#[MOD] Custom Display (HUD and HMD)
1445 messages Β· Page 2 of 2 (latest)
Yes it's hard coded in base game
Did some working around this week and the screen is mostly visible with just some warping on the edges and only two modules cut off going to try and get rid of that as well and hopefully find a way to stretch the screen in a way where I don't have black bars. Hopefully won't need you to add this
So after testing I can't get the hud to not cut off either the weapon/counter measure or the radar/missle indicator
@rose bear do you think the radar location and indicator for weapons is hard coded
Do you mean the mini map on bottom left and weapons/countermeasure on top right ?
They are not hardcoded, they can be modded, moved, changed...
yes the mini map, you think you could do some adjusting for me?
so the blue border is all cut off, which means no airframe diagram or indicators, and the radar gets warped to be fit on screen, and sicne its in peripherals from my perspective i get maybe 40% of it
the vr is functional though which makes me so happy
how 3d does it look
i got it curved pretty well, so you feel in the cockpit
however im using psvr so low quality video, getting a quest 2 sunday to test it
guh???
but that is also why there is screen cut off, also the black borders, though i can tune it out
i have a q3 if yo uwant me to test it on some decently high fov
I know there are some application to force stereo display on a vr headset
stereo display?
Unfortunately this mod is not really meant for this
yeah, was just wondering if you could test it
again i think i said it a month ago but this benefits maybe like 2 people
That's interesting though, as I played a lot of VTOL VR...
thats half the reason i wanted to try lol
but yeah probably not the right mod, but if you got advice on modding the hud let me know
Hi guys, the update 0.28 is probably going to change several things, like CCIP, ILS, but also other stuff under the hood that will break the mod...
I'll wait for after the release to update the mod maybe beginning of July, to avoid too much rework.
That's cool, any guess on when to expect 0.28 though?
very soonβ’οΈ
Im thinking late june but i also have no idea what the current state is
nobody knows, not him, me, possibly not even mitch. all we know is that its looking pretty close to completion
he says nobody knows to draw away from the fact that literally everyone including devs have said late june
idk why kinda weird
Work on the update has begun...
Removing the CCIP and ILS, but also have to account for new HUD elements
Soon π
hell yeah
RAHHH I NEED YOUR HUD!! I CANNOT LIVE WITHOUT UR HUDDDDD
Thanks guys !
Note, the new additions from the devs are really nice...
hey, possible to change target icon into somthing else instead of triangel?
idk
Can you give us a toggle for lead or lag pip
The Lag pip isn't really precise enough for me
Hey, I've wanted to ask, whether you are going to include the camera limitations in to the next version, because in 0.27 it worked quite poorly and was very anoying to use. And if you are going to include it, can we at least have a toggle to turn it off?
I'll remove the TGP limitation, it was not a good idea π
@rose bear
i do miss it
Is it possible to modify minimap display specifically?
For example move plane at the center and add a compass rose to it
Or just hours
I wanted to do something with the Map, like a different texture and other features...
To not have it green with night vision on for example?
Probably, yes.
Also, I wanted to be able to switch between a few optional background texture : the default one, a topographic version or a classic nav map.
Making some progress... It took me some time to identify what Mitch changed in the HUD / HMD objects π€
@vast dew @candid plaza Immediate switch between lag / lead gun pips π
can we have both? 
lol, I can also put the pip on the target, or right in front of the aircraft if you prefer...
Hard to say, it depends if you players want it right now, as it is, or if you prefer to wait a little bit so that I can implement some new features ?
well maybe completely update it for 0.28 , release and then work on new features
personally i'd like the current release for .28, then work on whatever you'd like, but in all honesty, it's your workflow, do things however they best fit you
that was way too many commas
I can release the current version 0.9.7 that works with 0.28.2 of Nuclear Option before the week end
I'll start working on 0.9.8 after that, to include some new stuff : DLZ indicator for missiles, additional map features (custom background texture, custom colour, flight path markers...)
Nice
Could you keep the original lead gun pip? The one you have is much too big
can u implement what player actually killed with?? π₯Ί
Sorry, I don't really see the interest in that ?
I feel there are already too many kill messages, that would only add to the clutter in my opinion.
