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{{:Cadet I/Week 1}}
{{:Cadet I/Week 1}}
{{Nav|Abbreviations|Basic flying}}
{{Nav|Abbreviations|Basic flying}}
{{Title|The HUD (Heads Up Display)}}




===Quick, reliable info===
===Quick, reliable info===
HUD refers to all the information that is overlain your cockpit view. This includes such things as your health and ammo, your crosshairs, and information about your enemy. But it also includes more tactical information such as the minimap, your inventory, and your current orders.
Your Heads-Up Display tells you everything you need to know at all times. Being aware of all information quickly is crucial to knowing what is going on around you and how to react properly. We will cover each section in turn.


Your Heads-Up Display tells you everything you need to know at all times. Being aware of all information quickly is crucial and made possible by the HUD display. Part of the display is the minimap (F7) which is just as crucial, and every pilot must have it ready.
===Info about your ship===
===Info about your ship===
In the centre of the screen, easily seen at all times, is information about your shield and hull strength, your thrust power and amount of fuel left in the booster, your levels of ammo and energy. This info is presented as bars - a fully coloured bar is at 100% strength, a dark bar indicates 0%.
Between these bars, at the bottom, is your speed (in metres per second, mps), signature (as a percentage), and killbonus (in the coloured circles). Also there are icons that display whenever you are cloaked, are on autopilot, are on course lock mode, or eyed by the enemy at the bottom left, top, top and bottom right respectively.
Also between the bars coloured arrows appear, depending on the situation. A green arrow points to a waypoint, a red arrow points to your current target, and a yellow arrow points towards your current order.
Finally, there is the momentum vector, [[Image:Vectorbracks.PNG|Momentum vector]]. Most of the time this will be near the centre of your screen but sometimes it won't. For, you see, the momentum vector indicates the direction your ship is ''moving'' which may not always be the way you're ''facing''. In space, you can't change direction on a dime so even though you turn 90 degrees, you still have some momentum from your previous direction. This is why avoiding collisions is a little tricky, and why newbies have been known to crash into asteroids a tad more often than trained pilots.


The HUD allows you to view your shield and hull strength, your thrust power and amount of fuel left in the booster, your levels of ammo and energy, your speed and signature, whether you have been detected or not, whether your cloak, autopilot or course lock are engaged. Your minimap indicates the sector you're in. Icons all around indicate ships, stations, asteroids, alephs, items, etc. that are around you in space. You can toggle the amount of information by pressing "i". In an orange circle, a black number indicates your kill bonus, the percentage of extra damage you inflict as a reward for killing other ships. The more kills, the higher the kill bonus. However, dying (when your eject pod explodes) restarts your kill bonus to 0. This will be covered in detail later.
{|align="center" cellspacing=0 cellpadding=5
|''hudcloakap
|''hudlockeye
|}


In the center of your screen, brackets (   ) indicate the actual direction of your ship. In space, you can't change direction on a dime, so even though you turn 90 degrees, you still have some momentum from your previous direction. This is why avoiding collisions a little tricky, and why newbies have been known to crash into asteroids a tad more often than trained pilots.
===Information about your surroundings===
''HUD cloak HUD lock eye''
The HUD displays icons next to every object in space. You can press "i" to adjust the level of detail you wish to obtain, from no icons at all to an icon, health status, distance and label on every object (where applicable). The default level of detail is not this maximum, changing it is not a bad idea although all this extra info can be overwhelming for beginners. Most veteran pilots always change the amount of detail to maximum right as they begin playing. It can however, in crowded sectors, block your view of what is important and actually reduce your [[Fps|frames per second]].
===Sounds===
 
{{Tip|By hitting the {{k|i}} key you cycle through four settings: None, Enemy ships only, Default and All.}}
 
Objects get an icon by their actual position. If they go off-screen, the icon remains visible on the side of your screen, indicating in which direction to turn if you wish to view it on your screen. It is thus essential to situational awareness.
 
 
Your minimap indicates the sector you're in. Icons all around indicate ships, stations, asteroids, alephs, items, etc. that are around you in space. You can toggle the amount of information by pressing "i". In an orange circle, a black number indicates your kill bonus, the percentage of extra damage you inflict as a reward for killing other ships. The more kills, the higher the kill bonus. However, dying (when your eject pod explodes) restarts your kill bonus to 0. This will be covered in detail later.


