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The HMD Problem

6,463 AnOlympicWalnut  1.8 years ago
70 downloads

I am well aware someone has probably done this already, but I'm posting this "thing" anyways.

So, we've all been there. We want to have a HUD, which is easy. Then we want an HMD. Easy as well. Having one that locks onto targets? Not easy, but it can be done.

What about one that not only locks onto targets but also can fire missiles from said lock? That's a different story. At least until now (from my knowledge).

I was up to my usual tomfoolery, trying to find a way to lock onto targets from any angle when I realized something: what if instead of two cockpit parts, I had a cockpit and camera setup for locking? Here's what I thought:

Camera's Job: Lock onto targets using the "missileLocking = true" value
Cockpit's Job: record flight information so the gauges don't follow the pilot's vision.

So I set it up as per what you see on this aircraft design, and I had good news and bad news:

The good news is it worked! I could technically look any direction and lock onto targets from that vision without disrupting the flight information, allowing for true HMD combat.

The bad news is why I said technically.


So basically, when you view through a camera part, you can drag your mouse around to view the world you're in. Duh.

In order to lock onto targets, the literal camera part must move on the rotators that move when you drag your mouse to look around.

When both your view and the literal camera attempt to look around, the amount that you look around and how fast you look around both multiply. This begs the question: if the literal camera has to move, why not just look around in another camera? Well, there's another problem.

Say we have those two cameras, one mounted to the fuselage and doesn't move, called Cam1, and the other mounted to the rotators, Cam2.

Cam1: missleLocking = false
Cam2: missileLocking = true

The problem is you must be looking in Cam2 in order for the missileLocking feature to work. Therefore, we're stuck with the first problem mentioned either. At least, from my knowledge.

What's the solution, then?

The problem in short is we can't lock onto targets from another camera, like Cam1. If we can enable Cam2's "missileLocking" feature to use while in Cam1, then this system will work. That's where my smooth brain doesn't work, just like the design I've given you here.


I'm posting this just so everyone has access to it, in hopes that someone with more than 13.8 IQ unlike me can find a way to fix it. I'm stuck in college, so I don't exactly have too much free time. The "less than 14 IQ" part also plays into that.

So, if anyone knows how to fix the issue, by all means.

Spotlights

General Characteristics

  • Created On Windows
  • Wingspan 16.4ft (5.0m)
  • Length 10.5ft (3.2m)
  • Height 8.2ft (2.5m)
  • Empty Weight 1,720lbs (780kg)
  • Loaded Weight 1,720lbs (780kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 7487

Parts

  • Number of Parts 11
  • Control Surfaces 0
  • Performance Cost 64
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    @AnitaMaxWynn would you explain your idea pls. I'm very curius

    5 months ago
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    Don't know if there's a new working idea yet, but I might have something. Have two hinge rotators, one moving side to side and the other moving up and down, and have them connected. Have the camera on the end of one of the connectors. The only problem would be that you would have to use vtol and trim for the movement. It's pretty stupid and basic, and I'm sure someone else thought of it already.

    5 months ago
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    @anOlympicWalnut I have the solution, i just found it out after i came across this post. my discord is: whiteboicarti / lexi1282

    dm me immidiately if possible.

    9 months ago
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    17.0k TTL

    I only got one vehicle that locks onto things. I gave up in building, and should’ve joined in the beginning.
    (Link ain’t linked i guess)
    https://www.simpleplanes.com/a/p7LY3Z/YM-xxx-Pixie?showAllComments=true#comment-4217595
    wtf is a permalink

    +1 1.8 years ago