I have added a slider to control the size of the gun pip, that should do it.
ahh.. alright
can't wait for the current playable hud :D
NEW VERSION 0.9.7
28/06/2024 - New version for update 0.28.2 of Nuclear Option :
- Adapted to Mirage networking code
- removed CCIP (included in game)
- removed ILS (included in game)
- removed TGP camera limits
- added switch for gun targeting : lead pip or lag pip
- added slider for gun targeting pip size
- gun lead/lag pip changes color when bullet can hit
- fixed : unit name shown on TGP display
- fixed : increased width of fuel / energy / thrust bars on HUD
- fixed : weapon safety appearing when switching between HMD presets
- fixed : aircraft without airbrakes and/or afterburner could break UI parts
- fixed : RWR was not showing radar sources correctly when ping lines were kept
- fixed : RWR was not displayed for aircraft with radar (Revoker, Medusa, Darkreach)
F***ing awesome, man. You and other mothers make this game even better than it is
problem, using only a single gun doesn't show the gun pip or the crosshair still.
May have missed that one in my hurry to release the update...
I think I have a fix for that issue.
Yeah, it happened in the last version as well
RAHHHHHHHHHHHHHHHHHHHHHHHHH I COULDN'T LIVE WITHOUT THIS MOD!!!
PIP doesnt work for me
Ok no now it does
You need to switch weapons first time for that
Yep, I'm trying to solve that.
The issue is when you do not switch to guns (ie HUD starts in hud boresight), the code for initialization does not run.
I thought I had a fix, so that the code will check if the icons are active at every update and enable them if that's not the case, but... it does not want to work for some obscure reason π¦
I'll find a solution !
For whatever reason I dont remember it in previous version huh
Btw is guns/Lynchpins CCIP is possible with current game code?
guns already have a "ccip"
its the lag pip
also is this intended? @rose bear
aoa conflicting with the default hud
If aim at at ground at any time
I.e. to set up for gun runs earlier
lol that's strange, because I have not touched the AoA indicator (position, size or color...)
need to lock the target
and the option to remove the fuel / thrust gauges just hides / unhides them, it should not move them...
OK, I got it : in Vanilla, when AoA is displayed, Fuel Gauge is hidden...
Lil bit funny how objectives can get shorten sometimes
Moreover it is Absolute Escalation for BDF
haha, yes, I may increase the length of the string to be displayed or allow wrapping
can you bring back the feature that when we have something locked, if we open up the map we can see its speed and altitude
Hmmm... it's still there as far as I know !
looks good! Buut, maybe green looks better.
i like throttle style, i like times(IRL and ingame)
But sure be better unite in one block IR flares and jammer. What is FASST and EP idk what it is and where it be better be.
on the whole i like that UI, it could be a good alternative for vanilla)
fasst is flight assist, the g limited
ep is the jammer charge
also you can change the colors
yo @rose bear, can the next bugfix be the reticule not showing up after wpn safety pls
holy crap, finally i can have a lag pip
That's solved for next version, as well as the issue with the overlapi AoA indicator and the fuel gauge.
Feel free to point any bug that needs to be fixed before I add new features...
The selected weapon icon in the top right of the HMD has very jaggy edges, as in "not smooth". Also, te icon itself is somewhat hard to distinguish against the background, as in hard to see for me
Is there a manual explaining what each option configuration does?
Hi Millermo, indeed the weapon icons can become 'edgy' on different resolutions.
They are however the same as the ones in the game, I only display them a bit smaller.
I can try to 'fill' them, instead of an outline, to make them easier to distinguish ?
i've been having that problem too and i think this would look a lot better! maybe 50% opacity if that's possible, so that it doesn't become a blob? but looks great
damn looks nice
Pretty cool, my guy. We can try it
I'm not entirely sure on the HMD text hide distance or the RWR options
so i'm not sure whats happened, but my pip ccip for guns is just gone, and i have no idea how i screwed it up
you only have guns equipped?
The pip is activated when the HUD enters in gun mode, so it's a known bug that it won't show up when there's only gun
try switching between missiles and guns
also, just like in base game, the pip will show up only when a target is selected
yeah, i have a target selected and my zamera zoom automatically increases but there was no pip. and i did have sidewinders as well
huh... but with a full payload and weapons on every slot, it works now
Yeah I know, the cyan color might not see much use.
