If you are in 4.13 you can change this setting in-game by enabling:
Setup > Mis Settings > HUD > 'Show Info HUD at Bottom of Screen'
(you have to restart the game for this change to apply)


**************************************************************************************

A few new (really missed) entries have been added to the log:

(https://s8.postimg.cc/8lvyne5x1/NG-_HUD_3.0-_Gold_01.png)

And a bonus log functionality has been implemented: let's say you want to take a screenshot, you pause the game right where you want it but up until now when you hide the HUD the log remained visible (in example you could have 'Power: 76%' and 'Flaps: Combat'). You either unpaused the game until the log clears up or you had to edit the image. NG-HUD will now 'clear' the log when you hide the HUD so that you can take and post gorgeous images.

Aileron, elevator and rudder trim indicators have been converted to keystrokes (or 'wheel clicks' if you prefer). The previous percentage format didn't make much sense and the implementation was revisited. Update your aircraft notes and adjust to the new format!

Oh and the Tailwheel (locked) indicator is now there too. Raise your gear or get airborne and it will hide.


Log brightness will progressively decrease/increase at sunset/dawn and there's a new Orders Menu night-background. NG-HUD night-mode is now fully realized for the bravest of the brave ]salut[

(https://s8.postimg.cc/x4y04pab9/NG-_HUD_3.0-_Gold_02.png)


**************************************************************************************

Not only other elements of the HUD get the drop-shadows treatment in this release, but Morse text has been repositioned to the middle-left and it no longer gets obscured by the orders menu. Thanks blackshark for the report!

(https://s8.postimg.cc/9qq0t9sj9/NG-_HUD_3.0-_Gold_03.png)


**************************************************************************************

Aircraft info changes a little. You will have from now on your Flight number and the role assigned to you. You will see why this matters later on. Keep reading.

The engine monitor is now called 'Powerplant Monitor' and engines info has been improved.

(https://s8.postimg.cc/vyyljzyn9/NG-_HUD_3.0-_Gold_04.png)


There are more improvements that don't need to be explained. You can check the changelog at the bottom. Let's get down to business now 8)

**************************************************************************************

I mentioned earlier the sector indicator is now fixed (stock bug, NG-HUD now mimics this bug) and should work fine in every map and scenario, this allows us to push NG-HUD a little further...

Let me introduce your new virtual helper:

THE NAVIGATOR

WARNING
The EngineMod causes waypoints to be 'skipped' for no apparent reason. You may notice it when flying as Flight Leader. Any custom install or mod-pack that includes the EngineMod as of this release can be impacted, in example B.A.T. Linebacker (all modules) (Fixed in B.A.T. v3.5 Musketter) and VP-Modpack (JETWAR addon only). Find a temporal fix in Reply #149 (https://www.sas1946.com/main/index.php/topic,58163.msg656788.html#msg656788)



Flying with an icon-less map is a thrilling but daunting task. Unless you spend a good deal of time studying the briefing and taking copious notes you just don't know where to go next. Because flying without map icons is so immersive, NG-HUD gets new navigational skills! You no longer have to focus on an icon, dot or line but on your surroundings and actual geographical features of the map. A map without icons is a new world ready to be explored...

Review 'THE CHECKLIST' section in the first post and optionally enable/disable map icons/path at will. Bring up the mini-map to get detailed information of your current goal.


:: FLIGHT MEMBERS ::

There can be up to four members in your Flight: Flight Leader / Flight Wingman / Element Leader / Element Wingman

External views info has been enhanced should you need to identify who's who in your Squadron...

(https://s8.postimg.cc/5zq3hqxol/NG-_HUD_3.0-_Gold_09.png)


:: BEING A LEADER ::

When you are the (real or virtual) Flight Leader, bring up the mini-map and you will get:
(https://s8.postimg.cc/h6yxpfyxx/NG-_HUD_3.0-_Gold_05.png)

As the Flight Leader you must 'check' each and every waypoint for the navigator to switch to the next one. Remember that you can optionally change to the next/prev waypoint via Orders Menu anytime when being a (real) Flight Leader (Flight No. > Navigation)

You should be able to follow the predetermined route without much trouble with the navigation helper. Mission Abort!? Don't panic: forget about the waypoints and request a vector to home base.


Needless to say that your Flight must have the required payload to carry out an Air Strike, otherwise the "Ground Attack" waypoint will be ignored...

(https://s8.postimg.cc/fuh8nyehh/NG-_HUD_3.0-_Gold_07.png)


:: FOLLOWING A LEADER ::

When you are not the (real or virtual) Leader, make sure not only to follow your appointed Leader but to also follow orders! You will have on-screen:
(https://s8.postimg.cc/68no7e03p/NG-_HUD_3.0-_Gold_06.png)


Real vs Virtual Leader scenarios:
Some notes:

(https://s8.postimg.cc/pgat4avdh/NG-_HUD_3.0-_Gold_08.png)

And a couple of clarifications:

**************************************************************************************

Here's the full changelog:

Code: [Select]
v3.1 - 04/09/2018
-----------------------
- Fixed a (Navigator) bug where certain takeoff/landing waypoints would not be displayed
- Lifted the restriction to have 'Realistic Navigation' enabled to use the Navigator


v3.0 Gold - 01/09/2018
-----------------------

ORDERS MENU:

- New night background
- New Flight number and Flight/Element Leader/Wingman information
- Aircraft type, Weight and Fuel (plus Nitro if available) merged into one line to save some space
- Hidden Fuel and Engine info from glider types
- New engine status: Off / Starting / Inoperable
- Magnetos indicator will not be displayed when the 1+2 are selected (magnetos don't do much anyway
  and the indicator takes precious space when C.E.M. is enabled)
- For the sake of completeness Oil temperature (percentage) has been added to the engine monitor.

SPEEDBAR & COCKPIT INDICATORS:

- Again, for the sake of completeness I added the Tailwheel (locked) indicator: it will only be
  displayed when the gear is lowered and the aircraft is near ground (or sea).
- Aileron, elevator and rudder trim indicators converted to keystrokes.
- Recalculated the moment the speed indicator turns yellow. Instead of using VmaxH, the formula
  now is (VmaxAllowed - ((VmaxAllowed - VmaxH) / 2)). It should change to yellow less often.
- Fixed wrong sector Y reading (stock bug: NG-HUD now mimics this bug). The sector indicator works
  now well in every map and situation. Since the grid coordinates are ok now the sector indicator
  has become an integral part of the HUD and it cannot longer be disabled (ngHUDsector conf.ini
  setting has been removed)
- ngHUDicons conf.ini option is no longer available either: The speedbar images and icon files can
  be edited directly if needed.
- G-warning code revisited to be triggered only when the aircraft is airborne
- NG-HUD gets new navigational skills! Check "The Navigator" section in the Readme.

MISCELLANEOUS:

- 'No Speed Bar' (or hardcore mode) now also includes station names (bombardier, gunner...)
- Pause menu visible in Wonder Woman view
- New external views actor identifiers (members of your flight, other flights in your squadron...)
- Morse text repositioned to the middle-left (below the orders menu) and color changed to bright
  yellow (thanks blackshark for the report!)
- Drop-shadows applied to other elements of the HUD (Mission Complete, etc)
- New log entries: HUD units / HUD icons / Taxiing guide line
- HUD icons have now a bold typeface for better readability
- Log color brightness will progressively decrease/increase at sunset/dawn
- Bottom-right Log can be moved to the middle-right by adding lowInfoHud=0 to the [game] section of
  your conf.ini. If you are in 4.13 you can change this setting in-game by enabling:
  Setup > Mis Settings > HUD > Show Info HUD at Bottom of Screen
  (you have to restart the game for this change to apply)


Downloads

Just like with previous updates, disable and delete any previous versions! NG-HUD v3.1 download link can be found in the first post.

Have fun! :)

Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob on September 01, 2018, 03:56:45 AM
Hi Whistler,

I like very much your HUD new concepts. I've just seen and downloaded the new version. Not tried yet, but the new features about navigation seem to be really useful and will permit to hide map icons without feeling lost now and there.

Thank you very much!!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: KingTiger503 on September 01, 2018, 05:32:55 AM
Nice, looks Perfect.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: tartenmuche on September 01, 2018, 10:24:30 AM
Dear Whistler,
splendid work!!!
Best regards and thank you.
Tart
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold
Post by: Paulo Hirth on September 01, 2018, 11:11:16 AM
THANK YOU AGAIN!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: DaVa on September 01, 2018, 03:47:57 PM
Thank YOU!!!  ]salut[
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob on September 02, 2018, 04:23:40 AM
Hi Whistler,
I've been playing with the new navigation feature, and I've found a small problem. In your last post you say "When you engage the Autopilot some waypoints get sometimes ignored (the game jumps for no apparent reason to two or more waypoints ahead) and waypoints can 'reset', or the original mission waypoints can change dramatically. NG-HUD does not alter the game functionality in any way. When you enable the Autopilot your aircraft becomes an AI drone... My advise? Try not to use the Autopilot. Use the Level Stabilizer instead."

However, in my install (BAT Linebacker, with no extra mods except NG-HUD), it turns to be just the opposite as you describe: I've created a simple mission with four planes (player being the flight leader), and a zig-zag pattern flight (8 waypoints) starting midair. When flying manually, Navigator skips one waypoint of every two (that is, when reaching waypoint two, it skips waypoint three and points towards number four, there it skips waypoint five and points towards number six...). However, when using Autopilot, the plane follows exactly the flight plan and Navigator works as it should, heading to every single waypoint.

I've tested this with different planes in different maps and the result is always the same.
Has anyone experienced this? Thank you
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on September 02, 2018, 05:36:18 AM
Thank you guys. It is a relief no bugs have been reported.

Hi SpongeBob,

Thanks for having taking the time to play with it and for having shared your findings. Let's first refer to this sentence in that paragraph:

When you engage the Autopilot some waypoints get sometimes ignored (the game jumps for no apparent reason to two or more waypoints ahead) and waypoints can 'reset', or the original mission waypoints can change dramatically. NG-HUD does not alter the game functionality in any way. When you enable the Autopilot your aircraft becomes an AI drone... My advise? Try not to use the Autopilot. Use the Level Stabilizer instead.

The 'Navigator' does not change or alter waypoints. It just displays core information in a (hopefully) comprehensible format. Everything you notice is the '46 AI engine at work. Game behavior is the same with or without NG-HUD. 100% guaranteed.

There is a reason Realistic Navigation must be enabled: when you disable it you can see in the map a line linking your aircraft to the next expected waypoint. I force you to enable Realistic Navigation to hide that line and avoid visual misunderstandings (plus you get all the Realistic Navigation goodies but that's a different topic). Now that you documented your experiment, run the same test with Realistic Navigation disabled, remove NG-HUD if you like. Compare the results. Not only the results will be exactly the same, but you will probably see the line jumping from waypoint to waypoint for no apparent reason (ie set a Ground Attack waypoint and fly as wingman). The game can take 'weird' decisions that can only be understood if you examine the source code.

As player, the only way to enjoy the Navigator is to forget about everything and do just what it says. It will take you 'there and back'. You may miss a waypoint here and there but you won't encounter that enemy and you will live to fight another day ;D

I am more than happy to comment further, either here or privately. You can send PMs with your test missions and I can (try to) explain what happens and why but from this point and on anything related to this subject is "genuine IL-2 engine behavior". My advise to mission builders is to test their missions with Realistic Navigation OFF to understand where the game expects players to go next. That way you can detect if waypoints are being skipped by the engine and determine if the missed waypoint is relevant for the mission...

Best regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on September 02, 2018, 11:23:59 AM
Folks,

I was just playing a DOF mission where the mission builder created a custom airfield without 'TestRunway' objects. Terrain was a little bumpy but all was good until it was time to get back to the aerodrome and then *blip* the navigator disappeared! No waypoint home no nothing!

I focused so much on built-in map airfields and carriers that I completely forgot you can takeoff and land from virtually anywhere! Fool of me! :-X This deserves a new v3.1 (fix already in place) but let's wait a few days to see if anything else pops up.

Please report any issues you may find.
Your collaboration is key to improve the navigator.

