Jump to content

Better unit labels for VR


Recommended Posts

Wolferl_1791
Posted

With the new career in place, it's safe to say that VR players now have a new playground, yey. But I wonder how many of us play without labels... 'cause we're practically blind without them.

 

But they're just too powerful. These might be fine for an Easy mode, but with all other difficulty options on expert, they're quite annoyingly cheaty. So here's a few suggestions on how to improve them:

 

1. allow us to remove info from them, such as distance, pilot name (separate setting for your own flight) or plane name

2. stop making them visible through the plane (I know there's a mod for that, so it IS possible)

3. maximum transparency slider for the contact square.

4. maybe replace square with small circle?

 

Now on to the good stuff...

Split into air/ground:

- maximum distance setting for all labels

- minimum distance setting for all labels

- maximum distance setting for identification plane type (bomber, attacker, fighter, tank, truck, arty etc.)
- maximum distance setting for identification friend or foe

- maximum distance setting for identification of plane squad markings (i.e. pilot name)

 

And change the way they work:

First , spotting:

 

Spotting circle diameter = define a "spotting circle" around the center of the view, with settable diameter

Spotting circle falloff = an exponential falloff setting within that circle to control how powerful it is towards the edges

 

If a target sits in this circle, it will slowly fill up a "label visibility" bar, based on the above, it will fill up faster if it sits in the center of your view, it will be ignored if it sits outside the circle altogether. When it fills up, the label appears. When it "empties", by sitting outside the circle, the label disappears.

 

Absolute spotting minimum distance = if a target is at this distance, it instantly gets a label

Spotting Distance factor = boosts the filling, the closer a target is

Spotting sensitivity = decides how fast the bar fills up overall, acts as an overall multiplier

Spotting decay = decides how fast the bar empties when the target goes out of the circle

 

Finally, identification (considering a target already has a label, it now gets a "label identification" bar):

Absolute identification minimum distance = same as above

Identification distance factor = as above, decides how fast a target's label becomes red or blue, exponential with distance

Identification sensitivity = as above, decides how fast the bar fills up overall, acts as an overall multiplier

No need for decay for this.

 

I think this would be all that's needed to allow us to set any desired behavior.

 

Wolferl_1791
Posted

I do, I even mentioned it in passing in my post. But it's currently broken after the new patch.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...