Any suggestion for custom colours, in addition to default green, yellow, white ?
Purple and red will have very good contrast, but ideally I would just add an option to choose any color (rgb if possible, if not, just a standard set) for the hud, friendlies and enemies. This will allow for the best accessablility for color blind people
Better contrast would help 7ep3s with making a machine play NO
im pausing that atm in favor of recording / tacview integration
but also since then i realised i can just get telemetry output from the client so wont necessarily need to read the hud with ocr to get instrument readings
am on workcation rn so dont have a lot of computer time but im making some progress
If you're trying to output aircraft properties (position, speed, accelerations etc..) let me know, that's very easy to export
instead of reading the hud, which might be a pain
i just have to finish up and putting the data in tacview friendly format tbh
i already have a recorder etc set up
1000% support this decision lol https://discord.com/channels/909034158205059082/1216815063181168770
Oh great, for the player aircraft or all objects ?
I guess, all objects at 10Hz (every 100ms) will be quite a lot of data already.
dont think ill ever make an actual ingame replay but tacview seems to be quite friendly with custom integration
yeah that is a massive amount of data, even if compressed
thats another thing i need to add actually, slower data rate for less important objects. currently everything is just 5hz
and tacview can extrapolate lower hz stuff to optimize presentation for sparse refresh rate
@livid elk @torn sigil
green and blue looks good)
good think when you add a current weapon)
Hey @rose bear; I sometimes get this black line that I think blocks distance in the dashboard. I think it's after switching the RWR_option to RWR_Only. Is this intended?
It does not seem to happen in the chopper, but can confirm it does show up in the Revoker and Medusa. Pretty sure other planes as well.
It's happened in the previous version as well.
this is the time i think
mfsx incursion
Hmm strange, I guess the time display refuses to disappear, I'll check that...
Thanks for spotting π
Yesn't
Hey I am experiencing a major bug with your mod
It works just fine without, I checked
Hold on I have to compress the video significantly
Damnable discord file size limits
The part where I am moving my mouse on the map is me trying to click and drag the map
@rose bear
This is the current version for me
maybe mod needs to be re-compiled again after latest hotfix
Only this one
Ha, sorry, it was fixed for me when I disabled my other mods
@rose bear stupid question, is there a coordinate for "true north" somewhere in the codebase ?
I only have the MissileCam mod. Gonna turn that off though because firing a lot of linchpins lags my game to hell until they hit
Maybe that'll fix it? Gonna check later since I'm tired atm
That's not stupid, from the top of my head :
- Vector3.x is west
- Vector3.y is up
- Vector3.z is north
For current issues, I'll recompile the mod with the latest hotfix, hoping that will fix it.
thanks
Nope, Custom Display is the only mod I have active and it still does this to me, I spawn in a plane and instantly it reads that I "crashed" and the craft flips about. @rose bear
@loud fog and @cinder fable, send me a player.log, so that I can see what went wrong ?
Where do I find those?
Oh, found it
AppData\LocalLow\Shockfront\NuclearOption
Just tried loading up free flight and spawning a plane, that's all I did
It seems you are using an old version of the mod (0.9.6, while latest is 0.9.7)
Latest patch 0.28 breaks the mod, as it introduced a new network entity class
Oh, even the 0.9.7 version is broken?
I'd have to load it up again, I'll do that once I have some free time to do so
I have a 0.9.8 in the works, with some bug fixes, I'll try to release this week.
Mitch is pumping out patches faster than I can update...
NEW VERSION 0.9.8
16/07/2024 - New version for update 0.28.5 of Nuclear Option :
- fixed : gun pip not showing when aircraft has only guns
- fixed : AoA display was clashing with Fuel Gauge
- changed the weapon icons to make them more visible
- increased the spacing between the weapon and counter measure icons on HMD
Can a nice <@&1118065368657821747> pin the above message and remove previous one (old version 0.9.6), please ?
Thanks π
damn i was about to
Damn you're fast π€£
It works!
Capacitor charge
Oooh
True, I forgot to change that : it's the electrical power level, ie capacitor charge.