(https://s8.postimg.cc/gyppib9l1/Join.jpg)

Thanks for your patience and understanding.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob on September 02, 2018, 11:26:11 AM
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.

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.

Best regards.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: barber on September 02, 2018, 11:28:56 AM
Thank you Whistler!

Cheers
Barber
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler 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 [...]


(https://s8.postimg.cc/elt7x4yj9/heading.png)

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!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.0 Gold
Post by: vonofterdingen 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.
Title: Re: NG-HUD Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler 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 (https://www.sas1946.com/main/index.php/topic,58163.msg655080.html#msg655080).

:: EngineMod causing waypoint jumps ::

Update 23-Sep: Find a temporal fix in Reply #149 (https://www.sas1946.com/main/index.php/topic,58163.msg656788.html#msg656788)

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 (https://www.sas1946.com/main/index.php/topic,59459.0.html). 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,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob 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 (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
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1
Post by: FANATIC MODDER on September 15, 2018, 03:16:15 PM
I was totally unaware of this, I am totally blown away by it! Great!
Title: Re: NG-HUD Mod v3.1
Post by: whistler on September 23, 2018, 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 (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 (https://www.mediafire.com/file/4d4ldvf7v11o7gn/BAT-LINEBACKER_EngineMod_2.8.10_Waypoint_Fix.zip/file)

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 (https://www.mediafire.com/file/29jvj9i1b5gqv15/VP-MODPACK_JETWAR_EngineMod_2.8.10_Waypoint_Fix.zip/file)



Big thanks to western0221 for the constant EngineMod updates! ]thumleft[
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob on September 25, 2018, 09:52:43 AM
Hi Whistler,
I've just donwloaded the fix and made a little test. Now waypoints work like a charm.

Thank you very much to you and western0221!!!
 ;D
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: PO_MAK_249RIP on October 06, 2018, 04:35:36 AM
Hi Whistler I have some good news!! Finally I have your v3.1 NGHud mod working on my CUP install (as you know I had to roll back to v2.5) - My CUP version is heavily modified and includes bits of the VP Modpack so today I thought hang it I will try the VP version of NGHud instead of the 5.3 Modpack version and VOILA it works - no freezes or anything!! Yeeha!
Great mod mate sorry it took me so long to figure it out!
Mick
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on October 06, 2018, 05:20:28 AM
Well done Mick!

Be informed however all 'versions' included in the download are essentially the same thing. We all get the same classes and files regardless of the mod-pack or IL-2 version. This includes B.A.T. modules too: #DOF, #WAW... all contain the same classes and files. It is the same mod presented in different folder hierarchies for easy installing.

Good news you're back on track nonetheless. Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1
Post by: PO_MAK_249RIP on October 06, 2018, 11:19:39 PM
No idea how its finally working then whistler! Do i care? Naaaa!😁

Hi Whistler on thinking about this some more I think my issue may have been the Random Skies Mod? I recently bypassed using this to launch my game so as to use the IL2GE through the normal IL2 selector? No issues with NGHUD since??
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: javirulo007 on October 09, 2018, 03:28:11 PM
Hi,
Thanks for your effort and work.
I would like to make a question: Is it possible NOT to show the quadrant/grid in the hud information? (It is the last line that shows the heading in degrees and the grid that you are right in. i.e H9, L6, A13).

Again, thanks for your great work with this mod. The information related to the trim position is super!!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on October 10, 2018, 03:06:48 AM
Hi javirulo007,

The conf.ini setting to hide the sector/grid/quadrant was removed in v3.0 - why, you may ask? because I am against conf.ini settings unless absolutely unavoidable. You may disable something one day and that change will cascade to all your installs and stay like that well, forever. The feature you disabled may get an improvement in the future and you just won't get the improvement unless you realise you have to change the conf.ini setting. That's 'my' logic.

v3.0 was built with no map icons/path in mind (review THE CHECKLIST section in the first post). The sector indicator is there to help you understand where you roughly are. The sector indicator is also key to know where your leader or the next waypoint is roughly located (The 'navigator' feature introduced in v3.0)

Having said all that, I will send you via private message NG-HUD v2.7. You can disable the sector indicator in that version and use it if you are not interested in v3.X features.

It would be good to know why you want to hide the sector indicator. I would say you don't want navigational aids of any kind... Alternatives are 1) Hide the HUD when not needed 2) Don't use the mod (you probably don't need it!)

Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: javirulo007 on October 10, 2018, 03:29:07 AM
Hi javirulo007,

The conf.ini setting to hide the sector/grid/quadrant was removed in v3.0 - why, you may ask? because I am against conf.ini settings unless absolutely unavoidable. You may disable something one day and that change will cascade to all your installs and stay like that well, forever. The feature you disabled may get an improvement in the future and you just won't get the improvement unless you realise you have to change the conf.ini setting. That's 'my' logic.

OK Understood.

v3.0 was built with no map icons/path in mind (review THE CHECKLIST section in the first post). The sector indicator is there to help you understand where you roughly are. The sector indicator is also key to know where your leader or the next waypoint is located (The 'navigator' feature introduced in v3.0)

I don't think I understood. Do you mean that if I deactivated map icons I would not see the sector indicator? I think I have map icons disabled in game menu (I will check this night anyway).

Having said all that, I will send you via private message NG-HUD v2.7. You can disable the sector indicator in that version and use it if you are not interested in v3.X features.

Well, I can give it a shot but without knowing the features of that old version I think v3.0 is what I need.

It would be good to know why you want to hide the sector indicator. I would say you don't want navigational aids of any kind... Alternatives are 1) Hide the HUD when not needed 2) Don't use the mod (you probably don't need it!)

Cheers!
Yes, that's right... almost at least. I (or we, in our squad) don't want navigational aids, only the navigation bar and that is because of the difficulty to see in some cockpits the compass of the plane. But, If we activate the navigation bar, the sector indicator always appears with this mod. If in our squad we do campaigns, the navigation bar is normally allowed, but we like to force pilots to navigate visually, and unfortunately the sector indicator will save that work for pilots. That's the only reason. The reason for using this 3.0 (I am unconscious about features of 2.7 you mentioned) is that the trim position is shown in the screen, and that's super!!!
Again, thanks for you great mod.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on October 10, 2018, 04:04:41 AM
v3.0 was built with no map icons/path in mind (review THE CHECKLIST section in the first post). The sector indicator is there to help you understand where you roughly are. The sector indicator is also key to know where your leader or the next waypoint is located (The 'navigator' feature introduced in v3.0)

I don't think I understood. Do you mean that if I deactivated map icons I would not see the sector indicator? I think I have map icons disabled in game menu (I will check this night anyway).

No. The sector indicator will be there regardless of game/mission settings. This HUD mod is supposed to improve upon the stock HUD.

Having said all that, I will send you via private message NG-HUD v2.7. You can disable the sector indicator in that version and use it if you are not interested in v3.X features.

Well, I can give it a shot but without knowing the features of that old version I think v3.0 is what I need.

Each version comes with its own readme. Features and conf.ini settings are explained there.

It would be good to know why you want to hide the sector indicator. I would say you don't want navigational aids of any kind... Alternatives are 1) Hide the HUD when not needed 2) Don't use the mod (you probably don't need it!)

Cheers!
Yes, that's right... almost at least. I (or we, in our squad) don't want navigational aids, only the navigation bar and that is because of the difficulty to see in some cockpits the compass of the plane. But, If we activate the navigation bar, the sector indicator always appears with this mod. If in our squad we do campaigns, the navigation bar is normally allowed, but we like to force pilots to navigate visually, and unfortunately the sector indicator will save that work for pilots. That's the only reason. The reason for using this 3.0 (I am unconscious about features of 2.7 you mentioned) is that the trim position is shown in the screen, and that's super!!!
Again, thanks for you great mod.

You have a very good cadet program going on there! Thanks for the details. Trim tab positions are available in all versions, in a different format though: percentages vs keystrokes (v3.0). I will consider your request for the next version.
Title: Re: NG-HUD Mod v3.1 - 4K and font size
Post by: whistler on October 22, 2018, 05:48:57 AM
4K and font size

My screen resolution is 1920x1080, the standard these days, isn't it? Probably not for gaming, but that's what I have. Anyhow I noticed this video (https://www.sas1946.com/main/index.php/topic,59799.0.html) by sgt_fresh. He uses NG-HUD with a huge resolution and the font looks very tiny to say the least. Since I don't own a large monitor, will anyone test and figure out at what resolution the HUD font should be larger? Right now the mod sticks to a size of '14' regardless of the resolution.

You can easily change font size in NG-HUD > font > hud.font - Open the file in notepad and add more lines in example: 2560 16 and 3840 18... to make it larger. Larger font sizes than '14' won't fit within the background limits but once I know the target sizes I can make backgrounds to fit.

The question is: does the default font size of '14' still look good at 2560x1440 or should it change to '16'? What about 3840x2160? is '16' ok or should it change to '18'?

New font defaults (HUD, GUI, Chat, Icons) will be included in the next version. Thanks for your collaboration.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: javirulo007 on October 22, 2018, 03:11:02 PM
Sorry but I use 1920x1080 as well.
You are right, that size is too small for that video resolution you linked. I hope you find answer from another user.
Regards.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: SpongeBob on October 23, 2018, 09:24:23 AM
Hi Whistler,

I'm using a laptop, so my resolution is a bit weird (1366 x 768).
At this resolution, 14 is a nice size for HUD font. However, in the FMB menus letters are too big and the map lists hardly fit on the screen.
I've found that at low resolutions as mine, it is better to change the font and size of NG-HUD_v3.0-Gold > font > arial8.font into:

[TTFFile]
  arialbd.ttf (instead of arial.ttf)
[CharSize]
  1366  12 (instead of 14)

Sorry, but I cannot test it at higher resolutions, so I cannot help you in your specific request.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: blackshark on December 17, 2018, 03:08:13 AM
thank you very much for this mod, the "sector" feature is GREAT ... and thank you for the morse messages too.

I do have a question about sectors ... your mod is not for DBW-4.10 and so I use benitomuso mod in dbw ... but maybe there is an "easy" way to add the sector info ? I miss is so much in DBW ....


Title: Re: Next Generation HUD (NG-HUD) Mod v3.1
Post by: vpmedia on December 17, 2018, 03:50:43 AM
My screen resolution is 1920x1080, the standard these days, isn't it? Probably not for gaming, but that's what I have.

Nowdays 1080p is pretty much the standard resolution for gaming:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on December 18, 2018, 04:00:17 AM
Thanks javirulo007 and SpongeBob for the feedback.

Nowdays 1080p is pretty much the standard resolution for gaming:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

60% of steam users have 1920x1080. Not bad. Thanks vpmedia, nice link.

I do have a question about sectors ... your mod is not for DBW-4.10 and so I use benitomuso mod in dbw ... but maybe there is an "easy" way to add the sector info ? I miss is so much in DBW ....

Hi blackshark,

I don't use 4.10 and I have no interest in porting the mod backwards. Sorry. Any modder is free to further mod NG-HUD, backwards or forwards.

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: blackshark on December 18, 2018, 09:16:19 AM

no problem, I will enjoy the sectors in 4.12 ;)

and I discovered today the ng-map and ng-cam  8)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1
Post by: arquillos on February 03, 2019, 08:56:16 AM
Hi whistler,
Downloaded and tested in v4.13.4
Working so nice...
Thank you very much!!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 06, 2019, 12:47:25 PM
Thank you so much for this marvellous addition. It has saved my poor eyesight and I can now fly into storms with the course home on clear display if necessary. The H control is a great idea. I have turned off the morse text as it doesn't always tally with the voices, a hard thing to create. It distracts anyway but is nice to have the option. I have yet to try the other aspects.
It is showing perfectly on v4.13.4 with Modact6.4 (laptop screen 1366x768, monitor screen 649x480x32). However, on Vpmodpack and BAT3.5 (both 1280x759) the bottom line i.e. course is cut in half. Is it possible to raise the speed bar information one line say. I have tried to alter my screen but the data seems to be set to lie at the bottom of the screen regardless.
Any advice would be appreciated.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on February 06, 2019, 01:05:35 PM
Hi larschance,

Morse text.. I guess you mean radio chatter? ;)

Interesting resolutions you have there! Unfortunately you cannot raise the speed bar at this moment but I recently implemented some changes for people to adjust HUD elements from the right and left sides of the screen and I will look to do the same from top and bottom.

