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[Observation] Cockpit Screens


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#1 kitteh

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Posted 01 December 2015 - 10:18 PM

WHAT ARE THOSE!

Posted Image

Granted, the Atlas serves as a mobile CC hence, having all dem screens. However, there is way toooo much clutter due to the nature of the screens right next to the cockpit glass. My concern is that I will have to disable the screens each time I want to pilot an Atlas.

Next, I have the Grid Iron Hunchback
Posted Image

and, the Shadowhawk 2H
Posted Image

Looking at these two, why would there be two monitors showing kill counts instead of one? Also, I do feel like a blinkered cat piloting these now.

I like the blue-shifted Clan screens though, very pleasing for immersion. Thumbs up there.

Cheers, and discuss!

#2 Dirk Le Daring

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Posted 01 December 2015 - 10:32 PM

Tooooooooooooo many duplicate screens.

It's a nice effort, but instead of "auto detect no signal" five times , I see a few repeats of 5068...........

I think each screen should be different, otherwise why bother ??

#3 Troutmonkey

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Posted 01 December 2015 - 10:42 PM

Aren't the screens all in the same places as before?

#4 Alistair Winter

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Posted 01 December 2015 - 10:46 PM

View PostTroutmonkey, on 01 December 2015 - 10:42 PM, said:

Aren't the screens all in the same places as before?

Yeah, but he's complaining because there's too much visual noise on the new screen. Which I kind of agree with, for certain mechs, such as the Atlas. I think the animations are a bit over the top. Something simpler, like a clean line / pillar diagram displaying fusion reactor temperatures, would add a bit of flair without being too much. The whole glowing sphere with pulsating glows and sparks and unicorns is a bit much. And it's not a high res texture either, unfortunately. It looks ok on small monitors, but looks bad on huge Atlas cockpit monitors.

#5 kitteh

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Posted 01 December 2015 - 10:47 PM

Yup, just that I had an issue with the Atlas; duplicate screens as mentioned with that repeated circular graphic adding to clutter. Gonna turn off screens for now. And I sure as heck find two monitors with kill counts weird! Posted Image

edit: I would not mind Fallout styled or Alien Isolation styled CRT monitors for that old school feel.
Posted Image

Edited by kitteh, 01 December 2015 - 10:49 PM.


#6 ball0fire

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Posted 02 December 2015 - 12:19 AM

i started playing my stalkers today and instantly felt claustrophobic in the cockpit i actually thought the screens were bigger and closed in reducing my vision,

i went back and lookd at some screenshots and no they the same, yet like said above there is so much more 'noise' on screen it makes it feel worse

but stalkers cockpit needs adjusting cos its pretty bad, worse than the atlas imho cos not only do you have he 2 huge side monitors, but the others are all right behind HUD info displays, paperdoll, weapon groups, and enemy target info....

Posted Image

#7 Tuis Ryche

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Posted 02 December 2015 - 12:38 AM

Hey, PGI, get this autodetect off the monitors.

3 years later...PGI: OK, here's different ****...and a check box to opt out.

But voting stays. For 5 more seconds Oooooo sounds!

Yay?

#8 LordNothing

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Posted 02 December 2015 - 12:38 AM

they just filled in the ugly autodetect[no] screens with less ugly static animations. the kill counter is just the old kill counter with flare (and functionality lol). the ammo counter worked sometimes, however in cw they forgot to clear it when you get a new mech.

frankly they should have done this a long time ago so players would have just assumed it as eye candy and not come to expect interactive render to texture displays. then if you ever got around to it you could have really surprised the sim crowd.

fortunately i picked up elite dangerous for $15 on black friday and so i get all my virtual cockpit awesomeness from that.

Edited by LordNothing, 02 December 2015 - 12:41 AM.


#9 Arandmoor

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Posted 02 December 2015 - 12:43 AM

View PostDirk Le Daring, on 01 December 2015 - 10:32 PM, said:

Tooooooooooooo many duplicate screens.

It's a nice effort, but instead of "auto detect no signal" five times , I see a few repeats of 5068...........

I think each screen should be different, otherwise why bother ??


Eh, I highly doubt they don't realize there aren't enough screens. From the looks of it, each screen is non-trivial, so it's not a small task to add new screens to every mech in the game.