I wanted to rename that to CAP
If it becomes more integrated with the planes systems EP would make more sense imo
Hey @rose bear, i'm definitely getting a duplicate lag gun pip, or "flickering two separate gun pips but alternating"
go into the mod settings and eitehr switch to lag or lead pip
if you're already on the one you want, switch from that and switch back
you place your crosshair on the pip for lead, and you place the pip on the target for lag
the pip is your crosshair essentially
Ah
@rose bear the rwr you included dosent update fast enough for use in notching
when you have multiple types of missiles inbound it will only show 1 type
By default the RWR updates every 2s, in line with the default 'radar-like' display.
I may increase that to 1s if that's more convenient.
could it leave an afterimage of sorts like the ping lines in map?
Does it happen for all targets ? In your video, you have locked a fast flying missile, which might confuse the script, because missiles have high acceleration and speed values.
The script tries to calculate the expected position of the target after x seconds, in this case it seems to alternate between 2 positions very fast.
I may have to apply caps to speed and acceleration values...
I may change how the script updates the RWR, with 1 loop for radars every 2s and 1 loop for missiles every 1s or less.
yes thatll be nice
hope we can have real time updates for incoming missiles, would be real useful for notching
Someone (I think @maiden estuary) suggested to add a visual indication on the HMD to help with notching the closest incoming missile, similar to the new landing assistance indicating where to point your speed vector.
I'll steal that idea and try to implement something for 0.9.9 π
nice
thanks
OK, it seems it happens now for targets outside of gun range.
There must have been a change in the code for 0.28.5 I didn't check, sorry.
Indeed. When I get in range I get a single, correct pip. @spark shadow suggested switching pip type back and forth, which made the flickering between the two alternating pips happen faster, but otherwise not fixing the issue.
for me the bug ahs been mostly fixed; only issue is that the pip stays on the crosshair when out of range and becomes static when leaving gun range
can you add an option moving the rwr map more to the center
or for immersion paste it to one of the MFDs in the cockpit
I hope I have fixed all issues with the gun pip not showing or moving all over the place, as my previous fix lacked a check for distance and if the pip should be enabled or not...
At the same time, I also solved some issues for RWR / MWS, so that the missiles refresh must faster than radar pings, making it easier to notch.
Oh... and also, new incoming feature π
Made it so the camera does not look too much down, to limit risk of getting disoriented.
Using the "Center View" button to cycle between front view and target view.
π€£
someone asks the devs for something
likes it
Devs don't add it immediately
Makes it himself
(Also 1234 messages π)
Hey, a modder will always be faster than any dev to add feature.
I just have a script to modify, a dll to recompile and move to UMM, that's 150kb of data at most.
Mitch has to compile the whole game project, issue a patch and publish to Steam 1Gb of data...
Note, I think my math teacher would have slapped me in the face with a sledgehammer if he saw me coding this... It seems I forgot a lot of things about trigonometry π
I know that feeling lol, coding a gbu 12 and forgetting basic tan-1 trigonometry
Now I think a lot of this is awesome but when does it start crossing a line where people with the mod has a unfair advantage?
I know, and understand the concern.
Just like the CCIP, this may get included in base game, if we ask nicely repeatedly.
I made a subtle suggestion to the devs π
I wanted to do that initially, but it makes the map hardly readable
And moving the map to the center bottm of the screen will hide the cockpit in default view. I find it ok in the current location.
target lock is a great feature, especially for people without track IR
I dont have a webcam lol
and I dont want one, used to have one where the light that meant it was recording would flash on randomly
was just shitty but still scary lol
that made my jaw drop

yeah but i personally dont like tracking with my head
toggle target lock looks much more appealing
Did you managed to bolt in padlock?
Then having Track IR or OpenTrack is unfair advantage, I can track that with my head, and it isnt DCS/Il-2 where there is no marker over enemy plane which makes it even easier.
itΒ΄s not about unfair or fair advantages but rather about how is the original gameplay designed to be
I think the point raised by Kia is more regarding the easier notching of missiles thanks to the RWR / MWS display, rather than padlock.