I will put a 'beta' version out soon and you will have the chance to test it.

Regards!

Title: Re: Next Generation HUD (NG-HUD) Mod v3.1 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 06, 2019, 02:02:28 PM
Thanks Whistler. All your work and from others is much appreciated. I realise it is difficult to create the right amount of detail without being intrusive.
Yes the input box says morse text but it means radio chatter as you say.
I have a 17inch Sony laptop connected to a 27inch Ilyama monitor which helps me see the enemy coming much sooner lol. Still getting my a.. kicked though.
I tried to change the screen to the 4.13.4 format which works as it should but the mods just wont let me. In fact it has played havoc with my laptop so I am reluctant to change the screen for now.
Title: NG-HUD v3.2 Release
Post by: whistler on February 09, 2019, 03:57:39 AM
Next Generation HUD (NG-HUD) Mod v3.2
:: Maintenance update - Embracing the Future ::

This update brings scalable HUD backgrounds and font position adjustments for ultra HD screens, namely 2K and 4k resolutions. I don't have an ultra HD monitor yet and some feedback is appreciated since I cannot test the changes in a real environment.

Among other improvements you can now adjust the HUD elements positions on the screen (from left, right, bottom, top). This feature is mostly for users with ultra wide monitors and three-monitor setups but it can also be useful for players with non-standard resolutions where the speedbar gets partly hidden.



Bug-fixes / Enhancements / Improvements:

• Radio chatter subs clear up when hiding the HUD to allow nice screenshots
• Chocks indicator removed when airborne to prevent a rare bug
• NG-HUD versioning number moved to the order's submenus
• Larger mouse pointer. Get back a smaller cursor by deleting:

    NG-HUD/gui/game/cursors.tga

• Some pilots don't want to know the sector/grid they are in. You can now disable the sector indicator in the conf.ini. Possible values are 0 (off) and 1 (on - default)

    [Mods]
    ngHUDsector=1

• Scalable HUD backgrounds and font position adjustments for ultra HD screens. It should all work 'out of the box' but you can manually change font sizes to your needs:

    NG-HUD/font/arialb8.font     // IL-2 FMB header
    NG-HUD/font/arial8.font      // IL-2 FMB body
    NG-HUD/font/arialb10.font    // IL-2 GUI header
    NG-HUD/font/arial10.font     // IL-2 GUI body

    NG-HUD/font/arialSmallZ.font // HUD icons (aircraft range/type/callsign)
    NG-HUD/font/hud.font         // HUD text
    NG-HUD/font/lcd.font         // HUD non-cockpit view indicators (Ctrl+F1)
    NG-HUD/font/sub.font         // HUD radio chatter subs

• Adjust in the conf.ini the HUD position. Useful for ultra wide monitors, three-monitor setups and non-standard resolutions. Values are in pixels and defaults are 0. Always use positive numbers! (distance from right, from left, from bottom, from top)

    [Mods]
    ngHUDleft=0
    ngHUDright=0
    ngHUDtop=0
    ngHUDbottom=0

  Note: the playing/recording timer gets created in a different class and will always be located in the right-most size of the screen.

(https://i.postimg.cc/RCTXx6sT/MaD.png)

Notice for Ultra wide monitors and three-monitor setups:

IL-2 uses the overall screen width to determine font sizes and that means you will probably get by default a huge font size and you will have to adjust font sizes manually.

Find below a quick solution to this problem:

1) Delete 'NG-HUD\font' folder
2) Rename 'NG-HUD\font_v3.1' to 'NG-HUD\font'



:: Downloads ::

Just like with previous updates, disable and delete any previous versions! v3.2 link can be found in the first post.

Have fun!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: -=MaD=- on February 09, 2019, 04:18:11 AM
Eagerly waiting for this evening to test the new version!!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on February 09, 2019, 04:20:18 AM
Are you -=MaD=- MaD? Didn't know you can change your username. Read carefully the release notes before complaining about HUGE font sizes! :D

(-=MaD=- has a three-monitor setup and he helped testing v3.2 in this environment - thank you Sir)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: -=MaD=- on February 09, 2019, 04:26:27 AM
Yes, thats me  :D
I read about font sizes - should be no problem. And if: I have this great working beta... ;D
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2
Post by: arquillos on February 09, 2019, 11:16:03 AM
Thank you for the new version whistler!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 09, 2019, 03:39:09 PM
Hi Whistler. Thanks for working on this so soon.
1. I loaded Ng HUD 3.1 into my Vpmod BAT and 4.13.4 set ups. It was great I could now see most of the info and change it to mph as is my want. On restarting the sim I found the H on my toggle speed bar control key has disappeared although the flight screen still shows as it should. Does this mean if I want to say change to kph then I have to assign the H to the toggle speed bar again? Not a problem just curious.
2. You state that the right screen info hud can be moved from bottom to mid right screen if you change lowinfohud from 0 to 1. I cannot find this entry in the config or control page.
3. With v 3.2 you say I don't need to touch the config but you list nghudleft, nghudright, nghudtop, nghudbottom with 0 numbers as mods. Do I have to add these to the config. And to move the nghud from the left bottom of the screen by say up one line would that mean changing the 0 to 5 or less. I have not added 3.2 yet.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: -=MaD=- on February 09, 2019, 10:59:20 PM
@larschance: you are right. Just add the entries to your conf.ini. I'm not in front of my pc, but it should be in the Mod (or Mods?) section.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on February 10, 2019, 02:03:46 AM
Hi larschance,

1. Yes, use the 'Toggle Speed Bar' control key ('H' by default) to toggle km/h > knots > mph > hide the HUD > km/h > knots...

2. Open your conf.ini, search for [game] and add lowInfoHud=0 right below it. Restart the game.

3. Conf.ini settings are optional. You don't have to add any if you don't need them. Go ahead, deactivate and delete v3.1. Install v3.2.

Open your conf.ini, search for [Mods] and add ngHUDbottom=10 right below it.

You don't find [Mods]?

Then go to the very bottom of your conf.ini and paste there:

[Mods]
ngHUDbottom=10
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 10, 2019, 12:58:31 PM
Did as you instructed and wonderful, I now have all the info I need to get back to base and also keep up more efficiently with my leader. I added 3.2 to Vmodpack and will now add it to BAT and 4.13.4 Modact 6.4.
It seems the black bar at the bottom of my screen wont shift. This is what covered my course info. I tried going from Widescreen to Full Screen but it plays havoc with my computer settings. Anyway job done.
Once that is sorted I will add NG Cam.
Thanks again for all your advice and long may we fly this great sim.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 10, 2019, 04:22:12 PM
I added the ng HUD to BAT 3.5 exactly as with Vpmodpack. I only inserted it into WAW3 jsgme and BATMOds folders and activated it. But it has not appeared when I start QMB on a WW2 mission. Do I have to add it to the other modules  to make it work.
In fact there is no bottom left screen info at all. When I deleted ng HUD and reinserted it still no speed bar info despite the settings. It may be my BAT install has changed somehow. I will check further.
At least Vpmodpack works. I am probably doing something silly and am too close to the trees to see the wood.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on February 11, 2019, 01:56:47 AM
Hi larschance,

That's not the way to go. Undo what you did in your BAT.

You will find in the download JSGME-ready mods for VP-Modpack, B.A.T. and standalone ModAct installs.

Copy [Pick a version > BAT > BATMODS > !#NG-HUD_v3.2] to your [IL-2 > BATMODS] folder. Activate !#NG-HUD_v3.2 with JSGME. That is all.

Regards,

Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on February 11, 2019, 11:37:38 AM
Okay Whistler. Will do when I have sorted BAT. It seems when I recently transferred 3.5 Musketeer to my new SSD external drive somehow the speed bar info no longer shows despite the config not seemingly being any different. The wonders of computers, usually human incompetence probably mine in this case.
I notice the BAT config repeats segments including the game and mods sections with Nohud=0 showing twice. I will probably have to start BAT install from scratch which is a bind. Anyway that is for a different forum.
Will let you know when I have success with ng HUD in BAT.
Thank you for your patience.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2
Post by: arquillos on February 24, 2019, 09:39:18 AM
Hi whistler!
I´d like to have a new feature :)...Could the confguration be saved and restored everytime the sim stops/starts?
Let´s say I choose to show the enemy planes in the map. The next time I reload the sim I´d like this option to be "on" by default...
Any chance in developing this new feature?

An easier option would be to add a new *.ini file or use the conf.ini to write the desired conf....
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on February 24, 2019, 11:02:34 AM
Hi arquillos,

Wrong topic? Your inquiry is about NG-MAP :D

Here is the idea: When you start a mission you can't know exact enemy positions. Sure there are Intel services and that's why you have a path to follow and perhaps more details in the briefings, in example, sectors to explore (or to avoid completely!). Knowing where your enemies are spoils all the fun in my opinion, but even I activate hostile icons, in example when flying jets where foe get out of sight so fast! I sometimes end up with many icons on, but that doesn't mean I want them on again at the beginning of the next mission. A quick glance can spoil all joy.

Friendly icons are on by default because of intelligence services and radio communications to know positions of air and ground forces (and because you would hate me otherwise :P).

Deciding what's on and what's off (and how it all fits together) is sometimes more difficult than creating the mod functionality. I decide based on what I think the majority of people want, and always for the best experience.

You are one click away to unveil enemy icons - that's not too much asking for, isn't it? I understand unveiling all 'noise' icons can be bothersome for some but a mod is supposed to bring some creativity and innovation to the game. Uncovering original icons is a bonus feature for certain scenarios, in example when you are chasing a vehicle column in a crowded area.

If you truly want to have all forces and all the original icons at once perhaps you better stick to the Stock map or Pal's MiniMap. I am confident though that if you get used to NG-MAP, it will in time feel natural and who knows... you may eventually disable all icons!

Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2
Post by: PO_MAK_249RIP on April 22, 2019, 09:07:47 PM
Hi whistler is there anyway to disable the extra airspeed info? IE the (+ ft/s) etc.....?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on April 23, 2019, 05:00:45 AM
No Sir. Three modes:

1) No Speed Bar difficulty setting OFF: Full mode
(https://s8.postimg.cc/8lvyne5x1/NG-_HUD_3.0-_Gold_01.png)


2) No Speed Bar difficulty setting ON: Limited mode
(https://s7.postimg.cc/faa56lc0b/NG-_HUD_2.0_No_Speed_Bar.png)


3) Speed Bar hidden (Toggle Speed Bar key): Hardcore mode
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on April 23, 2019, 05:43:55 AM
Hi Whistler. Just to let you know I am enjoying your NgHUD in all my Il2 set ups (4.13.4 with Modact6.4, Vpmodpack, and Bat 3.6). Knowing my flight leaders bearing and altitude has improved my keeping up with the flight although there have been many near misses as wingmen cross my path. It is gratifying to not have the flight leader shouting at me all the time and I have tried flying without HUD assistance but night and storm clouds still beat me.
Thanks again to you and the team for adding to the enjoyment this sim gives.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on July 23, 2019, 11:40:13 AM
Hi Whistler. Can your NgHUD be added to the Ypack mod. I tried but got in a muddle as I thought it would be the same install as for BAT. Probably my fault as my eyes are not so clear these days. Probably why also I keep getting shot down by unseen enemies. lol
BTW Your NGHUD has been a great boost to my enjoyment, especially in stormy missions. Thank you so much.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on July 23, 2019, 12:20:28 PM
Sure, download the mod and choose the VP-Modpack Modact version. Activate it with JSGME normally. I don't know the structure of the Ypack mod... let me know if it doesn't work and I will check

Cheers!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on July 25, 2019, 12:24:52 PM
Hi Whistler. Loaded NgHUD 3.2 straight into Ypack 1.2.2 jsmge folder and activated it. No problem. I didn't even have to restart a career that was 20 missions in. No changes to config and the screen data is just right. Thanks again for a great addition to this sim.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on August 01, 2019, 09:55:06 AM
Hi Whistler. I just activated NGHUD 3.2 via the jsgme Modactivator for 4.14.1 as instructed on the Il2 Free Modding site but the HUD does not appear on screen. I used the Modact version of your programme. Have I done something amiss or is it not compatible with 4.14.1?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 01, 2019, 11:26:24 AM
[...] is it not compatible with 4.14.1?

