Cockpit Screen Information
#1
Posted 26 February 2014 - 06:26 AM
1st Screen: Ammunition. Currently when functional the ammunition screen floats between various limbs and parts of your mech. Instead it should list your total ammunition, it's current amount vs total amount and should flash red if ammo is destroyed.
2nd Screen: Heat Sinks. This screen already exists and works about 100% of the time. It gives an icon for all heat sinks and a list of where they all are. The only addition is to put in your heat efficiency on the screen as well that is dynamic when a heat sink is destroyed.
3rd Screen: Basic Target Info. When you have a mech targeted via the R key this screen pops up with basic information about the mech:
Hunchback
HBK-4G
50 Tons
Chassis Stock Speed
Easter Egg: When encountering a Timber Wolf screen flashes between Marauder and Catapult.
4th Screen (for those that have it): Detailed Target Info. Special info about the target.
Optimal Range (based on weapons loadout)
Actual Speed
XL vs Standard Engine
Thoughts?
#2
Posted 26 February 2014 - 07:33 AM
I'd add that the ammo and HS screens should give a paperdoll display with mech locations, so it's easier to visualize where they are, how much is left, and if it's been destroyed or taken damage.
#3
Posted 26 February 2014 - 09:44 AM
and if any possible.. let us choose what should add on those 4-5 monitors..
#4
Posted 28 February 2014 - 08:04 PM
#5
Posted 28 February 2014 - 08:09 PM
#6
Posted 28 February 2014 - 09:33 PM
Plus it'll make XL's that much more dangerous to carry..
#8
Posted 26 August 2014 - 01:13 AM
Though the 4th screen should likely be something irrelevant like our own modules since I don't think all Mechs have 4
Edited by KelesK, 26 August 2014 - 01:14 AM.
#9
Posted 26 August 2014 - 06:37 AM
The problem I see the MWO engineers having, is sending this information to all the different locations of each chassis.
- Every chassis moves these monitors to different locations, they are different sizes, and some are actually out of the Pilots line of sight.
It doesn't matter whether CryEngine can render the changing information or not, if it's required info, it should be presented on the HUD and not have to be 'looked to' for any critical info.
- is it even required info? Ammo count is already displayed, heat sinks are nice but not a required separate display, as I could just as well have LED's/lights, showing the number present/damaged/destroyed.
There are a few Mech chassis I would first 'rip' the monitors out of, or at least have the crew chief move them 'OUT of my line of sight'. They block the side view areas and are sometimes quite the hindrance to 'seeing what's going on' around your Mech.
- There size is not proportional to what they display, if there is only 4 lines of info, I don't need a 21 inch monitor for that.
- Once the start-up sequence is completed these monitors need to 'retract' back out of the way, if they block my view they could get me killed.
From the Lore and reference Tech info, these monitors were multi functional. They could be used to display various types if information, and even used for visual comms. Most could be accessed or controlled through the joysticks. Once in combat the Pilot is firmly secured into the Mech's seat, so there would be 'NO' leaning out to operate any of these devices. If it can't be reached with a normal arm extension, it's not critical controls. None of the monitors should interfere with the Pilots operation.
Reference the picture in picture problem with CryEngine:
- I see a cockpit layout, a HUD overlay, and a working mini map all being rendered over each other.
- As well as the pop up overlay map with the Mech and view still workable in the background
- In some instances the monitors do have changing info displayed on them.
- Having only one directional view is it's problem, the monitors should be accessible for text info displays.
(now whether this is dynamic info and changing is another matter.)
If it's such a problem for this engine to show two directions at once, then only give me one. If I want to see behind me I 'push' that view button and am now only looking at the reverse angle. Release the 'button' and back to front view, it could work the same for front down view when using the JJ's. Need DFA to really use that view though.
(from reference the older MW games used to have this on the joystick 'Hat' control, I know different engine, but I diverge.)
Just some observations,
9erRed
Edited by 9erRed, 26 August 2014 - 06:53 AM.
#10
Posted 29 April 2015 - 05:19 PM
#11
Posted 30 April 2015 - 05:37 PM
#12
Posted 30 April 2015 - 05:54 PM
#13
Posted 30 April 2015 - 05:58 PM
Far as what's on them...
I would like the elements of the hud to be there instead.
Map? center-most screen.
Health? A screen on the left.
Enemy info? Screen on the right.
Ammo? Heatsinks? Depends on the mech where it'd be.
Crit status, prompting the most recent internal damage.
Just things of that nature. The HUD is obscenely cluttered and the scaleform script is laggy as heck (right CTRL + F11 removes hud. Hit F9 before doing so to see your FPS. Do right CTRL + F11, see your FPS jump by as many as 30 frames! depending on your system). It'd be nice to feel like we're in a mech with controls, dials and information rather than in a game that wants us to press F to care.
#14
Posted 29 May 2018 - 12:06 PM
Koniving, on 30 April 2015 - 05:58 PM, said:
I get the same framerate... No change at all.
#17
Posted 31 May 2018 - 03:09 AM
Still, would love for IS Mechs to display IS names. I know an old pal of mine who quit the game lately was coming up with IS-based acronyms for the Clan Mechs. PMA instead of ADR, MDC for TBR, that.
Edited by ArcRoyale, 31 May 2018 - 03:10 AM.
#18
Posted 31 May 2018 - 01:06 PM
I don't know why PGI actually ditched them in the first place, these were useful :/
#19
Posted 18 June 2018 - 02:32 PM
For immersion I'd really rather not have the HUD and instead have the screens displaying that stuff.
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