As you say, users of TrackIR (including me) have a physical advantage vs the ones without, just like users with wide screens or powerful PCs have an advantage vs players with more humble configs.
yeah i havent tested it yet, but reading the description it would also be my concern. if the ping refresh rate is higher or however that works that would b an advantage that goes against the inital intention possibly.
Its update rate would still bad enough for it to not be a problem. Minimap is more precise, you just need to make incoming radar line parallel to screen edge and thats it. Something like compass rose around aircraft on minimap would be pretty broken, however.
In the end it is very subjective, maybe something like ReadyOrNot is fine where the host can choose to have pure clients or not
@rustic lake
my man
When an enemy is outside of gun range, the lag pip flashes between the HUD corners and it's extremely distracting
known
Yes that's a rather new issue with last version, I'll release an update this weekend before leaving in vacations.
thats a very clever way to add padlock without needing more buttons π―
Is there going to be an option where you can see your target screen in color? i kinda miss it :(
got curious about the padlock feature and tried it, but doesnt seem to work
oh never mind, just installed it wrong
it does work
trying padlock, isn't working?
locked and spamming my center view keybind
everything else works and i'm on .99
you need to hold right click
thats when it locks
pretty useless since you cant retain mouse controls but
yeah
You should rebind your center view key.
Also, you should not have to hold the key, as it's a 'cycle through' option : press once, padlock, press again center view.
I felt the color screen was less interesting, but maybe as an option for next version yeah.
At this stage, I may do one more version of the mod when the next big game update is released (0.29.0).
Shut shut shut. enjoy your vacation before coming back here
I'll be away most of August, so I'll reopen the project only in September, just in time for 0.29 π
figured out the fix, disable trackir input and it'l work
i thought when padlock is activated, it automatically aiming the target without holding RMB since it used for movement, correct me if im wrong
@vague geyser
what folder do i put it in
Check instructions in pinned messages
Usually umm creating mods folder
Please refer to the ReadMe in the zip file
in the umm or the hud im stupid
The zip file of the mod attached in this thread..
found it
And or refer to the pinned message giving instructions
Ok
im figuring out how to install umm
LOL
when i open downloader for UMM windows defender comes along
hello
lol
ok its done
help me
help
Sorry I'm busy and on my mobile now...
All instructions are in the readme and in pinned message.
Did you have a look ?
Hold up
Im here rn
im following your readme it told me to go there
its not letting me put nuclear option
(its going off microsoft edge)
and im left in the dark of course i a am
I just got busy
It's opens edge rright?
Rclick on xml file and open as....
you did extract it, right?
no clue
take the screenshot again but zoom out
Damn 11win
win11 being not nice
no offence dude but you need to be a little more tech literate
extract the file, then you can do the open with
yeah go ahead
^fixed the thing together
@rose bear im not getting the orange lines here
Go to the settings there should be rwr no ping lines switch it to rwr only that should do it iirc
What is it under
2s
You see the menu which pops up at the start, there you click on display mod, then there should be a box called rwr no ping lines
Ok
Did you manage to set it up properly ?
Ingame you can press CTRL+F10 to access the mod menu and the options.
Some can be changed in flight, like colors, others require a respawn/ restart.
Thanks guys for helping new joiners π
Ye i fixed it
@static kettle
Currently if you select multiple targets and fire one weapon it will guide on the last selected target. Is it possible to somehow highlight "last selected" via colour or something?
um, it is possible to change enemy target color to Green and when targeted change into red
hm, also when msl start chasing also turned into red
yeah selected targets having a stand-out colour from the rest of the hud would be good
@rose bear any way i can edit to make this setting go lower
Btw what does it do exactly?
so that increases/decreases the distance required to display the hmd from the main hud
Oh ty, yes then. I thought it was about draw distance
mod manager serialises settings into an xml file in the mod folder so you can try to play with it
need to figure out which one
Hey Patabor I absolutely love this mod especially because of the option for a lag pip for guns, but I'm just wondering if there's any plans to make the modded HUD elements use the same font as the vanilla one for parity's sake?
How do you change the waypoints
Explain please
You want them in the circles
?
If so it's not possible rn but maybe in a later update
what exactly do you want to be done differently nvm last msgs didnt load till after i said that
Ok, I may provide more options for waypoints.