Team Daidalos decided to send us all back to the dark ages with 4.14. I don't support their practices and I don't support 4.14. Having said that, mods in 4.14 should go to a "MODS" folder. Place mods there and see what happens. It's a hit or miss thing. You are on your own with 4.14, dear larschance!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on August 01, 2019, 12:57:30 PM
Okay Understood. It appears some modded maps and objects do work with the FM Mod Activator but as you say hit and miss for now.
I must say again your HUD is my most important mod as it helps me get back to base even if I crash and burn!
Thanks for the quick reply and I wish you good health and happiness. Keep up the good work.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: crs101 on August 20, 2019, 04:03:42 PM
Hi !

Works like a charm on 4.12.2m.

As always godlike work.

Cheers Tom
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on August 22, 2019, 12:57:37 PM
Hi Whistler. I did as suggested and extracted 'il2fb Application 156kb' from EXE/Client_MODS/512M_MODS and replaced existing 'il2fb Application 156kb'. Then I added the NGHUD_v3.2 (Modact version) to the MODS folder. It is activated in jsgme.
The sim launches as normal but no amendment to the usual speed bar details (i.e. speed/height/course but no map ref or flight details)
This looks like a miss unless I have missed something or can find a way in.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 23, 2019, 01:53:37 AM
4.14? Does jsgme work? Good.

Then rename:

IL-2\jsgmemods\!#NG-HUD_v3.2\#SAS\! ! ! NG-HUD_v3.2

to:

IL-2\jsgmemods\!#NG-HUD_v3.2\MODS\! ! ! NG-HUD_v3.2

and activate!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on August 23, 2019, 04:06:02 AM
Thank you Whistler. NG-HUDv3.2 now works in 4.14.1! I did as you suggested, changed hashSAS to MODS, and even activated !!!NG-HUD_v3.2. in jsgme. Wonderful.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 23, 2019, 05:08:42 AM
Happy to see you happy! :)

Mods may work in 4.14.X but I don't have reliable (code) sources and I cannot support nor certify any of mine. My time is better invested in 4.12, an always evolving stable platform with thousands of certified mods and the first-rate support of the Special Aircraft Service community. That's what keeps IL-2 going, imho!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on August 23, 2019, 09:45:44 AM
Whistler, I totally support what you say about the modders on this great site. I am flying the same campaign on different set ups to see what happens and how they contrast. BAT is way ahead for content and now sounds with 3.7 but VPmodpack is also good for WW2 action which is the period I prefer flying. Ypack on 4.13.4, and 4.14.1 have crisper visuals. We are so lucky to be spoilt for choice.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on August 23, 2019, 11:49:16 AM
I heartily agree, larschance. As consumers, the more choice the better!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 20, 2019, 10:37:04 AM
Regrettably, I can not get this to work.  Running latest updated BAT.  When I press "H" I get 1 line bottom left corner.

I used the BAT version.  Used JSGME to import and activate.

Did the following

Game settings (can be activated/deactivated anytime during a mission):

    (ENABLE) Setup > Mis Settings > HUD > Show Subtitles -Done

    (ENABLE) Setup > Mis Settings > HUD > Show HUD Log - Done

    (DISABLE) Difficulty > Views > No Speed Bar -Done
    Deactivate it to get all NG-HUD features! Otherwise you will get a 'light' version of NG-HUD

Thanks for a great mod.  Cant wait to get it running.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2
Post by: vonofterdingen on September 20, 2019, 01:42:47 PM
Have you assigned a key to Toggle Speedbar in the Misc section of the controls? If not, try that. Your HUD may just be in the off state.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 21, 2019, 07:09:51 PM
Hello,

Speedbar was assigned to the H key.  I hit that a few times and the single line eventually disappears leaving a blank.  Not sure what else to do.

I mad sure that the !#NG-Hud_V3.2 is in the batmods folder.   

When I go to  pick a versions there is a B.A.T. folder open that and it is Batmods.  Open that and you get !#NG-Hud_V3.2.  !#NG-Hud_V3.2Is what I used JSGME to activate.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2
Post by: PO_MAK_249RIP on September 22, 2019, 11:07:33 PM
Forget jsgme try putting the ! ! !NG-Hud_V3.2 folder straight into your #WAW3 (i think its called this in BAT) folder or any of the others you want to use it with.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 23, 2019, 01:41:59 PM
Thanks, did that and no luck.  I put a copy of the BAT !#NG file into JTW3 and into WAW3. Still one line only. 

Thanks
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 23, 2019, 03:01:59 PM
I also looked into the individual sections i.e. WAW and saw ! ! ! NGHUD_v3.2. Tried those as well.  Nada.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on September 24, 2019, 02:30:20 AM
WOW66,

BAT you say?

- Delete all NG-HUD folders from your game (BATMODS, #WAW3...)
- Download the mod.
- Extract it.
- Move the folder [Pick a version > BAT > BATMODS > !#NG-HUD_v3.2] to your [IL-2 > BATMODS] folder.
- Run JSGME.
- Activate !#NG-HUD_v3.2 with JSGME.
- Launch IL-2, toggle off Difficulty > Views > No Speed Bar.
- Load a mission, try pressing H (Toggle Speed Bar command) and/or Ctrl+F1 until you are happy.

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 24, 2019, 08:57:42 AM
Thank you for the reply Whistler.  Sorry to say, no joy.

I wonder if what I tried previously is blocking the correct install. Yes, I did delete/follow your instructions. Perhaps this could also be a hardware issue?  I noticed that when I activated this mod via JSGME, I got a  "not responding" message, but I waited and the mod eventually showed up in the right side panel.

This isnt the only mod where I get the message.  Skies for example. Can take a while and I get not responding, but I just wait.

Edit- Forgot to mention that when I use CTRL F1, I still see the exhaust flames??  Tried a Spitfire.  Do not see the cowl/etc, but see the flames. Perhaps related?

Perhaps I should try again on a new clean install
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on September 25, 2019, 05:30:45 AM
Thank you for the reply Whistler.  Sorry to say, no joy.

I wonder if what I tried previously is blocking the correct install. Yes, I did delete/follow your instructions. Perhaps this could also be a hardware issue?  I noticed that when I activated this mod via JSGME, I got a  "not responding" message, but I waited and the mod eventually showed up in the right side panel.

This isnt the only mod where I get the message.  Skies for example. Can take a while and I get not responding, but I just wait.

Do you use PAL's VisualMod? If PAL's VisualMod loads before NG-HUD you won't get the latter. Re-installing the last BAT Expansion (with the installer) should solve most issues. Can you post a screenshot of your #WAW3 folder when NG-HUD is supposedly enabled?

Edit- Forgot to mention that when I use CTRL F1, I still see the exhaust flames?? Tried a Spitfire. Do not see the cowl/etc, but see the flames. Perhaps related?

Nothing to do with this mod but a symptom that something apparently is not right in your install.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 25, 2019, 06:47:15 PM
Thanks for your help on this.

Yes, I do use the palmod.

In WAW, the first file is ! ! ! NG-HUD_v3.2

I will reinstall the latest BAT, see if that helps.

I will let you know either way.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: W0W66 on September 30, 2019, 07:22:25 PM
Sorry, cant get this to work.no idea why. For sure it is much better than the stock hud. Would love to have it but hmm.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.2 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on October 21, 2019, 04:26:41 AM
Over time I accumulate little fixes and improvements and this mod is now scheduled for an update sometime next month. Suggestions are welcome, here or via private message.
Title: Re: NG-HUD Mod v3.5
Post by: whistler on November 15, 2019, 07:41:52 AM
Next Generation HUD (NG-HUD) v3.5
:: A HUD mod for all type of players ::

(https://i.postimg.cc/yx1jczgN/NG-HUD-v3-5.jpg)


:: New HUD modes ::

Up until now we had 4 different HUD modes: International in kilometers, Imperial in knots and US Customary in miles. A further keystroke hides the HUD completely. NG-HUD v3.5 introduces an extra, minimalist, HUD mode.

Some pilots would rather play with a simpler HUD in some situations and this new mode displays a heading bar, the cockpit indicators and doesn't display the Navigator when the Minimap is on. This mode is intended to be used with the Minimap always on, in example with NG-MAP (https://www.sas1946.com/main/index.php/topic,59835.0.html)'s combat mode during dogfights, but you will, of course, find this new HUD mode useful in many other circumstances.

(https://i.postimg.cc/qvRJqjcT/NG-HUD-v3-5-New-Mode.png)


The NoSpeedBar difficulty setting also plays a key role in this new update. Up until now your choices were either a heading or nothing, such a wasted opportunity. Players looking to have an experience closer to stock get new HUD modes when the "No Speed Bar" difficulty setting is enabled: switch between km/h, knots, miles, get the simple heading or nothing.

(https://i.postimg.cc/59Pgq4YL/NG-HUD-v3-5-Stock.png)


NG-HUD is for all type of players: the array of available HUD modes should now cover most needs and preferences. I had to play some tricks to allow for a fourth HUD mode but the implementation worked nicely without altering other java files. The HUD mode selected is permanent and it gets saved to the [game] section of the conf.ini as hudMode.


:: Ordnance View, the right way ::

One of the most interesting features of 4.13 is the Ordnance View: follow the bomb, rocket or missile approaching the target and right after impact... the freaking camera freezes! o_O Such a disappointing aftermath for a nice feature.

The Ordnance View is available for 4.12 in different forms: check NG-CAM (https://www.sas1946.com/main/index.php/topic,60008.0.html), in example. I tried solving this problem in NG-CAM but it didn't work there. Surprisingly, a solution did work in NG-HUD and you can finally enjoy havoc in all its glory.

As soon as the actor you are following gets destroyed, the mod will insert a temporal camera in that exact same spot. If you are too close, the camera will get a wider angle for you to have a perfect view. Mouse control is given back to player. The Ordnance View is finally complete, they way it should have been from day one.

(https://i.postimg.cc/mDQYV3Pk/NG-HUD-v3-5-Torp.jpg)


Most impressive with air-to-air missiles!

(https://i.postimg.cc/HnV3fRc6/NG-HUD-v3-5-Air2-Air.jpg)

This feature will work with any actor, not only ordnance, and therefore the (in)famous "blue sky of death on mission load" gets replaced with the "Aircraft inoperable" message. SAS helpdesk, take note for future error reports.


:: Taxi Guide Lines ::

Taxi to takeoff is certainly the best feature of 4.12 and the Taxi Guide Line helper is often neglected. The feature is always off by default and you never know for sure where you are supposed to line up for takeoff.

In this new NG-HUD version, Taxi Guide Lines will automatically be enabled on mission start when you are the Flight Leader (this new feature will only work when the No Speed Bar difficulty setting is off).

(https://i.postimg.cc/ZRfVs4R9/NG-HUD-v3-5-Taxi.jpg)

The Taxi Guide Line turns off automatically as soon as you take off but you can turn it off and on anytime with the dedicated control key.


:: Fixes and Enhancements ::

In addition to these new features, during these past months I took the chance to fix some issues and improve some features. In example all Multiplayer modes are now fully supported, nigh mode got reviewed and perfected, and 'Aim' mode is now always off by default at mission start.


:: Downloads ::

Just like with previous updates, disable and delete any previous versions! v3.5 link can be found in the first post.

Have fun! :D
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~
Post by: henkypenky on November 15, 2019, 11:27:19 AM
You mean it even gets better than the previous version?? Amazing Whistler, thanks a lot!.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on November 15, 2019, 12:18:29 PM
Whistler. You are the man... High five. Now to update my 5 versions of 1946!!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on November 17, 2019, 01:24:08 PM
Now to update my 5 versions of 1946!!

