ph01_cockpit
Moderator: pyramid
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- Elite
- Posts: 7243
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- Location: LS87, Buenos Aires, República Argentina
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- The Shepherd
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cleared up for me @1280x1024 both VDU toggles now work with all the text btw thx for the config file update klauss don't have to do myself now
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Enjoy the Choice
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- Bounty Hunter
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no wait, we shouldnt be focussing on non 4:3 resolutions should we? the engine isnt made for that. as stated in the wiki.
Atleast the devs shouldnt base any decisions on how vegastrike looks on 1280*1024.
Unless the engine dev can reassure us that a 4:3 rectangle in 1024x768 looks like a 4:3 rectangle on 1280x1024 too.
This may explain alot of the aspect errors in the HUDS, like eggy radars, compressed vdu's etc.
Atleast the devs shouldnt base any decisions on how vegastrike looks on 1280*1024.
Unless the engine dev can reassure us that a 4:3 rectangle in 1024x768 looks like a 4:3 rectangle on 1280x1024 too.
This may explain alot of the aspect errors in the HUDS, like eggy radars, compressed vdu's etc.
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- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
AFAIK, non 4:3 refers to monitor dimensions, not screen resolutions.pheldens wrote:Unless the engine dev can reassure us that a 4:3 rectangle in 1024x768 looks like a 4:3 rectangle on 1280x1024 too.
Screen coordinates are in normalized [-1..1] range, so resolution should make little difference.
Should.
Perhaps pixel aspect ratio isn't being set properly (ie: 0.9375 for 1280x1024, 1.00 for 1024x768, etc...).
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- Bounty Hunter
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you're right, not like that.
I should have written out the full default norm:
1.0 pixelratio on a 4:3 viewable area with any 4:3 res.
This is the screen you should test HUD's with, people with another configuration, or unsure shouldnt make changes. or atleast poll if it looks the same for others.
I'm tweaking this cockpit a bit locally:
- "lock" moves to being an orange, unanimated ring, around the "M" missilie lock light.
- "M" changed to "L" for both Locking types.
- Jump light deanimated (has some engine triggered flicker upon approach)
- ECM light deanimated
- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
I should have written out the full default norm:
1.0 pixelratio on a 4:3 viewable area with any 4:3 res.
This is the screen you should test HUD's with, people with another configuration, or unsure shouldnt make changes. or atleast poll if it looks the same for others.
I'm tweaking this cockpit a bit locally:
- "lock" moves to being an orange, unanimated ring, around the "M" missilie lock light.
- "M" changed to "L" for both Locking types.
- Jump light deanimated (has some engine triggered flicker upon approach)
- ECM light deanimated
- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
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- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Makes total sense.pheldens wrote:- "lock" moves to being an orange, unanimated ring, around the "M" missilie lock light.
- "M" changed to "L" for both Locking types.
I'd apply that.
I tried to fix that... it's tricky.pheldens wrote:- Jump light deanimated (has some engine triggered flicker upon approach)
I wouldn't apply that change, it would perpetuate the flicker.
Of taste...pheldens wrote:- ECM light deanimated
I'd need a screenshot of that - I don't get it.pheldens wrote:- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
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- Bounty Hunter
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No but now it has double flicker, the engine generated flicker (doesnt disturb me as such. ), plus the ani flicker.klauss wrote:I tried to fix that... it's tricky.pheldens wrote:- Jump light deanimated (has some engine triggered flicker upon approach)
I wouldn't apply that change, it would perpetuate the flicker.
See the first picture in this thread above:klauss wrote:I'd need a screenshot of that - I don't get it.pheldens wrote:- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
radars are oval, flattened, when they are made back to a perfect circle, the 3d effect in your brain increases, when you see the dots move, they trace an invisible concave depth more clearly.
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- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
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- Bounty Hunter
- Posts: 178
- Joined: Mon Sep 26, 2005 1:15 am