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[Observation] Cockpit Screens


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#21 StraferX

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Posted 02 December 2015 - 04:34 AM

View PostTroutmonkey, on 02 December 2015 - 01:18 AM, said:

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


If you hit your period key "default" this gives 5 levels of brightness and it helps.

I applaud PGI for finally getting these monitors up and running and I hope this crazy circle graphs are a test mode. I would think that all info in the hud ie: jump jet fuel, heat, weapons, paper doll even an incline meter and speedometer, would be placed on these monitors and I hope we can scale them down/up in size and have some color choices. I think PGI must have put in a graphics upgrade as my game looked much crisper last night, good to see things moving in a positive direction.

#22 Karamarka

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Posted 02 December 2015 - 06:00 AM

ur fov is way too high boys

#23 Xhaleon

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Posted 02 December 2015 - 07:00 AM

View PostTroutmonkey, on 02 December 2015 - 01:18 AM, said:

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

I'm pretty sad about AUTODETECT(NO). It became an integral part of the MWO Experience™.

I think it should return in some form for certain special screens. Perhaps for certain mechs with special equipment by default, like the Black Knight and its BAP or a Raven-3L and its electronics suite, taking them out should result in one or more screens showing AUTODETECT(NO).

Edited by Xhaleon, 02 December 2015 - 07:01 AM.


#24 Dukarriope

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Posted 02 December 2015 - 07:03 AM

The animations are pretty much a bunch of After Effects generates to my eye, and while awkward placement @#%$s some of them over, they're... amusing at best for a few minutes...

#25 RedDragon

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Posted 02 December 2015 - 07:06 AM

Have you really thought that they would get it right at the first time? Showing static images in a cockpit is serious work in 2015, new technology and all ...
If it wouldn't be so old by now, it would be really funny. It's like they already knew that their least-effort work would be so bad most people want to turn it off and they installed a key for that accordingly. At least something they have learned from the cockpit glass debacle. But the design philosophy behind it speaks volumes: Make it with the least effort possible and allow the players to turn it off so they can't complain when they see how awful it looks.
And the sad part is: It was PGI themselves who showed us how a MW game could look like in 2015:

Posted Image

#26 kitteh

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Posted 02 December 2015 - 08:44 AM

Thanks for the replies folks! I would like to clarify that I love the new cockpit screens, but find the stretched images, repetition and overall noise causes too much clutter on the Atlas and Stalker. For the rest of the mechs, the screens are not central to the HUD and hence, are less obtrusive (more immersive). The suggestion that I should decrease my FOV is valid, and I am gonna try that out since it may have caused the stretched graphics. Thank you Strafer for the tip to reduce brightness, I think that would help tremendously as well. I tried using [period] previously but did not see any changes (monitors turning off) so concluded that it did not work. Anyways, congratulations to PGI for taking us one step closer to a polished experience!

#27 stjobe

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Posted 02 December 2015 - 08:53 AM

View PostKHETTI, on 02 December 2015 - 02:39 AM, said:

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!.

It's so typically PGI though; it takes three years to get from static "Autodetect: [No Signal]" images to equally non-functional but animated images. Is that a worthy improvement? Something to congratulate them on?

Sure, the kill counter works now. Except in CW, I guess, where you can get more than 12 kills. Why have it limited to 12 'mechs? Why have icons at all when a number would be just as good and not have an inherent limit? And why let the kill counter repeat across two monitors?

After three years one might have had the expectation that they wouldn't bother doing it half-assed if they were going to do it at all, but I guess that was too much to hope for.

#28 rollermint

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Posted 02 December 2015 - 09:01 AM

It couldn't be too hard to make..like 5-10 different animated screens instead of 3 that are then copy-pasted?

#29 Aresye

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Posted 02 December 2015 - 10:06 AM

What's the most screens in a single mech? 5-6? They really couldn't make 5-6 custom images in order to avoid repeats?

Call me a whiner or a crybaby, but it's just sad. It's the 21st century. Most of us use photoshop, a good portion of us use after effects, and a small yet still respectable amount of us probably have experience in 3D design and/or programming. We can spot a half-assed job from a mile away, and no amount of shiny, glowing crap is going to trick us into believing otherwise.

#30 TLBFestus

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Posted 02 December 2015 - 03:34 PM

View PostJimmy DiGriz, on 02 December 2015 - 12:52 AM, said:

This is a really great move by PGI, it helps with immersion and could provide useful info in the future.


No......it's a really long over due move by PGI. Nothing is "great" if it's been delayed and put off when it could have been dealt with easily and long ago.

There's no justification for it taking years to replace a static "autodetect no" image with another more suitable static image.

In the end it's not the images that are the issue it's the fact that they did nothing about them for so long when it was probably a days work for someone to switch out images.

Edited by TLBFestus, 02 December 2015 - 06:57 PM.


#31 Captain Stiffy

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Posted 02 December 2015 - 03:35 PM

There is way less clutter than there was before. ANYTHING has got to be better than "no signal".





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