I'd expect to see a few new screens every patch from now on to increase the variety. If it were me, this release would be more about getting a sort of "screen pipeline" in place on the dev side of things.

I'd bet money we're going to see a bunch of screens in the store.

#10 Sjorpha

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Posted 02 December 2015 - 12:46 AM

View Postkitteh, on 01 December 2015 - 10:47 PM, said:

Yup, just that I had an issue with the Atlas; duplicate screens as mentioned with that repeated circular graphic adding to clutter. Gonna turn off screens for now. And I sure as heck find two monitors with kill counts weird! Posted Image

edit: I would not mind Fallout styled or Alien Isolation styled CRT monitors for that old school feel.
Posted Image


OMFG that would look soo good in IS mechs!

Seriously, they couldn't make more than 3 animated gifs? I'm usually a white knight of sorts but that's a bit weak tbh.

#11 Anunknownlurker

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Posted 02 December 2015 - 12:52 AM

Man you are a bunch of crybabies....

It has already been stated that the kill counter is the only active screen FOR THE MOMENT...other screens may, or may not, be used in the future. If they aren't changed then, great, it's better than it was.

This is a really great move by PGI, it helps with immersion and could provide useful info in the future. To be honest, by the second game I didn't even notice the monitors in my SHINY NEW MARAUDER whilst playing but love the startup sequence and seeing the screens at the start of the game.

TL/DR - it seems with some people it doesn't matter what PGI does, they will find fault!

#12 Vellron2005

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Posted 02 December 2015 - 01:11 AM

Personally, I LOVE the new monitors, and especially the fact that they turn on when the mech powers up.

That's a big step forward from Autodetect(no)!

Keep in mind that they are a work in progress, and we just have to keep pushing PGI to give us more variety in that department..

#13 Troutmonkey

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Posted 02 December 2015 - 01:18 AM

I don't mind the screens. They could be much better but right now I'm pretty damned happy they no longer say AUTODETECT(NO)

In the future I wouldn't mind a brightness slider, or maybe for the screens to dim with the cockpit lights

#14 Karl Marlow

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Posted 02 December 2015 - 02:19 AM

I'm happy to see it and loojbforwars to more variety. I think the big push was to get it done before steam release. What we had was really weak.

#15 Mistress Lilium Magnus

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Posted 02 December 2015 - 02:33 AM

I'm pretty sure this was a framework for future additions and fixes. I for one would love to see the minimap and paperdoll on there, and would love for the heatsink and ammo displays to stay/come back/get updated graphics. Ideally having the option to turn every major HUD element into a screen would be awesome both for immersion and for clarity.

#16 KHETTI

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Posted 02 December 2015 - 02:39 AM

Wow guys, poor PGI, even when they make actual improvements, its still not good enough, the monitors are a huge improvement, and i'm sure over time they will improve further!.

#17 Lily from animove

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Posted 02 December 2015 - 02:44 AM

It will take some time to just get used to it, its a bit distracting at the beginning and will be fine later. yet where screens overlap the GUI; thats not good at al.-

#18 KHETTI

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Posted 02 December 2015 - 03:36 AM

I really don't get how some of you are finding the new monitors distracting, to me it seems that the monitors aren't the issue here.

#19 Pika

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Posted 02 December 2015 - 03:39 AM

View Postkitteh, on 01 December 2015 - 10:18 PM, said:

WHAT ARE THOSE!

Posted Image

Granted, the Atlas serves as a mobile CC hence, having all dem screens. However, there is way toooo much clutter due to the nature of the screens right next to the cockpit glass. My concern is that I will have to disable the screens each time I want to pilot an Atlas.


I think one of the things about the Atlas is that it's screens and dash shape roughly correspond to the HUD shape and layout. Most UI elements have a screen associated with it right nearby, and the map and gauges line up perfectly on the front dash.

I would GUESS that the Atlas was the first 'Mech done, and it's interior was a test bed for on screen displays, hence they all needed to be central and in your view at all times so you could see all the elements of the UI.

I don't find it too bad, honestly but it seems you have a pulled out FoV? Try defaulting it?

#20 sycocys

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Posted 02 December 2015 - 03:41 AM

PGi is just a little slow in figuring out stuff that would be simple for most people. Probably has something to do with them being Canadian and drinking all day.

"Hopefully" they will start releasing reasonably priced custom screens in the near future so people can have whatever they want.





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