Heads-up display: Difference between revisions

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{{era|H1|H2|H3|HW|FOR|TF|FS|GOO}}
{{era|H1|H2|H3|HW|FOR|TF|FS|GOO}}
[[Image:Through the Eyes of the Chief.jpg|thumb|The Halo 3 Spartan HUD.]]
[[Image:Through the Eyes of the Chief.jpg|thumb|The Halo 3 Spartan HUD.]]
A '''Heads-Up Display''', or '''HUD''', is a transparent display that presents data while minimising any obstruction to the user's view.  
A '''Head-Up Display''', or '''HUD''', is a transparent display that presents data while minimising any obstruction to the user's view.  
Although they were initially developed for military aviation, HUDs are now used in commercial aircraft, automobiles, and other applications.
Although they were initially developed for military aviation, HUDs are now used in commercial aircraft, automobiles, and other applications.
It should be noted however that the use of the term is technically inaccurate for the system used within the Halo universe (particularly in-universe).
It should be noted however that the use of the term is technically inaccurate for the system used within the Halo universe (particularly in-universe).
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== Summary ==
== Summary ==


The Heads-Up Display is the main source for information in-game on [[Halo: Combat Evolved]], [[Halo 2]] and [[Halo 3]], though the appearance of the HUD has changed dramatically from its predecessors<ref>[[Halo: Combat Evolved]]</ref><ref>[[Halo 2]]</ref><ref>[[Halo 3]]</ref>. The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from Halo 2 and Halo 3, with the reason being the insertion of automatic bio-foam injectors into the [[Mark VI]] armor.<ref>Halo 2 Instruction Manual</ref>. In Halo 3, there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons heat and ammunition levels, as well as grenade type and count are also detected through sensors placed in the Spartan's gloves. In Halo 2, the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.
The Head-Up Display is the main source for information in-game on [[Halo: Combat Evolved]], [[Halo 2]] and [[Halo 3]], though the appearance of the HUD has changed dramatically from its predecessors<ref>[[Halo: Combat Evolved]]</ref><ref>[[Halo 2]]</ref><ref>[[Halo 3]]</ref>. The sensors augmented into the Spartan's body display the soldier's vital signs, which include a measure of their overall health in the form of bars. Note that this "health bar" has been removed from Halo 2 and Halo 3, with the reason being the insertion of automatic bio-foam injectors into the [[Mark VI]] armor.<ref>Halo 2 Instruction Manual</ref>. In Halo 3, there a slight convex appearance to simulate looking through a real visor. Also, the MJOLNIR shields flare up in a grid-shaped pattern, to simulate the player is taking damage. Additionally, the HUD also reports the strength of the wearer's shields through the energy signatures it emanates. Weapons heat and ammunition levels, as well as grenade type and count are also detected through sensors placed in the Spartan's gloves. In Halo 2, the Mark VI armor is able to register two weapons when the Spartan is dual-wielding.


Another notable feature on the HUD is that each type of weapon that the gloves detect has it's own unique aiming reticule in relation to the type of ammo that it projects and it's statistics. Even vehicles and known heavy weapons have their own reticules. For example, the open circle reticule on the shotgun tells you that although the shell will land somewhere in the directed area,  the distance and position are rather unpredictable. Or  the Ghost's reticule tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticule is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticule that is designed to AID the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.   
Another notable feature on the HUD is that each type of weapon that the gloves detect has it's own unique aiming reticule in relation to the type of ammo that it projects and it's statistics. Even vehicles and known heavy weapons have their own reticules. For example, the open circle reticule on the shotgun tells you that although the shell will land somewhere in the directed area,  the distance and position are rather unpredictable. Or  the Ghost's reticule tells you that the plasma shots will travel as far as the two dots show, but can drift off left or right a little. The reticule is also compatible with the scope of ranged weapons when installed. However, do remember that it is a reticule that is designed to AID the person in pinpointing where the shot will end up, while an aiming cursor shows exactly where the shot will end up.   
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== Terminology ==
== Terminology ==
Although the games, novels and manuals all refer to a Heads Up Display (HUD), this is technically an incorrect description of the equipment featured in-universe.
Although the games, novels and manuals all refer to a Head-Up Display (HUD), this is technically an incorrect description of the equipment featured in-universe.
By definition, a Heads Up Display is a fixed unit where by you must look 'up' in order to see it.  
By definition, a Head-Up Display is a fixed unit where by you must look 'up' in order to see it.  
For example, the HUD in a fighter jet is mounted to the glareshield and cannot be moved. If the pilot looks to his left or right, he can no longer see the display.
For example, the HUD in a fighter jet is mounted to the glareshield and cannot be moved. If the pilot looks to his left or right, he can no longer see the display.


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* It is unknown how the [[Sangheili Combat Harness|Combat Harness-bearing]] Elites see their HUD due to the fact that they have no visor or digital readout. The HUD may be projected onto their retinas, eliminating the need for a visor, or they may wear contacts that present the information.
* It is unknown how the [[Sangheili Combat Harness|Combat Harness-bearing]] Elites see their HUD due to the fact that they have no visor or digital readout. The HUD may be projected onto their retinas, eliminating the need for a visor, or they may wear contacts that present the information.
* Custom games in Halo 3 let you be able to change how far your radar reads (10 meters, 25 meters, 75 meters or 150 meters). A downside to a large-range radar is that the red dots which represent enemies become hard to see.
* Custom games in Halo 3 let you be able to change how far your radar reads (10 meters, 25 meters, 75 meters or 150 meters). A downside to a large-range radar is that the red dots which represent enemies become hard to see.
*In the above, the SPARTAN HUD is much more advanced than the ODST's HUD, although in [[Halo 3]] you can have the ODST helmet as a [[Armor Permutation]] and have the same HUD as any other Mk. VI Heads-Up-Display. However, it may be updated to the suit like the Mark V.
*In the above, the SPARTAN HUD is much more advanced than the ODST's HUD, although in [[Halo 3]] you can have the ODST helmet as a [[Armor Permutation]] and have the same HUD as any other Mk. VI Head-Up-Display. However, it may be updated to the suit like the Mark V.
*The HUD appears to change in every game.
*The HUD appears to change in every game.
*The [[Spartan]] armor [[Master Chief]] wears in [[Halo 2]] has a different HUD even though in [[Halo 3]] he has the same armor but different HUD.
*The [[Spartan]] armor [[Master Chief]] wears in [[Halo 2]] has a different HUD even though in [[Halo 3]] he has the same armor but different HUD.
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