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Back to the targeting pips: based on the version that's on PTU right now, are we planning any additional changes to them before this rolls out? As far as their format, how they look, the difference between fixed and gimballed, is it where it needs to be or are we still working on it?

TL;DRThe pip visuals are close to final, but adding drop shadow or dynamic brightness to HUD elements needs other teams' work and won't come in 3.10.

John CreweVehicle Director

The actual visual styling of them is pretty close to where we want them to be. There are a few things that we want to add, but it's not going to come for 3.10, because it requires some work from other teams, and that's adding the ability to add drop shadow or dynamic brightness to those HUD elements, just so they work across all visual backgrounds. Something else that went into 3.10 was the actual HUD. The HUD UI in ships dynamically adjusts based on what's on screen. If you're in the dark depths of space, it dims down so the eye adaption doesn't get blown out. And then if you're facing a bright white planet, it brightens up so you can see it. But unfortunately, that only applies to things in the world, whereas these reticles and markers are sort of on your lens or in your visor, and that goes through a slightly different rendering path. So it can't use that system out of the box, and we want that to be able to be used. So then everything HUD-wise will dynamically adapt in terms of brightness and visibility.

Star Citizen Live›All About Alpha 3.10·
Published on this date.24 Jul 2020