Hey there,
I've come back to a topic from the past lately.
Is it possible to replicate the Gunsight-functionality with a HUD in SF2? If you have a Gunsight, than you have a simple reticle for guns, that is depressed down a bit for unguided rockets - not lead computing, CCIP, whatever.
I would need that Gunsight-functionality together with an additonal marking for a laserdesignated Target.
At the moment I have the Reticle + Targetmarking showing, but the Reticle doesn't move if I select unguided Rockets.
In the past my workaround was a new Reticle that has 2 aimpoints - guns and rockets, so no movement was needed.
My Settings from Cockpit.ini
[CockpitData]
Directory=cockpit
HUDMode=AG
RippleQuantity=1,2,3,6,12,18,24
RippleInterval=60,100,140
[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=100
GunsightName=Gunsight.tga
MaxDepression=250
DefaultDepression=50
GunDepression=50
RocketDepression=50
LeadComputing=FALSE
HUD-Part from Avionics.ini:
[HUD]
HUDMaterial=HUDMaterial
HUDColor=1.0,0.47,0.0,0.7
BoresightOffset=0.0,0.0
ViewportTopLeft=-0.095,-0.080
ViewportBottomRight=0.100,0.160
RocketBoresightAngle=50.0
[HUDMaterial]
EffectShaderName=fltHUD.fx
DepthBufferCheck=FALSE
DepthBufferWrite=FALSE
RenderedInOrder=FALSE
AlphaTestEnabled=TRUE
CullMode=NO_CULL
LightEnabled=FALSE
UseLightLevel=FALSE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
FogEnabled=FALSE
AmbientColor=1.000000,1.000000,1.000000,1.000000
DiffuseColor=1.000000,1.000000,1.000000,1.000000
ZBufferOffset=0
PriorityLevel=1
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
[HUDFont]
TextFontName=Arial
TextSize=9
TextBold=TRUE
[HUDModeAG]
Symbol[01]=HUD_Gunsight
Symbol[02]=HUD_LaserTarget
[HUD_Gunsight]
SymbolType=IMAGE
ImageFilename=cockpit\Gunsight.tga
ImageSize=0.075
[HUD_LaserTarget]
SymbolType=TD_LASER
ImageFilename=cockpit\laser_target.tga
ImageSize=0.025