:o

I hardly find enough time for B.A.T. alone!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: sturmbock on November 17, 2019, 04:25:49 PM
Really good news!!! Thank you very much for your time and dedication.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on November 17, 2019, 05:07:30 PM
Hi Whistler. I have spent most of the year, i.e. about 3 times a week for an hour, flying the same stock career on 5 different versions for contrast. I am pleased to say every one of the 500 or so missions so far has been different. The versions are Il2 4.12.2 BAT3.7.2, Il2 4.13.4 Ypack 1.2.2. Il2 4.12.2 Vpmedia, Il2 4.13.4 Modact6.4, and Il2 4.14.1. All including your highly useful NGHUD3.2 of course. The immersion factor is different in each version with enough variety to keep interest going.
I also found the 109 is much easier to control than the 190 but that is another story.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: halowraith1 on November 20, 2019, 08:04:23 AM
how do i reactivated HUD TAS without opening the map?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 ~ NEW VERSION ~ [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on November 20, 2019, 10:03:54 AM
You can't, sorry. You shouldn't rely on TAS alone.

PAL's VisualMod (https://www.sas1946.com/main/index.php/topic,42495.0.html) allows you to have TAS always on but be warned, both mods have incompatibilities.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on December 01, 2019, 02:21:22 PM
Hi Whistler. Just to confirm HUD3.5 successfully added to my 5 versions of Il2 as listed above. Had to manually add it to MODS folder in Il2 4.14.1 but other wise all automatic as you said.
Well done on an ever improving essential part of the immersion.

One point on adding CAM1.6 and MAP3.1. When activating via Jsgme these two 'grey out' HUD3.5 although the latter still works. Not a problem just strange.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on December 02, 2019, 09:00:16 AM
Hi Whistler. You mention that whatever mode you wish, e.g. MPH, will stay after play rather than have to be reset every time you start or restart a career. This works fine. Thank you.
I now find however that you have to reset the gunsight on the Bf109 every mission. I did not notice that before. I am flying the 140th career mission on Luftwaffe Fighter South so probably would have noticed this before when I was using HUD3.2. The version is Il2 4.13.4 Modact 6.4.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on December 02, 2019, 09:47:32 AM
Hi larschance,

I think you mean that you have to enable/activate the gunsight view on the Bf109 every mission...

Stock game remembers whether you are in gunsight view or not when you quit a mission. When you play the next mission, the game puts you back exactly where you left. I never understood the logic behind this decision and it is something that bothers me a lot. Why would the game remember my last fov? It doesn't. Why would the game remember I was in external view last? It doesn't. Why would the game remember my in-cockpit view? It does!

Starting with NG-HUD v3.5 the gunsight view gets reset on mission start and you ALWAYS get by default the "comfy", non-gunsight, view. I find this comfy view optimal for situational awareness on mission start. It is up to you to toggle views as needed.

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on December 02, 2019, 11:03:10 AM
Okay Understood. Just another procedure like shutting the canopy and setting the flaps. Good discipline. Used to the lazy option I guess.
Thanks for the explanation and keep up the good work.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: whistler on December 02, 2019, 12:20:35 PM
The gunsight view stands out more in some aircraft than in others. Try the Me 262 in example and we will agree how much better taxiing and taking off is with a "comfy" view.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5 [4.12] [BAT] [VP-Modpack] [4.13]
Post by: larschance on December 05, 2019, 05:15:32 PM
Hi Whistler. I haven't flown the 262 since the days of Secret Weapons of the Luftwaffe. lol. Still working my way through the earlier aircraft in Il2. Hope my eyes and reflexes hold out before I get to it.
Title: NG-HUD v3.5H (HSFX-Ready)
Post by: whistler on January 02, 2020, 04:05:38 AM
Next Generation HUD (NG-HUD) v3.5H
:: Fully compatible with HSFX v7.0.3 ::

(https://i.postimg.cc/ZqTvqVsD/NG-HUD-HSFX.jpg)

Changelog:
Code: [Select]
v3.5H - 02-Jan-2020
-----------------------
Special build compatible with the HSFX 'Message' trigger (v1.2):
- Messages are independent from the LogCenter
- Orang-ish tone + drop shadows
- Multiple lines of text allowed!

Just like with previous updates, disable and delete any previous versions! v3.5H link can be found in the first post.

See you in the skies! 8)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on January 03, 2020, 09:47:38 AM
Hi Whistler. Happy New Year. Well done on keeping the HUD updated.
I thought HSFX was online only so I don't use it. Does this mean I can set it up for offline use. Also is v3.5H purely for HSFX users.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 03, 2020, 10:35:06 AM
Hi larschance,

You can use HFSX offline if you like. You will find offline HSFX missions/campaigns out there however, there are better offline packs around these days, in my opinion.

NG-HUD v3.5H is the current version for everyone but if you don't use HFSX, there's nothing new for you in v3.5H. You can stay at v3.5.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on January 03, 2020, 12:20:38 PM
Thank you as ever for your quick response. I am on my 200th mission in Luftwaffe Fighter South campaign and could not have enjoyed it so much without your NgHUD3.5
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Piotrek1 on January 21, 2020, 02:50:29 PM
Hi whistler, Thank you for your hard work 8);
I've been using your mods for some time and everything is running smoothly, I can't imagine this game without them,
Best regards,
Piotrek
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 22, 2020, 02:54:35 AM
 ^-^

Zero known bugs and an empty to-do list. I didn't plan any of it and the code could be structured better but, it works. It's been a good ride.

I would like to know if the HUD looks good in 4k screens. I asked for feedback but nothing till this day. I guess I will eventually know.

Regards!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Piotrek1 on January 22, 2020, 03:41:29 AM
Unfortunately, I'm not able to answer this question (about 4K) I have an older computer, not to mention a monitor, but it still works quite decently, using HUD mod I haven't encountered any problems or bugs, which undoubtedly proves the skills of the mod author 8).

Best regards,
Piotrek
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: NathanKlok on January 22, 2020, 10:31:24 PM
THIS LOOKS TO BE A FANTASTIC ADDITION TO MY MOD LIST!

I have a query though. I have visual mod v9, and would like to have this NGHUD as well as NGMAP.
I installed the vpmodpack versions of both via JSGME, and added that one line to conf.ini but i still get the default hud, and theres no option to change the map.
Without visualmod v9, its all vanilla default anyway with those 2 mods.

Any ideas?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 23, 2020, 01:33:01 AM
NG mods are spin-offs of previous works by benitomuso, included in his VisualMod9. NG mods must load before VisualMod9 for the game to detect them. This means your #SAS folder should look something like:

#SAS/NG-HUD
#SAS/NG-MAP
#SAS/VisualMod9

Show me a screenshot of your #SAS folder if you can't make it work.

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: NathanKlok on January 23, 2020, 01:34:50 AM
Thanks, ill try to get back within 25 minutes tops!
cheers!
Hang on, i thought your mods were JGSME? Should i avoid that and just extract the vpmodpack options to the#SAS folder instead?
BTW, my folder hierarchy is pretty random, as with vanilla vpmodpack install. Works great, but only the folder is tagged #SAS.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 23, 2020, 01:46:48 AM
JSGME is "just" a mod manager. You can use JSGME to activate mods or place mods directly into the #SAS folder. If your game is heavily modded, different from Vanilla VP-Mopdack, JSGME might just not work. Since this seems to be the case, forget about JSGME and select the MODS version from the download.

Move in example ! ! ! NG-HUD_v3.5H to your #SAS folder. Check load order to make sure NG-HUD is listed before VisualMod. It should work.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: NathanKlok on January 23, 2020, 01:49:24 AM
So you're saying just go into the archive up to the #SAS folder for both mods, and simply extract/place them into the #SAS main folder in the suggested order, then install visualmod9.
Just did the manual installs, dragging the files under #SAS into the mod folder #SAS directory, ngmap is right at the top, nghud  is near the middle and pal is below both, but they are not directly consecutive. Gonna try starting now...
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 23, 2020, 01:51:54 AM
I am not sure I am saying that ;D

Go ahead, re-read my posts and keep trying.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: NathanKlok on January 23, 2020, 02:14:35 AM
God, i'm an idiot!
An evident half-wit, it would seem.

Thanks for your mod, humble appreciation on my side.
 Working fine now, you are a great contributor and a well appreciated member of the IL2 community

11/10 improved my vpmedia experience.
Now i am going to torrent BAT, and attempt the same thing over the course of the next days.




a fact of appreciation

did you hear about the trippin' Finnish soldier during The Continuation War?
https://en.wikipedia.org/wiki/Aimo_Koivunen


He travelled for days in Sub-Zero
Skiing, and high as a kite
Very Progressive.

"Koivunen had trouble pulling out a single pill, so he poured the entire bottle of thirty capsules into his hand and took them all.

He had a short burst of energyhell yeah, but then entered into a state of delirium, and lost consciousness. Koivunen remembered waking up the following morning, separated from his patrol and having no supplies.In the following days, he escaped Soviet forces once again, was injured by a land mine, and laid in a ditch for a week waiting for help.After skiing more than 400 km (250 miles) he was found and admitted to a nearby hospital, where his heart rate was measured at 200 beats per minute, double the average human heartbeat,and weighing only 43 kg (94 pounds).In the week Koivunen was gone, he subsisted only on pine buds and a single Siberian jay that he caught and ate raw.

Fucking hell
He apparently killed some Nazis whilst being high, but that is contestable due to his drug induced condition, and the lack of verification from Finland or Russia about the kills.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 23, 2020, 02:32:10 AM
Well done, NathanKlok! And a nice survival story. Cheers.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: WxTech on January 25, 2020, 12:20:59 AM
So I finally installed this about a week ago (been using NG-Map for a couple of months.) Both are marvellous additions that greatly improve on the synthesizing of information. Fantastic work!

I only just noticed that the plane icon text disappears when *in front of* a more distant cumulus cloud. Now, I did some tweaking on font sizes, and can't recall if I altered or added a .mat file for that particular font (not at my computer atm; on my phone instead). So it could be something I did. But just in case it's not my fault...

Next time I fire up the ol' box I'll look into this. Could be a matter of setting tfNoWriteZ 1, or tfTestZ 1, perhaps?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 25, 2020, 01:32:36 AM
Indeed, WxTech.

The file font/arialSmallZ.mat is missing the following lines:

[Layer0]
  tfTestZ    1
  tfNoWriteZ 0

At least, that's how stock does it. For the life of me, I never noticed.

The download has been (silently) updated.

Thanks! :)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: WxTech on January 26, 2020, 04:57:18 PM
Change made, of course!

An additional element to consider for plane icons. Add this line to the .mat file:

ColorScale 1.0 1.0 1.0 0.6

This will slightly tone down the characters' intensity, partially blending with the background. I find full opacity to be too harsh and prominent. If 60% opacity is a tad too 'thin' for one's taste, a value of 0.7 instead of 0.6 should be good.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on January 27, 2020, 02:09:58 AM
I opted for a bold font for the mod for better readability. When you enable icons you most likely want to see the labels, and blending text with the background probably hinders the purpose. Regardless, your inputs are always very interesting and welcome!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: WxTech on January 27, 2020, 02:56:21 AM
Not only do I like a bit of 'thinning' of plane icons via an opacity adjustment, for my 32" 2560 pixel wide display I use an 8 point font. I guess I prefer as much subtlety as I can impose without making readability *too* hard. A way of partly compensating for the 'cheating' of having labels in the sky. ;) It does go somewhere between no labels and obvious ones.

Moreover, some time ago I created/tweaked *map* icons similarly, making them simpler, smaller and partially transparent. I've ported those over, and made similar adjustments to others not formerly used in my old 4.08 game. I like being able to at least partly see the underlying map beneath the symbols, which is particularly useful where objects become more densely packed in busy scenarios. And plane formations/furballs are more easily assessed when they don't all lie practically under one big, opaque plane symbol.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: PO_MAK_249RIP on January 27, 2020, 10:48:45 PM
Hi WxTech any chance of you releasing your enhancements to us all? They sound fab!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: WxTech on January 28, 2020, 12:45:50 AM
Will do!

Currently beavering away on adding my PBP-1 gunsight (attack plane variant) to Grief's Il-2 cockpit (1940 early), as well as making a few small tweaks to the canopy.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: chugga on February 17, 2020, 04:02:13 PM
After installing Pegasus mine is not working. Any one have the same issue?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: chugga on February 17, 2020, 04:21:59 PM
Disregard my last post I fixed it! Thanks for the great mod!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 23, 2020, 09:59:53 AM
Hi Whistler. I need help with a 94 year old friend of mine who is keen to fly Il2 1946. He can fly aircraft once in the air but has trouble seeing the speed and height for take offs and landing. Is there any way I can increase the font size for the details at the left corner of the screen.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 23, 2020, 12:20:57 PM
Hi larschance,

Sure. Let's pretend your friend has a screen resolution of 1920x1080. Remember the first number (1920) for later.