A tremendous amount of sounds allow you to gain information without having to look for it. Combining both visual and audio information allows you to maximize your knowledge of what's happening near you. Here are important sounds that may go unnoticed, but which are important for you to catch. Click on the left description in the box to hear the sound.
===Information about enemy ships===
===Information about enemy ships===
 
The targeting system allows you to know the type of ship you targeted, its hull and shield strengths, its speed and distance from you, and the pilot's kill bonus as well as his name. You can only target an object if the object has been detected by you or your teammates' sensors. Any object can be targeted. Learning how to use this system will be covered a little later.
The targeting system allows you to know the type of ship you targeted, its hull and shield strengths, its speed and distance from you, and the pilot's kill bonus as well as his name. You can only target an object if the object has been detected by your or your teammates' sensors. Any object can be targeted. Learning how to use this system will be covered a little later.


''target display''
''target display''
===The software HUD===


The software HUD, accessible in your options by changing the Graphics Options > Style from the value "Normal" to the value "Software" (Esc-O-H), will change your HUD from the one displayed above to the one displayed below. The information is conveyed very differently on the two HUDs.
===Sounds===
A tremendous amount of sounds allow you to gain information without having to look for it. Combining both visual and audio information allows you to maximize your knowledge of what's happening near you. Here are important sounds that may go unnoticed, but which are important for you to catch. Click on the left description in the box to hear the sound.


The software HUD leaves a lot more space in the middle of your image, but removes the important information from your near-peripheral vision to your far-peripheral vision. It also keeps all the information in a very tight arrangement, and so it is a good idea to know where each ship detail is rather than having to read the sign next to every energy bar, much like in the normal HUD. Another difference is that your kill bonus now also indicates the color of your team.
:''Complicated flash player thing. Available [http://www.allegacademy.org/cadet/cadet1/hud.shtml here]


''HUD cloak''
===The software HUD===
''hud lock''
The software HUD will change your HUD from the one displayed above to the one displayed below. The information is conveyed very differently on the two HUDs. Software HUD is accessible in your options by changing the Graphics Options > Style from the value "Normal" to the value "Software" (shortcut key: {{k|Esc}}-{{k|O}}-{{k|H}})


As for the information about enemy ships, it is just as complete, and also indicates the caller of the team to which your target belongs behind the kill bonus indicator. However, again, the information is much more compressed.
The software HUD leaves a lot more space in the middle of your image, but removes the important information from your near-peripheral vision to your far-peripheral vision. It also keeps all the information in a very tight arrangement and so requires you to be familiar with exactly each ship detail is rather than having each labeled clearly. Another difference is that your kill bonus now indicates the color of your team, instead of the gauge labels.


''target friendly target enemy''
{|align="center" cellspacing=0 cellpadding=5
|-
|''HUD cloak
|-
|''hud lock
|}


As such, it can be observed that the software HUD saves visual space on your screen by compressing information, but does not include any other tactical advantage. As such, it can more easily be used when piloting ships that don't require fast reaction times, such as capital ships.
As for the information about enemy ships, it is just as complete and also indicates the colour of the team to which your target belongs behind the kill bonus indicator. However, again, the information is much more compressed.
===Weapon tools in the HUD===


Your HUD tells you if your target is in weapons' range, if you're aiming correctly, and if you have a missile lock. Note that all this information is relative to your target. The missile lock can only be established on your target, the reticule will say whether you're aiming right or not on your target, regardless of other ships. Note that even if the targeting reticule is green, it does not necessarily guarantee your projectiles will hit. Zoom in to verify that they are.
{|align="center" cellspacing=0 cellpadding=5
|''target friendly
|''target enemy
|}


First, weapons range. A round reticule will appear in the center of your HUD when your target is in range. It will be red as long as you're not aiming properly, and will turn green when your computer calculates that the position of your ship will allow your bullets to hit. If the target is not in range, or if you have no weapons mounted, no reticule appears.
As such, it can be observed that the software HUD saves visual space on your screen by compressing information, but does not include any other tactical advantage. Some players prefer it so they can see more when they are dogfighting, others like to use it when they're turreting or piloting slower ships that don't require fast reaction times, such as capital ships.