I had the same issue with some of Rng mission where you have to fly through WP to activate options
Ty
hey, whenever you get back from hibernating, is there any chance we could get a combo lag+lead pip?
i love having the lag pip but it's super unreliable in longer range; i love having the lead pip for longer range, but it feels somewhat imprecise
could you somehow combine the two without cluttering the screen? love your work dude
yeah if we're a bit further back the lag pip just dances around without us being able to pull in
I'm in vacations right now, doing a road trip around Yucatan, I'll be back on the 22nd of August.
Regarding your request, I don't really see how that would work and I feel it would be very confusing.
Do you have a reference ?
Usually it's either lag or lead, not both.
my thoughts are having some kind of crosshair or indicator for lag as we have right now, and the default circle like in the game default
you'd be using the lead for getting a general idea where to shoot or having long range potential, but using the lag for more precision
I "may" have an idea, I'll try when I get back
The lag pip more than 0.8 nm does weird stuff
and he wants both the lag pip and the lead pip together
Shouldn't Glidebombs be labeled as Standoff at the top?
@gentle sonnet
π
ok i got the mod
Don't forget to Ctrl+F10 to tweak settings
thanks
i call it a small bug because im gonna kill ya regardless 
you were able to read that?
That's the same issue as the mini map showing the exact location of enemy units, even when their datalink is outdated
I'll correct it with next update
For custom missions that require you to fly through a waypoint, how do you change the hud it so that you can see the waypoint from far away? Currently, I only see the waypoints when I'm very close and that makes it very hard to trigger mission objectives
#1197871249322418216 message but he's in vacation rn
Got it
Is it possible to make the lead camera thing optional? I find it gets in the way more than it helps
Hi mates, I'm back from vacations !
I know there are some issues with the mod, I'll see what I can correct / make optional :
- correct padlock pointing to exact target location instead of last known position
- improve waypoints display
- improve objectives map markers
Anything else ?
@rose bear perhaps making the fonts of the custom HUD elements match the base game ones?
throttle color is bugged
and potentially this #1197871249322418216 message
i've noticed when aiming at an enemy the crosshair/lead indicator stays in the same position on my hud as it was at the time of disengaging the target
Yes
Well, Patator... Guess she wants a toggle now that you're working on the mod again π
Tac-screen causing huge fps drop
I noticed a problem with RWR screen: after receiving couple arh radar pings it breaks ( displaying incorrectly, overdetecting radar sources) and as a result causing fatal performance loss. Bug is not presented in previous versions of mod. In logs, multiple "NullReferenceException" errors of tacScreen [related to 1st video] Here's examples of it:
oh, that explains why i didn't get the same fps drops you were getting, i had the RWR/MWS disabled; try disabling that as a temporary solution
Thanks for the detailed report with videos and log, that's very clear.
I'll investigate that part !
I need to add a few checks for null objects in TacScreen
That explains the sudden frame drops which go away after ejecting or changing plane
Ooooohhhhh, this was happening to me as well. Good to know it's coming from the mod!
I'm still getting that black line on the dashboard
Gents, I considered various options for the future and I don't think I'll update the mod
I'll stop modding for a little while, in fact
Thanks all for your support !
OMG developer tag
@rose bear, you're up there right bellow mitch ! Well done. Hope you'll like that
π«‘
(semi-related note: does this mean the twitch page becomes active again?)
rest in peace this mod then
on the bright side, might become vanilla?
will we still get bug fixes and the such?
god I hope so
If I had a nickel it happened in the Unity game development I follow in the past 2 years, it would be 2 nickels, which isnt a lot but its odd it happened twice on such a short timeframe
Indeed, I changed colors...
So expect this mod to slowly get implemented into the base game, which hopefully will remove the issues between users and non-users of the mod.
Do you get paid now by mitch
π
π
POV you now ascending out of the peasants:
based
Hey, I'm pretty sure there was 0.9.9, but I can't find it now and the version pined is 0.9.8 with broken PIP. Am I missing something?
this mod is now discontinued
on the bright sideβ¦
its coming into the base game
patator is hard at work developing these features from the ground up with enhanced functionality, playtesting and better UI

