locate in your XML code, the pitch ladder element with zero pitch line, post it here, then we might help. Same for Flight Path symbol (for velocity vector). It is clear when you change the original sizing, it needs to be applied in XML code.
The code is quite extensive and a lot more detailed than the other HUDs I looked at for a base but it's functionality is great. The HUD uses a lot of local vars and macros so since those are used to control all the moving objects I included that part of the code also. The horizon zero pitch line is a BMP by itself, visibility is dependent on Gear Up/DN. Unlike other HUDs I looked at where shift and rotate are applied to each BMP part of the ladder seperately, in this HUD all the BMPs of the ladder are sort of positioned in space along their Y axis within an <Element> and then Shift / Rotate / Shift X /Shift Y, with the exception of Rotate the shift values are based on Lvars calculations. It's quite a lot of code but i think to need all these parts to see what he's doing. I'm hoping I can apply and offset value in someplace in the macros and it will trickle down to all the parts. The first Shift and Rotate seem pretty straight forward and if i know how much to scale to get where I want to be.
I can't insert the code in a window cause it's too big. And it won't let me attach an XML file so I've changed it to TXT so i can add it. Just change it to .XML . The segment of the code only cantains the Lvar and macro sections and the moving part (ie ladder parts, VelVector, Waterline, ILS lines, steering, AoA, etc.
The HUD is conformal at a zoom of 1 in the VC and a 2D panel config placement of gauge00, 390, 340, 243, 475. It is also conformal at a VC zoom level of 0.7 with 2D HUD scaled down in a panel config placement of gauge00, 419, 378, 195, 380. What i want is to keep the VC zoom level of approx 0.7 but be able to use the 2D HUD at the scale of at least gauge00, 390, 340, 243, 475
I just need some guidance on how to change it.
draw a triangle with your eye point and screen in front, then perpendicular line from the screen to your eye and you will see. the formula assumes, the screen is divided by 2 by that line.
maybe that pic will help understand:
ZFront will be your HUD, ZBack the outside view with horizon when at 0 AMSL.
I see what your talking about.
So i assume this would be based on the view of the modeled HUD in the VC of the F-18 ? There is no "distance" D with a 2D gauge displayed in the VC. Are we going to need to know the value of "D" above or do we solve for "D" ? to measure the distance from the eyepoint to the HUD Glass in the VC I would have to go thru MCX here I can measure it ?
Joel