Second, lead indicators. Some ships have onboard lead indicators, which indicate where you must aim your weapon in order to fire your weapon. The lead indicator is red when you are not in range, and green when you are in range. Note that zooming in will increase the accuracy that you have at firing on the lead indicator.
===Weapon tools in the HUD===
Your HUD tells you if your target is in weapons' range, if you're aiming correctly, and if you have a missile lock. Note that all this information is relative to your target. The missile lock can only be established on your target not on anyone else; the reticule will indicate whether you're aiming correctly at your target, regardless of any other intervening ships.
{{Note|Due to discrepancies in weapon mountings and ship hitboxes that sometimes the reticule will appear green when your shots are actually missing. Zoom in slightly and watch where your bullet stream is going to verify that you are hitting.}}


Third, missile locks. When you get in missile range of your target, yellow brackets will appear around the target, slowly locking in on it. It is recommended, in most (not all) situations, to only fire when you have a full missile lock, which is when your lock produces a little beep.
First, weapons range. A round reticule will appear in the center of your HUD when your target is in range. It will be red if you're aiming incorrectly, and will slowly turn to green as your computer calculates that the position of your crosshairs will allow your bullets to hit. If the target is not in range, or if you have no weapons mounted, no reticule appears.


''reticule red reticule green
Second, lead indicators. Some ships have onboard lead indicators, which indicate where you must aim your reticle in order to hit your opponent. The lead indicator is red when you are not in range, and green when you are in range.
lead indicator red lead indicator green
{{Tip|Don't be distracted by the lead indicator. Continue to zoom in slightly and watch your bullets to ensure they're hitting your target}}
missile not locked missile locked''
===Information about your surroundings===


The HUD displays icons next to every object in space. You can press "i" to adjust the level of detail you wish to obtain, from no icons at all to an icon on every object, its distance from you and its shied/hull status when applicable. The default level of detail is not set to maximum, so changing it is not a bad idea. Most veteran pilots always change the amount of detail to maximum right as they begin playing. It can however be overwhelming information during certain situations, and actually make your fps (Frames per Second) drop and reduce your visibility to a point where you can barely make out ships. In these cases, reducing the amount of detail is recommended.
Third, missile locks. When you get in missile range of your target, yellow brackets will appear around the target, slowly locking in on it. It is recommended, in most (not all) situations, to only fire when you have a full missile lock (which is when your lock produces a little beep).
{{Tip|For missiles with slow lock times, centre the target in your screen to hasten lock time}}


TIP: By toggling the "i" key you have four settings; none, enemy ships only, default and all.


Objects get an icon by their actual position. If they go off-screen, the icon remains visible on the side of your screen, indicating in which direction to turn if you wish to view it on your screen. It is thus essential to situational awareness.
{|align="center" cellspacing=0 cellpadding=5
|-
|''reticule red ||''reticule green
|-
|''lead indicator red ||''lead indicator green
|-
|''missile not locked ||''missile locked
|}




{{Nav|Abbreviations|Basic flying}}
{{Nav2|Abbreviations|Basic flying}}

Revision as of 21:11, 13 January 2009


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Cadet I · Week One Index · Edit

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← Abbreviations Basic flying →

The HUD (Heads Up Display)


Quick, reliable info

HUD refers to all the information that is overlain your cockpit view. This includes such things as your health and ammo, your crosshairs, and information about your enemy. But it also includes more tactical information such as the minimap, your inventory, and your current orders.

Your Heads-Up Display tells you everything you need to know at all times. Being aware of all information quickly is crucial to knowing what is going on around you and how to react properly. We will cover each section in turn.

Info about your ship

In the centre of the screen, easily seen at all times, is information about your shield and hull strength, your thrust power and amount of fuel left in the booster, your levels of ammo and energy. This info is presented as bars - a fully coloured bar is at 100% strength, a dark bar indicates 0%.

Between these bars, at the bottom, is your speed (in metres per second, mps), signature (as a percentage), and killbonus (in the coloured circles). Also there are icons that display whenever you are cloaked, are on autopilot, are on course lock mode, or eyed by the enemy at the bottom left, top, top and bottom right respectively.

Also between the bars coloured arrows appear, depending on the situation. A green arrow points to a waypoint, a red arrow points to your current target, and a yellow arrow points towards your current order.