Go to your "#MODS" folder > "! ! ! NG-HUD_v3.X" folder > "font" folder > Open "hud.font" with notepad.

Identify in the first column the closest number to 1920, and increase the number besides it from 14 to, in example, 24. Like this:

Quote
[ClassInfo]
  ClassName TTTextureFont
[TTFFile]
  arial.ttf
[CharSize]
  1024  12
  1152  12
  1280  14
  1600  14
  1920  24
  2560  18
  3440  24
  3840  28
  5120  36
  6144  44
  7680  56
[_CodePage]
  ascii

// eof

Save the file. Let me know your friend's screen resolution if you can't make it work.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 23, 2020, 04:44:50 PM
Thanks for the quick reply Whistler. Always appreciated.
His resolution is 1280. I went to BAT381/Batmods/NgHUD35/font. I increased the font size from 14 to 56 first in 1280 and then in 1920 Both saved on Notepad but no effect either time. In mission the font stayed the same as before.
My friend is very keen and amazingly able for his age. I want to set this up for him before his eyes deteriorate further.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: WxTech on February 23, 2020, 05:03:04 PM
On the tiny chance that you may not be aware, after making such changes you must quit and restart the game for the change to take effect.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 24, 2020, 03:39:20 AM
Yes, thanks WxTech.

Also, since you, larschance, are making changes in the BATMODS folder, make sure to deactivate and re-activate the mod with JSGME before testing.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 24, 2020, 04:56:41 AM
Hi Whistler and WxTech.

I did as you advised.
BAT3.8.1
1. I changed the 1280 font to 56. Saved via Notepad.
2.I deactivated NgHUD3.5 in jsgme.
3. I restarted my laptop.
4. I activated NgHUD 3.5 in jsgme.
5. No change on screen unless the increase in font from 14 to 56 is minimal.

q1. Can I increase the font to a higher number
q2. I only changed the TGA3 but not the DOF3 WAW3 and JTW3. Would this affect the result.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 24, 2020, 05:25:26 AM
Hi larschance,

- A 56 increase is plenty, in fact, it is a huge increase.
- You don't need to restart your laptop, only the game.
- If you only change TGA3, changes will impact TGA3 only.

Now, you didn't follow my instructions. I asked you to go directly to your #MODS folder and you did go to the BATMODS folder, which is the right thing to do, but I remember you had trouble before with this mod... I take the information you share is accurate but only you know how you installed NG-HUD and what you have in that PC and in what condition.

The instructions provided work. You are doing something wrong unfortunately, and it is impossible for me to know what.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 24, 2020, 07:48:53 AM
Sorry to be a pain Whistler.
I proceeded exactly as follows
1. Went to BAT3.8.1 folder.  (Checked config for Resolution which is 1280 width  759 height). Went to jsgme application and deactivated NGHUD3.5
2. Entered the following stream BAT3.8.1/BATMods/NGHUD3.5/TGA3/NGHUD3.5/font/hud. Increased font from 14 to 56 via Notepad and Saved.
3. Activated NGHUD3.5 in jsgme.
4. Started sim. No change.
5. Went back to font/hud to make sure new font was saved and it is.
What am I missing?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 24, 2020, 12:39:30 PM
You are not missing anything. Your steps are ok but I think you didn't install NG-HUD right back in the day.

Having NG-HUD activated in JSGME, can you post a screenshot of your #TGA3 folder?

You can upload pics here: https://postimages.org/
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 24, 2020, 04:54:51 PM
I have trouble uploading so I have asked Vonofterdingen to send you my four pics of my BAT3.81 setup via email or upload. Namely the config, #tga3, Batmods, and jsgme.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: vonofterdingen on February 25, 2020, 11:45:23 AM
Here are Larschance's screens:

(https://i.postimg.cc/7hLvDd3Y/Screen-Hunter-173.png) (https://postimages.org/)

(https://i.postimg.cc/prcwdCCQ/Screen-Hunter-172.png) (https://postimg.cc/GTY77kZ9)

(https://i.postimg.cc/XN2SxNWZ/Screen-Hunter-171.png) (https://postimages.org/)

(https://i.postimg.cc/zXLMjnpM/Screen-Hunter-170.png) (https://postimages.org/)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 25, 2020, 12:11:34 PM
Thanks vonofterdingen.

Everything seems to be where it is supposed to be.

larschance steps are correct:

I proceeded exactly as follows
1. Went to BAT3.8.1 folder.  (Checked config for Resolution which is 1280 width  759 height). Went to jsgme application and deactivated NGHUD3.5
2. Entered the following stream BAT3.8.1/BATMods/NGHUD3.5/TGA3/NGHUD3.5/font/hud. Increased font from 14 to 56 via Notepad and Saved.
3. Activated NGHUD3.5 in jsgme.
4. Started sim. No change.
5. Went back to font/hud to make sure new font was saved and it is.

Something else is going on. I cannot determine what.

Don't use JSGME and try editing directly #TGA3/! ! ! NG-HUD_v3.5/font/hud.font

I cannot think of anything else.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 26, 2020, 05:56:49 AM
Hi Whistler. I tried as you suggested but no luck. I even increased the font to 72 but no change.
I have looked at my config and wondered if the PALmod=1 or hud=3 are overriding the change.
If the font can change on your system then I guess I will have to reload the whole lot and see what happens.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 26, 2020, 06:38:10 AM
I tried increasing the font in both Vpmodpack and Il2 4134 with Modact6.4. In both versions the start up froze. I checked the Task manager and it told me the 6DoF/TIR was not responding. When I went back to size 14 font the sim loaded as normal.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 26, 2020, 07:18:36 AM
- I set my conf.ini to 1280x759 (Fullscreen). The game won't load.
- I set my conf.ini to 1280x759 (Windowed). The game loads.
- I increased hud font size to 72. The game won't load.
- I reduced hud font size to 50. The game loads.

Here it is my TGA:

(https://i.postimg.cc/BvRMkTxH/2020-02-26-15-14-13.jpg)

It seems 72 is just too much. Less than 50 should be enough. Use even numbers.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 26, 2020, 11:01:54 AM
Hi Whistler. Thanks for confirming it can be done. I am in Windowed setting and tried both 44 and then 28 font but no luck so far.
I deactivated nghud35 at jsgme as before, then changed font then reactivated. It is probably something simple that I am missing. So frustrating but I will get there.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 26, 2020, 05:44:46 PM
Hi Whistler. Vonofterdingen sent me a copy of his font list with size 36 and it worked somehow. Could not see any difference in set up. Anyway another problem solved. Thank you both for your help. Very much appreciated.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: E69_Haukka on March 05, 2020, 10:10:55 AM
Hi Whistler, I have been testing each of the versions of its wonderful mod, and I am currently using the latest v.3.5. Everything works perfectly fine. However, it catches my attention that if on a mission I leave the speed indicator in kilometers, when I restart the game it always shows the speed in knots again, how can I do so that it does not change when restarting?

Thank you very much for this enormous work you have done here, as well as with the HG-Map and the NG-Cam, both wonderful mods too.

Regards
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on March 05, 2020, 11:05:28 AM
Hi Haukka,

Your conf.ini is most probably set to read-only.

Starting with v3.5 (https://www.sas1946.com/main/index.php/topic,58163.msg690566.html#msg690566), the HUD mode gets saved to the hudMode setting in the [game] section of the conf.ini

Code: [Select]
[game]
hudMode=0

Where: 0 = hidden / 1 = kmh / 2 = knots / 3 = mph / 4 = minimalist

Regards,
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: E69_Haukka on March 06, 2020, 08:50:46 PM
Thank you very much for your reply. I will check my conf.ini.

Regards
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: zeporko on March 28, 2020, 11:28:42 AM
Perfect mod!

For me the most useful is the bombsight tool and the powerplant info

Thanks for all
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: wern moldy on April 10, 2020, 11:36:28 PM
I have not tried this mod yet, but question- In Dgen campaigns using BAT, I've noticed that with some, the regular hud gives incorrect altitude reading, (as well as no tail wheel lock on all 190A's, but that's another topic). At the risk of sounding stupid, will the NG-HUD correct this, or would it merely be a different appearance for the same inaccurate altitude number?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on April 14, 2020, 03:25:00 AM
[...] the regular hud gives incorrect altitude reading [...]

You sure?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: andqui on November 20, 2020, 08:47:10 AM
Is this compatible with the newest 4.1 BAT?

Thanks
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on November 20, 2020, 09:44:25 AM
Yes, andqui.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: mikehawk12345 on December 28, 2020, 03:30:14 AM
How in the hell do you install this, please someone help me
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: mikehawk12345 on December 28, 2020, 03:33:10 AM
Does anyone know to install this for bat mod, I would really appreciate the Help :)
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on December 28, 2020, 04:13:44 AM
Read the first post for details of the mod and how to install.

Basically unzip the files which will show you three versions of the mod. Choose the BAT version and install this in the jsgme folder in your BAT directory. Activate it in the jsgme application folder.
Go to the Controls list and select speed bar and give that the key H. This will enable you to choose which format to use, i.e. kph, mph, knots, or none.

I hope this helps.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 05, 2021, 05:56:12 AM
The new version of NG-MAP is out and a maintenance update of NG-HUD is slated for this month. If there are any requests or suggestions for NG-HUD now it's the time!
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: vonofterdingen on February 05, 2021, 09:49:40 AM
When the game is in acceleration mode, the mission time of day appears at the left side of the screen. This is a brilliant feature for mission creation,  as it aids immeasurably when trying to achieve rendezvous and intercept points. I would love to have that time display in Normal time as well. Sometimes it would be useful to have that added precision.

Absolutely great mod btw.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 05, 2021, 01:27:02 PM
I have a similar dilemma, von. I once changed the time to be displayed when the map is on but I soon realized it bothered me more than anything else. I am thinking about repositioning the time. I haven't taken a decision yet but it is in my list. Thanks for the suggestion.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 17, 2021, 03:21:41 AM
Last call: The train is leaving the station.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: Chaoic16 on February 17, 2021, 06:59:15 PM
Hello Whistler, your mod is a great mod!  It helps me a lot with seeing the texts better on HUD. It is one of a must mod.

I have a suggestion that will be even greater help with anyone with the limited vision.  I recently returned to IL-2 1946 and is flying BAT now.  I posted the request for the assist with enabling ground target text and symbol.

https://www.sas1946.com/main/index.php?topic=65991.msg722837#msg722837

It seems that it is only available for air target by the core design of IL-2 1946.  If this is the case, is it possible that you can add text and symbol to the enemy ground with this UI mod?
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 18, 2021, 03:41:28 AM
Hello Chaoic16,

Adding text/symbols to ground/sea objects would involve altering a different part of the game prone to conflict with other mods, if I recall correctly. "Padlocking" sounds like the thing you need and we can probably make that triangle larger for you. I will check how the triangle works.

In the meantime, have a look to the NG-MAP (https://www.sas1946.com/main/index.php/topic,59835.0.html) topic and check the "Targeting System" section. Try locking on a ground target and switch the map to "Combat Mode". You should be able to track your ground target with less effort, and eventually spot it.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: Chaoic16 on February 18, 2021, 03:54:48 AM
Hello Chaoic16,

Adding text/symbols to ground/sea objects would involve altering a different part of the game prone to conflict with other mods, if I recall correctly. "Padlocking" sounds like the thing you need and we can probably make that triangle larger for you. I will check how the triangle works.

In the meantime, have a look to the NG-MAP (https://www.sas1946.com/main/index.php/topic,59835.0.html) topic and check the "Targeting System" section. Try locking on a ground target and switch the map to "Combat Mode". You should be able to track your ground target with less effort, and eventually spot it.

Excellent! I sincerely appreciate it!

About NG-Map, I am am going to try it.

