MechWarrior 5: Mercenaries
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Oraeon1224

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Oraeon1224

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About this mod

Immersive HUD with a more military feel and actual glass panes complete with scratches and smudges. Also provides graphical feedback on both overheating and cockpit damage. Adds new functionality to the HUD with new data and feedback including enemy heat scale. Attempts to recreate the difficulty of managing an overheating Battlemech.

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IMMERSIVE HUD: Updated for DLC2 and MercTech


Overall design:
I wanted to recreate a more realistic military feel for this Battletech game.  Neurohelmets are hard to come by and are kept for years as functional equipment. It felt too gamelike in the vanilla game with a perfectly clean display with no signs of an actual helmet. Even though extremely well done some of the HUD mods that have been created felt more high sci-fi to me and less the dirty lived in world of battletech.  To that end I built a HUD and neurohelmet that have a used lived in minimalist feel to them.  My aesthetic was to increase the military style functionality and color uses that real world militaries use in HUD, and that I feel would likely persist in the future.  So this cockpit may not be everyone's cup of tea. For those who played the mod before I have learned alot and it is much more optimized this time.


HUD:
The HUD is markedly different. I rearranged it to display your weapons and mech in the RLower MFD and the enemy mech in the LLower MFD.  Coms are now in the RUpper MFP and mission info is in the LUpper MFD.  The compass is still at the top and the map is at the bottom.  The panels are also labeled now.  Finally I have added several new function:

1. Targeting Bracket: The targeting zone now has a green bracket.  It also provides attachment for the following new data points:
--L. upper: Jump jet feedback.  This provides Current altitude, Max jump height, vanishes if no JJ
--L. middle: Jumpjet bar showing remaining burn, % fuel next to the bar. The carrot shows when you are at risk of fall damage if you don't save fuel.
--L. lower: current speed in KPH and max speed settings, Lancespeed shows the speed you should move at if you want lancemates to stay in formation
--R. upper: Ammo count, provides the weapon name and ammo count so you don't have to glance down during a firefight
--R. lower: Heat % (100% is overheating), also provides engine temperature in K and cockpit temperature C for immersion, finally has heat risk of ammo explosion color coded for MercTech users (or immersion if not using MercTech). 
--Gyro display below the bracket works with Merctech only
--Torso twist is displayed below the bracket for easy reference with degrees off forward vector

2. Target Status Display with Enemy heat bar, LOS, and FocuFireFeedback:
--Enemy heat bar: Next to the enemy mech display it now shows their estimated current heat. This uses infrared sensors of the enemy mech (pretend of course) and helps guide your use of inferno missiles and flamers.
--Missile LOS Icon: Missile icon is green if your missiles have LOS (MercTech) or red if no LOS (Indirect fire)
--Focus Fire Feedback: Next to the missile icon you will see numbers representing lancemates also targeting your target

3. System status Display: For immersion lists your pilot name, Chassis, elapsed mission time, Terran time at mission start and current Terran time (your clock).  New light displays give updates on headlamps, alarms, and vision mode. Finally the lower part of this panel will provide alerts if your mech is suffering internal structure to a part and any weapon changes in Merctech.

4. Advanced Zoom: PRESS J KEY TO OPEN ZOOM.  The bracket zooms in to a much higher level and is set for accurate sighting. 
--
The zoom is designed to maximize frame rate and avoid freezes.  It has a visual look to imitate a high digital zoom with high ISO settings.  This is an intended look for my realistic LowFi run down future cockpit, but also keeps resolution lower and optimizes FPS. To represent this tech further (and optimize FPS) the zoom runs at 30fps regardless of CPU speed.  This cuts down renders and thus workload significantly.
--Feel free to supply feedback on if the 30fps seems to slow (but this is movie speeds and adequate for sniping), I might try 40 based on feedback. 60 is too rough on FPS for low end systems so please don't ask.
--The display also list the enemy mech chassis and allegiance to help with target selection when the target is placed over them.
--To mimic high end zoom (and avoid feature creep and CPU use) there are no reticle colors or changes.  
--The reticle is very accurate for PPC and Gauss.  AC have drop effects so you have to adjust. There is no autoadjust feature and it isn't something that fits my low tech aesthetic. So adjust your shots.
--To mimic the fact that this tech would only be installed on mechs that can use it, this feature is only available to mechs using long range weapons (PPC, Gauss, LLaser, AC2, AC5, etc...). 
--Press K key to use Advanced Zoom

5. New Central torso critical damage feedback:
--Added new particle effects and smoke for center torso being breached along with massive initial camera shake to let you know something bad happened
--New display regarding damage that suggest particular damaged system.  But creates additional immersion
--I added heat shimmer to overheating but it looked like crap so I took it out.  Sorry for those who requested this.  Trust me it was not good.

6. IMMERSIVE HEAT SYSTEM:
This mod works to give visual feedback and restrictions to heat. Now you suffer the same as enemy mechs when overheating with visual effects making targeting harder and incentivizing you not to laser vomit to the max.  As you overheat there is progressive feedback. First your breath will begin to cause condensation, with higher density and accelerated breathing the hotter it gets. Then you may see your cooling vent begin to show condensation on jetting in cool oxygen.  Next you may start to feel light headed and see some of the veins in the back of your eyes.  At near shutdown your vision will narrow down and you will struggle to see through your pulsating retinas.  At very high heat even when you cool down their will be a period of condensation on the rim of your HUD until you cool down long enough. Enjoy the pain and fear the heat!

7. IMMERSIVE DAMAGE SYSTEM:
1. Displays HUD damage (broken glass) when you have no remaining head armor. 
2. Directional HUD shake from receiving damage.  The helmet and HUD will now jerk in response to damage.  It is directional so you can tell from where you are being shot.  Minor shake to avoid motion sickness.  
3. Wires in upper portion shake separate to convey motion.
4. You may lose parts of the HUD when receiving damage to certain MercTech subsystems (such as sensors or targeting computer) and with head penetration
5. Central torso damage feedback. List damaged system and when repaired with central bracket warning flashing and new visual feedback until repaired.

8. Weapon cooldown PIPS:
1. Shows 6 pips for each weapon group. The box disappears when fired and reappears once all weapons in group are ready to fire.


ALTERNATE FILES:

IMMERSIVE HUD PAPERDOLL: 
The idea of this mod is to make the paperdoll more realistic while still providing feedback. Your mechs AI systems and cameras evaluate the target and estimate damage. They can only tell that a part has been hit once is near failure or has lost its armor. All of this is visible to the player in the game and so an AI should be able to do the same function in 3015.  Has been updated to make BAP and ECM more integral.
1. This mod needs to overwrite MercTech. 
2. Interactions of electronic warfare:
--No Player BAP, No enemy ECM: Armor display is only white (undamaged), yellow (hit at least once), red (near failure), internal structure will flash showing a hit but has no colors. It only vanishes once destroyed.  Weapon loadout updates when a limb is destroyed.
--No Player BAP, Enemy has ECM in disrupt: ECM will make the paperdoll not update ever unless ECM is destroyed. Weapon loadout is not updated.
--Player has BAP, No enemy ECM: This mod makes the paperdoll display as in the base game with weapon updates and gradients for damage to parts including internal.
--Player has BAP or ECM in counter mode, Enemy has ECM in disrupt: Armor display is only white (undamaged), yellow (hit at least once), red (near failure), internal structure will flash showing a hit but has no colors. It only vanishes once destroyed.  Weapon loadout updates when a limb is destroyed.
--Friendly units display as in base game.