Finally, there is the momentum vector, Momentum vector. Most of the time this will be near the centre of your screen but sometimes it won't. For, you see, the momentum vector indicates the direction your ship is moving which may not always be the way you're facing. In space, you can't change direction on a dime so even though you turn 90 degrees, you still have some momentum from your previous direction. This is why avoiding collisions is a little tricky, and why newbies have been known to crash into asteroids a tad more often than trained pilots.

hudcloakap hudlockeye

Information about your surroundings

The HUD displays icons next to every object in space. You can press "i" to adjust the level of detail you wish to obtain, from no icons at all to an icon, health status, distance and label on every object (where applicable). The default level of detail is not this maximum, changing it is not a bad idea although all this extra info can be overwhelming for beginners. Most veteran pilots always change the amount of detail to maximum right as they begin playing. It can however, in crowded sectors, block your view of what is important and actually reduce your frames per second.


Idea.png
Tip: By hitting the i key you cycle through four settings: None, Enemy ships only, Default and All.

Objects get an icon by their actual position. If they go off-screen, the icon remains visible on the side of your screen, indicating in which direction to turn if you wish to view it on your screen. It is thus essential to situational awareness.


Your minimap indicates the sector you're in. Icons all around indicate ships, stations, asteroids, alephs, items, etc. that are around you in space. You can toggle the amount of information by pressing "i". In an orange circle, a black number indicates your kill bonus, the percentage of extra damage you inflict as a reward for killing other ships. The more kills, the higher the kill bonus. However, dying (when your eject pod explodes) restarts your kill bonus to 0. This will be covered in detail later.

Information about enemy ships

The targeting system allows you to know the type of ship you targeted, its hull and shield strengths, its speed and distance from you, and the pilot's kill bonus as well as his name. You can only target an object if the object has been detected by you or your teammates' sensors. Any object can be targeted. Learning how to use this system will be covered a little later.

target display

Sounds

A tremendous amount of sounds allow you to gain information without having to look for it. Combining both visual and audio information allows you to maximize your knowledge of what's happening near you. Here are important sounds that may go unnoticed, but which are important for you to catch. Click on the left description in the box to hear the sound.

Complicated flash player thing. Available here

The software HUD

The software HUD will change your HUD from the one displayed above to the one displayed below. The information is conveyed very differently on the two HUDs. Software HUD is accessible in your options by changing the Graphics Options > Style from the value "Normal" to the value "Software" (shortcut key: Esc-O-H)

The software HUD leaves a lot more space in the middle of your image, but removes the important information from your near-peripheral vision to your far-peripheral vision. It also keeps all the information in a very tight arrangement and so requires you to be familiar with exactly each ship detail is rather than having each labeled clearly. Another difference is that your kill bonus now indicates the color of your team, instead of the gauge labels.

HUD cloak
hud lock

As for the information about enemy ships, it is just as complete and also indicates the colour of the team to which your target belongs behind the kill bonus indicator. However, again, the information is much more compressed.

target friendly target enemy

As such, it can be observed that the software HUD saves visual space on your screen by compressing information, but does not include any other tactical advantage. Some players prefer it so they can see more when they are dogfighting, others like to use it when they're turreting or piloting slower ships that don't require fast reaction times, such as capital ships.

Weapon tools in the HUD

Your HUD tells you if your target is in weapons' range, if you're aiming correctly, and if you have a missile lock. Note that all this information is relative to your target. The missile lock can only be established on your target not on anyone else; the reticule will indicate whether you're aiming correctly at your target, regardless of any other intervening ships.


Info.png
Note Due to discrepancies in weapon mountings and ship hitboxes that sometimes the reticule will appear green when your shots are actually missing. Zoom in slightly and watch where your bullet stream is going to verify that you are hitting.

First, weapons range. A round reticule will appear in the center of your HUD when your target is in range. It will be red if you're aiming incorrectly, and will slowly turn to green as your computer calculates that the position of your crosshairs will allow your bullets to hit. If the target is not in range, or if you have no weapons mounted, no reticule appears.

Second, lead indicators. Some ships have onboard lead indicators, which indicate where you must aim your reticle in order to hit your opponent. The lead indicator is red when you are not in range, and green when you are in range.

Idea.png
Tip: Don't be distracted by the lead indicator. Continue to zoom in slightly and watch your bullets to ensure they're hitting your target

Third, missile locks. When you get in missile range of your target, yellow brackets will appear around the target, slowly locking in on it. It is recommended, in most (not all) situations, to only fire when you have a full missile lock (which is when your lock produces a little beep).

Idea.png
Tip: For missiles with slow lock times, centre the target in your screen to hasten lock time


reticule red reticule green
lead indicator red lead indicator green
missile not locked missile locked


← Abbreviations Basic flying →