]cheers[
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 18, 2021, 06:01:14 AM
Unfortunately and as predicted the padlock triangle gets dynamically generated in a part of the game we shouldn't tinker with without strong reasons and while your request is legit, it would cause more harm than good. Sorry, Chaoic16.
Title: Re: Next Generation HUD (NG-HUD) Mod v3.5H
Post by: Chaoic16 on February 18, 2021, 07:28:32 AM
Unfortunately and as predicted the padlock triangle gets dynamically generated in a part of the game we shouldn't tinker with without strong reasons and while your request is legit, it would cause more harm than good. Sorry, Chaoic16.

That is understandable. 
Title: Re: (New!) NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 20, 2021, 03:03:36 AM

Next Generation HUD (NG-HUD) v3.6

I now can test mods in 4K and I reviewed most parts of the code and I made sure NG-HUD looks good in any screen resolution. Most of us have a 1080p resolution but we know we will eventually upgrade and I am now confident NG-HUD keeps up with technology.

The exception remains with 3-monitor setups and ultra wide monitors. The game takes the horizontal resolution to determine the font size and when there's a considerable deviation from the 16:9 ratio fonts will look huge. In both cases the solution involves editing each and every /font/*.font file and amend the files to fit your requirements. I wasn't able to find a workaround but I remain available to assist.



A small but useful new ferature is a dynamic "Comms Tower" icon. The icon will be active when there are beacons or radio stations in the mission, otherwise it will be disabled:

(https://i.postimg.cc/3wYvfHLj/NG-HUD-Beacon.jpg)




The big feature in this new version however, comes in the form of a new array of configurable options. The last version of MissionProCombo-PLUS (https://www.sas1946.com/main/index.php/topic,62173.0.html) implements a "Mods" front-end that allows you to easily configure mods to your liking. This is a big step forward since it allows for more user-friendly mods that can accommodate more options to satisfy player needs. MissionProCombo-PLUS v2.1 (https://www.sas1946.com/main/index.php/topic,62173.0.html) will be part of the next BAT update but you can try it now, if you like. Otherwise, or if you are in 4.13 for some reason, you must edit conf.ini settings manually.


Configurable options in detail

Settings bellow will be added automatically to your conf.ini

(https://i.postimg.cc/TwhhB2nb/NG-HUD-Config.jpg)


ngHUDposition=0,0,0,0

Adjust HUD elements position in pixels
(from left, from bottom, from right, from top)
- Allowed values: Any positive number
- Default value: 0,0,0,0
(previous entries ngHUDleft, ngHUDbottom, ngHUDright, ngHUDtop are now obsolete)


ngHUDsector=1

Enable/disable the sector coordinates in the Speed Bar
[Views > No Speed Bar] difficulty setting must be off
- Allowed values: 1 (enabled) or 0 (disabled)
- Default value: 1


ngHUDsubtitles=8

Set maximum number of subtitle lines to be displayed
[HUD > Show Subtitles] misc setting must be on
- Allowed values: 1 to 15
- Default value: 8


ngHUDmaptime=0

Display the "time menu" when the map is on
(useful for testing missions and online play)
- Allowed values: 1 (yes) or 0 (no)
- Default value: 0


ngHUDpause=0

Pause the game on mission start (offline only)
- Allowed values: 1 (yes) or 0 (no)
- Default value: 0


ngHUDfpsbar=0

Show/hide the FPS counter at the top of the screen
- Allowed values: 1 (show) or 0 (hide)
- Default value: 0


ngHUDlogbottom=1

Set the position of the log at the bottom or in the middle of the screen
[HUD > Show HUD Log] misc setting must be on
- Allowed values: 1 (bottom) or 0 (middle)
- Default value: 1
(Previous entry lowInfoHud is now obsolete)


ngHUDloglines=3

Set maximum number of log lines to be displayed
[HUD > Show HUD Log] misc setting must be on
- Allowed values: 1 to 10
- Default value: 3




Last, another "feature" you will soon notice is that most of the HUD elements will hide when you accelerate time starting with 8x. Don't be alarmed, it is a meassure to bypass thousands of calculations and boost performance with time compression. Pause the game while in ultra speed mode to unveil HUD elements and if you really need to have speed/heading indicators when you accelerate time switch to the Dashboard (non-cockpit) view.


DOWNLOADS

Just like with previous updates, disable and delete any previous versions!

v3.6 link can be found in the first post.

Cheers! 8)


Changelog:
Code: [Select]
v3.6 - 20-Feb-2021
-----------------------
Maintenance update:
- New conf.ini options! Check the "CONF.INI SETTINGS" in this readme.
- NG-HUD is now certified to work in large screen resolutions (4K and beyod)
- HUD elements hide when accelerating time starting with 8x to boost performance
- Orders menu: the "Comms Tower" icon is active only when there are beacons in the current mission
- Time menu: mission time is now displayed in hours + minutes (instead of only minutes)
- Sonic speed indicator («s») removed. It never worked as intended anyway.
- Minor changes and adjustments here and there.
Title: Re: (New!) NG-HUD v3.6
Post by: urmel on February 20, 2021, 08:50:10 AM
Excellent addition!Many thanks for your Work.
Title: Re: (New!) NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: larschance on February 21, 2021, 02:56:11 AM
Thanks Whistler for your continued work on these important mods. I expect there are many old critters like me with poor eyesight who could not play without the Hud display.

Will all three of your mods become part of the main BAT system or will they remain as add-ons?
Title: Re: (New!) NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on February 21, 2021, 06:06:26 AM
Thanks urmel and larschance.

Will all three of your mods become part of the main BAT system or will they remain as add-ons?

Someday, perhaps. The HUD and MAP mods are good to go and I won't be revisiting them again in long time.

Time to review NG-CAM. I am not sure I am open to suggestions though... (too complex)
Title: Re: (New!) NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: sturmbock on February 21, 2021, 03:49:10 PM
Another great step! thank you so much for keeping this game alive.
Title: Re: (New!) NG-HUD v3.6
Post by: vonofterdingen on February 22, 2021, 01:21:19 PM
Great mod and a great update. Many thanks!
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: HaFu1939 on March 17, 2021, 02:29:31 AM
Only after introduction of NG-MAP and NG-HUD in B.A.T. I realized, what a giant leap for us all it is. I’m enchanted and gratefully admire your efforts. Thank you, sir.
Sincerely
HaFu1939
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on March 18, 2021, 04:45:41 AM
Appreciated, guys :)
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Cub 1 on March 31, 2021, 03:01:54 PM
Hi Whistler,
I am using the BAT Mod version 4.1.2 in which your HUD Mod is included. Is there any way to change or reduce the size of the fonts used in this version in BAT like you could in the standalone version ? I am using a 3440 x 1440 Ultrawide resolution.
And thanks for the great mod.  :)
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: HaFu1939 on April 01, 2021, 06:30:16 AM
Sorry for answering instead of Whistler… Yes, there is a way to change fonts in this BAT version. I myself needed a change in inverse way… you should change it in files in  …\Il-2 Sturmovik 1946\#WAW3\STD\font folder. These files regulate font size as mentioned in NG HUD change-log here:
https://www.sas1946.com/main/index.php/topic,58163.msg641509.html#msg641509 (https://www.sas1946.com/main/index.php/topic,58163.msg641509.html#msg641509)
Change font sizes to your needs:

    NG-HUD/font/arialb8.font     // IL-2 FMB header
    NG-HUD/font/arial8.font      // IL-2 FMB body
    NG-HUD/font/arialb10.font    // IL-2 GUI header
    NG-HUD/font/arial10.font     // IL-2 GUI body

    NG-HUD/font/arialSmallZ.font // HUD icons (aircraft range/type/callsign)
    NG-HUD/font/hud.font         // HUD text
    NG-HUD/font/lcd.font         // HUD non-cockpit view indicators (Ctrl+F1)
    NG-HUD/font/sub.font         // HUD radio chatter subs
Wishing you happy flying with this very useful feature,
HaFu1939.
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on April 01, 2021, 10:43:54 AM
No sorries, Hafu139. These mods are Public Domain and everyone is free (an encouraged) to speak and help others. Thanks! :)

...

The mods, as provided, are ready for a single monitor up to 8K resolution. The majority of us should be set but other "exotic" resolutions (ultrawide) and setups (triple monitor) require ad-hoc settings.

Try this, Cub 1: BAT_UltraWide_3440x1440.zip (https://www.mediafire.com/file/6l15sgn7or7qjwv/BAT_UltraWide_3440x1440.zip/file)

Download, extract, move #BAT_UltraWide_3440x1440 to your BATDOCS folder and enable it with JSGME.

This is guesswork so you'll have to let us know if font sizes look good. In addition, I would like to know if the yellow cursor and the (map) front-lines look okay or unbearably large.
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: predattak on April 08, 2021, 08:13:28 PM
Thank you for these awesome mods good sir.
Question. Is there a way to move the yellow messages from the upper/middle of the screen in the lower part of the screen?
It's killing me slowly. Is it possible?

Let me tell you guys what i mean:

(https://i.postimg.cc/vB2YhvJS/il2fb-2021-04-09-05-01-47-11.png) (https://postimages.org/)

Title: Re: NG-HUD v3.6
Post by: vonofterdingen on April 08, 2021, 09:57:54 PM
This message comes from the Command and Control mod,  not the HUD mod. I do not know of any way to relocate the text. The C&C mod manual is in the BATDOCS directory so that might be worth a look.
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: predattak on April 09, 2021, 07:34:44 AM
Somehow it can be done, i've seen it on youtube.
I looked through the C&C manual and it doesn't mention anything about text modification.

This thing ruins the immersion big time by having it in the middle of the screen. ::(
Title: Re: NG-HUD v3.6
Post by: vonofterdingen on April 09, 2021, 01:43:45 PM
You may have to just remove the C&C object from the mission(s) in question.
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on April 11, 2021, 01:57:47 PM
Question. Is there a way to move the yellow messages from the upper/middle of the screen in the lower part of the screen?

Hi predattak,

Some mods use the "Mission Complete" slot for other messages and I agree it sometimes is an overkill. Some log messages might overlap but it won't happen too often so let's have the option. Should the bottom of the screen be the default location? I like it down there (it will be a conf.ini option anyway...)

(https://i.postimg.cc/Hk6YmKj0/2021-04-11-19-41-55.jpg)

2 weeks... (hopefully one)

Anything else, anyone?
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: -=MaD=- on April 11, 2021, 05:12:43 PM
me... again  ;)
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: predattak on April 11, 2021, 05:13:48 PM
All i can say is ..i love you Mr. Whistler.
It's perfect at the bottom of the screen like that.
Maybe add an option to change the color to a slightly darker one for night missions but that's nothing really. Text placement was the major problem.
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on April 13, 2021, 01:33:46 PM
Hmm the bottom won't cut it for some tiny messages/tips from the C&C mod. Hardly noticeable. I'll have to think of something.

(https://i.postimg.cc/YqdH4Drx/2021-04-13-19-25-52.jpg)
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: predattak on April 13, 2021, 02:40:25 PM
It's good. If you are slightly careful you can see it. :) In my opinion at least
Title: Re: NG-HUD v3.6 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Andy H on April 13, 2021, 03:19:27 PM
Yep. I'd take that.  :)
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on April 23, 2021, 02:30:30 PM
Sorry guys but I don't have much free time lately. I put together this little update during last weekend, and here it is now for you to enjoy it:

Next Generation HUD (NG-HUD) v3.6.1

The C&C mod makes heavy use of the "LogCenter" slot and, many times, it is too intrusive as pointed out by member predattak a few posts back. Here is my humble attempt to improve the experience.

New "ngHUDshiftmsg" conf.ini setting:

Main messages (excluding "Mission Complete", etc) exceeding X characters will be displayed at the bottom of the screen instead of in the middle
- Allowed values: Any number from 0 to 100
- Default value: 5 (shift to the bottom messages with more than 5 characters)

(https://i.postimg.cc/sDg6hqBr/NG-HUD-v3-6-1-A.jpg)

(https://i.postimg.cc/8PXyB4Wr/NG-HUD-v3-6-1-B.jpg)

(https://i.postimg.cc/pL9s0jYc/NG-HUD-v3-6-1-C.jpg)

Follow the link in the first post for the download  ;)

Have fun!
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: cbradbury on April 23, 2021, 03:47:17 PM
Works beautifully (BAT) whistler. Thank you so much for this. I fly a lot of maritime missions, and the C&C radar or rescue messages can get irritating in the centre of the screen - much better at the bottom.

