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orsin

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  1. preview version of the free ground targeting is ready. 1. this release includes the free air targeting function + free ground targeting function. For Air, you can move your radar selection cursor to select target. For Ground, you can use your TV/EO window to select target. it does not include the HUD fix function in the earlier preview. 2. This is only a preview. there are 3 limitations. a) it only works for your 1st mission after starting SF2. If you want to use it again, you need to exit and re launch b) ground targeting only works for Avionics70 aircraft at this point. c) ground targeting only works for TV pods + bombs now. it has not yet support TV missile such as AGM-65 3. How to a) you need to go to the button map menu unde the game's options and map the radar cursor movement and zoom keys/buttons at the bottom b) for air target, use the game's "acquire selected target" key to lock target and use "deselect current radar target" key to unlock (see in the game's options -> control) c) for ground target, you need to have a TV pod and guided missile/bomb before you can pan your view. Use "target closed to centre of view" button to lock, and use "deselect current radar target" key to unlock (see in the game's options -> control) 4. install please follow strictly the readme included in the zip. Revision 0H.zip
  2. Currently work on all planes with Avionics70. I will later port it to Avoincs60 once all features are verified. what you can do with it. 1. free pan and zoom when you have TV/EO onboard 2. Lock on target.
  3. Hey. I understand exactly what you are saying. what i said is even the top picture. i.e. pre 2008,, the gunslght still floated off the HUD. and if you played the game back in the time, the gunsight also floated out on left/right/top side of the HUD, depending on what your roll position is. If you check my "better CCIP" mod back 10 years ago. I already RESTORED the gunsight to the state in the top picture for SF2. But that is not a real fix, especially for CCIP. Because if you roll your flight left or right, CCIP will be at the transparent part of the cockpit where no dashboard available to block the reticle. you will see ccip off the HUD on the left or right hand side of glass. What I resolved now, is that the entire HUD will stay in the HUD glass. if it goes out, it gets clipped and you won't see the part fall outside. And i have made the gunsight/CCIP such as well. The fundamental reason behind the issue of floating gunsight/CCIP, is because TW didn't code them as HUD object. They are actually handled as a flighobject that through a standalone shader they mix with the hud object at the end of graphics pipeline. As such no matter what you do with HUD, you can't fix the gunsight/CCIP, because they are not even a HUD object. What I do now, is completely disable the stock gunsight/CCIP draw. And draw a new gunsight/CCIP as a part of HUD. I can then influence, clip or cull the HUD and achieve consistent result between HUD and gunsight/CCIP.
  4. Free pan and zoom of TV/EO window. Target acquisition not implemented yet.
  5. HUD issue is technically resolved apart from links to avionics60 and avionicsF14. given the function is there (as available in the preview, available for download above). I am parking it temporarily as I want to develop the TV/EO manual target selection function first, and see if we can implement the TISEO in F-14.
  6. Hi, thanks for the information. I am aware of this piece of history. that is why I released Better CCIP mod which fixed it, partially. the change related to it is the draw order and gunsight depth check. However, even before 2008, the gunsight flew out of the hud glass left right center anyways. It is the way the game drawing it being wrong.
  7. here, preview of the hud fix. Note it only works for the 1st mission you fly after you start SF2NA. If you want to play one more time. you need to quit and re-launch SF2NA. also fix the radar cursor release 0D, which i forgot to include the PS1 file. Revision-2D preview.zip
  8. too early. too many to be fixed. but I think eventually will if CA let's this post survive long enough.
  9. the gunsight/CCIP is the long-winding issue of the game going back to the day when this series starts. It is so isolated from the rest of code, so broken to fix. We end up rewriting the entire draw logic and ditch the stock gunsight/CCIP. Hard one to fix. but we have come close to the end. in the new version of patch, we have implement the gunsight/CCIP reticle as part of HUD. (see the triangle on the screen) Such that i can be clipped with other HUD elements. There is no perfect solution, when you shake hard left and right the HUD still goes out of the glass. This is because TW doesn't draw HUD on a 3D surface on the cockpit, it simply is an overlay on the screen. As such it doesn't know if your hud is tilted.
  10. the reason why i took this way is because the avionics dlls have many call points and frequent call per frame. So a proxy will increase CPU load a lot. While missioneditor may be ok with the overhead.
  11. i am using deepseek harness. I pay peanuts for what i developed.
  12. new revision. nothing hud there yet, just the radar selection function fixed an issue with button mapping. Revision-0D.zip
  13. I never, never thought that I would be the one to resolve this problem. Not when I join CA, not when I release my 1st mod, not even the weekend before... It is a complex problem. The HUD has 4 kinds of elements each going through different graphic draw calls/pipelines. Without AI, even TW will take a long time to resolve it, because their implementation burried under different DLLs.
  14. my next steps: 1. TV mode manual FOV slew and targeting 2. Fix HUD issue.
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