Algernon wrote:Okay, so do we put in that switch between the HUD and the MIDS power button, or do we just leave people to use the 'h' key?
Hi, on hud2.xml I placed:
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<enable-target-markers>true</enable-target-markers>
This option enable targets on hud. The button would be in a sensitive site (small), you can put a single dot of light indicates that the hud is active (via the key "h"), but I think there's no need (later if we get bored a lot , we can make the animation of the button). The tarjet-markets should be handled separately. I think the best is to use one of the top buttons still missing in the mids, which I believe they play that role. There is a menu redesign hud, if I explain how this works so we'll test different configurations and see how they are. In my case I have the problem that hardly see the digits of course, and is something that bothers me, so do not be superfluous to make them larger and visible.
Only disabling the radar is much lighter in multiplay, but the "bore sign" is funny: we only need to add a little information about the model above (in fact it is a function that holds the Typhoon). The way I disabled it often fails when you engage it again, so it will take to create a function to reset correctly. Make menus to change the status of variables is extremely simple, I've seen to create the menu for flashes, so we can have the switch provisionally there until we are clear where to put it (or until this is less hidden).
In terms of the cockpit, though, basically I'll provide electrical outputs for all of those things, with buttons on the panel unless otherwise stated somewhere in this thread, and that sets us up for the future. So there are a couple of places that we can alter the buttons which, in real life, do things that just wouldn't matter in FG, and change them to convenient functions (like Nav1 autopilot mode), is that okay?
Whenever a thing is what we would do, and quite another to what we can do . I think it's great that you're treating to raise the electrical system.
Regards.