One thing - your mod does not appear to move the messages generated by the new triggers in BAT? Personally, I think that is a good thing, as there is a fair chance the messages would overlap if other tools such as C&C are also in the mission. As you can also limit the on-screen display time of trigger-generated messages anyway I think it is probably best left as it is as they are really intended as 'one-off' messages, not repeated text.

Thanks again!

P.S. I also use the 'NAVAID' object in my missions a lot to guide me to a beacon. The text for that is also positioned at the bottom of the screen by your mod.  ]hello2[
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Andy H on April 23, 2021, 04:08:19 PM
I can't thank you enough for this, whistler.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: predattak on April 25, 2021, 12:09:07 PM
It's perfect. Thank you very much. Now at least for me the night battles are much better, the text doesn't "jump" in your eyes covering important parts of the screen and it's darkish yellow color doesn't ruin your night vision like vanilla text did. 👌👌👌
I'm gonna play some schräge musik to those wellingtons tonight. ;D
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Sebtoombs on May 03, 2021, 10:52:04 AM
This is superb,  I know I'm not supposed too but I still have PAL-visualMOD9 installed too, only because it makes my Trackir much smoother - without it my Trackir is incredibly jerky and almost unplayable for my old eyes (I have smoothness in Trackir set to 50) ... Is there any way I can smooth it and dispense with PAL-visualMOD?

Thanks for all your incredible work

S!

EDIT

For example, is there a config.ini I could change?
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on May 05, 2021, 01:52:58 PM
Hi Sebtoombs,

I know what you mean. I am working on a new version of NG-CAM that will hopefully include some in-cockpit smoothness by default, and let me add: the code was blatantly stolen from VisualMod. It works wonders with the mouse as well as with head-tracking solutions. I don't have much time nowadays so don't hold your breath for the new version anytime soon. Keep using VisualMod meanwhile. If you are into BAT, and you want to keep MG-MAP and/or NG-HUD, and since these two are already built in BAT 4.1.2, you will have to download standalone version of these mods and make them load before VisualMod:

!NG-HUD
!NG-MAP
!VisualMod
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Sebtoombs on May 05, 2021, 03:15:52 PM
Hi Sebtoombs,

I know what you mean. I am working on a new version of NG-CAM that will hopefully include some in-cockpit smoothness by default, and let me add: the code was blatantly stolen from VisualMod. It works wonders with the mouse as well as with head-tracking solutions. I don't have much time nowadays so don't hold your breath for the new version anytime soon. Keep using VisualMod meanwhile. If you are into BAT, and you want to keep MG-MAP and/or NG-HUD, and since these two are already built in BAT 4.1.2, you will have to download standalone version of these mods and make them load before VisualMod:

!NG-HUD
!NG-MAP
!VisualMod


 :) Yep, that's exactly what I've done and it works a treat!  I hope life is good to you brother - you've done amazing work.  Thank you for taking the time to respond. It means a lot -and it's great to know I'm not breaking anything by doing it!
S! 8)
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Phoenix on May 05, 2021, 07:00:56 PM
Will it work in Ultrapack? Or maybe ever will be?
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Pykso69 on May 18, 2021, 11:30:43 AM
Can I install it if I have BAT 4.1.2.? I'm using it with Visual Mod V9 and that HUD is horrible and I don't know how I can enable this NG-HUD with Visual Mod V9...
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on May 18, 2021, 11:38:55 AM
If you know what you are doing... and if you remember what you did when the next BAT update comes out (which will include this little update)... then check Reply #312.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: genXgamer on September 12, 2021, 01:12:34 AM
G'day Whistler

Any chance of creating a version of your BAT Classic HUD mod that incorporates log bottom right?

I have the standalone log bottom right mod but it has no effect.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on September 21, 2021, 05:05:46 AM
Hi genXgamer,

Let me first say the "classic" HUD from the first post isn't the stock HUD. It actually is the modded (don't ask me what version) HUD that you could find in BAT prior to 4.1.2.

There are many things I dislike about the classic HUD and I have no plans to review that code again. Sorry.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: genXgamer on September 29, 2021, 04:05:56 AM
G'day Whistler

As you would know the Pre 4.1.2 HUD back to basics mod in the first post will not work with 4.2 Flash Point due to different file structure, which is a shame because I only just figured out how to get the log in the bottom right corner.
Title: Re: NG-HUD v3.6.1
Post by: Griffon_301 on September 29, 2021, 04:25:10 AM
have you tried loading up the thingie BEFORE all the rest?
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on September 29, 2021, 10:57:10 AM
Thanks for the heads-up, genXgamer. Optional mods for BAT have been re-packed, re-uploaded and are now available in the first post.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: genXgamer on September 30, 2021, 05:07:56 AM
Hi Whistler

I had no luck with the fix you added to the first post.
The previous night I renamed it the same as you did with same result, NG_HUD still displaying.

I know you don't want to revisit this so I won't press you, just making you aware.
I may just stick with 4.1.3
Title: Re: NG-HUD v3.6.1
Post by: vegetarian on September 30, 2021, 05:27:29 AM
G'day genXgamer,

I just use the original PALsHUDConfig (unofficial) available here https://www.sas1946.com/main/index.php/topic,58010.0.htm (https://www.sas1946.com/main/index.php/topic,58010.0.htm)l
It gives me a basic HUD with text in the bottom right hand corner. I just install it in the #WAW folder to load first. Works (so far) in 4.2

Cheers
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: whistler on October 01, 2021, 02:53:15 AM
I had no luck with the fix you added to the first post.
The previous night I renamed it the same as you did with same result, NG_HUD still displaying.

I know you don't want to revisit this so I won't press you, just making you aware.

Give it another go. It does work.

I just use the original PALsHUDConfig (unofficial) available here https://www.sas1946.com/main/index.php/topic,58010.0.htm (https://www.sas1946.com/main/index.php/topic,58010.0.htm)l
It gives me a basic HUD with text in the bottom right hand corner. I just install it in the #WAW folder to load first. Works (so far) in 4.2

Only two HUD mods support triggers nowadays: NG-HUD and the "Classic HUD" from the first post. Running any other HUD mod will get you into trouble sooner or later.
Title: Re: NG-HUD v3.6.1
Post by: vegetarian on October 01, 2021, 05:04:20 AM
G'day Whistler,
Thanks for the heads up on the incompatability issues, I'll give the "Classic HUD" a try.
Cheers
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: genXgamer on October 01, 2021, 11:07:51 PM
G'day Whistler

I have created a new install adding 4.2 to 4.0 and the Back to Basics mod still does not work (for me).

For my own peace of mind here is a series of screenshots.


(https://i.postimg.cc/6qNyt4Np/1.jpg) (https://postimg.cc/zb0JkBBs)

(https://i.postimg.cc/x1F8q4S7/2.jpg) (https://postimg.cc/fVmDr5yj)

(https://i.postimg.cc/PqgqQvJQ/3.jpg) (https://postimg.cc/LqVRHXzJ)

(https://i.postimg.cc/VvRLw7RK/4.jpg) (https://postimg.cc/9wDjtYs9)

(https://i.postimg.cc/GhLmKCLV/5.jpg) (https://postimg.cc/YjP72Tmz)
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Space Carmelo on December 14, 2021, 06:44:08 AM
Hello whistler, much love for this mod, it's really a great addition to this game!

I ended up here because i read that 3.6.1 version finally shifts Command and Control's message on the bottom of the screen, i love that!
I'm planning some missions with many C&C objects and i would love a function that makes me toggle C&C messages on and off so for example, if my coast watcher spots a ship location, i can pop the C&C log on and off while flying without see it repeated too many times. Something similar to toggling a radio switch on and off.
Maybe there's a switch in the on-game setting that i have not found yet, can you point that to me if this exsists?
One last thing, is it possible to change the font colour and dimension of the C&C log as well? Maybe that yellow is a bit too fancy for me and i would love to change it.

I know some java so if you can help me detect what file i can edit instead of programming a new release (if it's too much work for you) i can sort it out!

Thanks for the attention!
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: cbradbury on December 14, 2021, 07:22:57 AM
Hi carmelo,

I agree that an on/off message option would be good. However there is a workaround (with its own limitations) for BAT - use a message trigger instead of the CW. Set up a message trigger which will be activated by the enemy ship as it enters the zone, and generate whatever on screen text you like with a viewable time limit for that message.

The limitation is that the trigger can only fire once. If you do want additional messages you would have to set up additional triggers overlapping the first. Depending upon the mission, that can actually be better, as you can set up additional message triggers announcing a new position for the enemy ship each time, as if a friendly sub was tracking it, for instance.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: Space Carmelo on December 14, 2021, 07:46:25 AM
Hi carmelo,

I agree that an on/off message option would be good. However there is a workaround (with its own limitations) for BAT - use a message trigger instead of the CW. Set up a message trigger which will be activated by the enemy ship as it enters the zone, and generate whatever on screen text you like with a viewable time limit for that message.

The limitation is that the trigger can only fire once. If you do want additional messages you would have to set up additional triggers overlapping the first. Depending upon the mission, that can actually be better, as you can set up additional message triggers announcing a new position for the enemy ship each time, as if a friendly sub was tracking it, for instance.

cbradbury! thanks a lot for the reply, unluckily i don't own BAT and i'm playing C&C on Ypack, i forgot to mention that on the previous post.
One day i will buy some storage and install BAT, i will remember that!

Also, i've seen Fishyyy on youtube playing BAT with C&C and his font is white, any tips on how to change that?
Thanks !
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: cbradbury on December 14, 2021, 07:59:18 AM
I don't, I'm afraid.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: agracier on December 14, 2021, 09:36:03 AM
I've tried installing this mod (and other NG mods) into UltraSpain.

They did not work. So, just to perhaps save me from trying again, are the NG mods compatible with UltraSpain? I suspect not, but hearing it confirmed would at least confirm it isn't due to my lack of skills ...
Title: Re: NG-HUD v3.6.1
Post by: vonofterdingen on March 16, 2022, 10:12:45 PM
Hey Whistler,  just wanted to take a moment to thank you for adding the time of day display for  real time displays. Great implementation and very helpful for mission building.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: NickMarich on May 30, 2022, 03:11:07 PM
Hi there! great addition to the BAT modpack! I've got a question for you though, is it possible to switch to TAS display in normal flight for good, other than just showing it with the map? it would be very helpful for me because of habits alike. if not, please do consider adding such option. thanks in advance!
Title: Re: NG-HUD v3.6.1
Post by: fenbeiduo on September 06, 2022, 11:12:38 AM
I have BAT 4.0 WAW

Which link should I download?

Thx

[solved]
I use the M4T link, it works for now.
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: wolfxx on October 16, 2022, 12:19:09 PM
Boa tarde

Eu não consigo encontrar a versão 3.5H para HSFX, alguém poderia me ajudar?
Title: Re: NG-HUD v3.5H (HSFX-Ready)
Post by: wolfxx on October 16, 2022, 12:28:24 PM
Next Generation HUD (NG-HUD) v3.5H
:: Fully compatible with HSFX v7.0.3 ::

(https://i.postimg.cc/ZqTvqVsD/NG-HUD-HSFX.jpg)

Changelog:
Code: [Select]
v3.5H - 02-Jan-2020
-----------------------
Special build compatible with the HSFX 'Message' trigger (v1.2):
- Messages are independent from the LogCenter
- Orang-ish tone + drop shadows
- Multiple lines of text allowed!

Just like with previous updates, disable and delete any previous versions! v3.5H link can be found in the first post.

See you in the skies! 8)

i can not found it
Title: Re: NG-HUD v3.6.1 [4.12] [BAT] [VP-Modpack] [HSFX] [4.13]
Post by: FNRennier on October 22, 2022, 10:18:54 PM
Access the link indicated on the first page:
(https://live.staticflickr.com/65535/52447511990_77db219e69_c.jpg)


and this is the version you can use for HSFX:
(https://live.staticflickr.com/65535/52447343759_c8ee36c5af_c.jpg) (https://flic.kr/p/2nUBd57)

 ;)