Editing Heads-up display
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{{ | {{era|Human|UNSC|HCW|Post}} | ||
[[File: | [[File:H3_MkVI_HUD.jpg|thumb|300px|The HUD for the [[MJOLNIR Powered Assault Armor/Mark VI|MJOLNIR Mark VI Powered Assault Armor]].]] | ||
A '''heads-up display''', or '''HUD''', is a transparent display that presents data while minimizing any obstruction to the user's view. Virtually all armor systems used by the [[ | A '''heads-up display''', or '''HUD''', is a transparent display that presents data while minimizing any obstruction to the user's view. Virtually all armor systems used by the [[UNSC Armed Forces]] incorporate a HUD, including the [[MJOLNIR Powered Assault Armor|MJOLNIR armor]], [[Semi-Powered Infiltration armor|SPI armor]] and the [[ODST armor]]. Ordinary UNSC infantrymen from the [[UNSC Army|Army]] and [[UNSC Marine Corps|Marine Corps]] may utilize [[shooting glasses]] which have head-mounted displays projected on their tactical goggles or [[UNSC tactical eyepiece|eye-screens]]. The [[Covenant]] also employ HUDs in combat armor, such as the [[Combat harness|Sangheili combat harness]]. | ||
== MJOLNIR armor == | == MJOLNIR armor == | ||
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When operating in teams, Spartans employ a system of status lights on their HUDs. The lights (blue/green, amber and red)<ref>'''Halo: Ghosts of Onyx''', ''page 217''</ref> can be manipulated by the wearer at will and are most prominently used to acknowledge orders or report complications.<ref>'''Halo: First Strike''', ''page 111'' (2003)</ref> The SPARTAN-IIs and IIIs also use them as an efficient channel of non-verbal communication, using combinations of the lights as a [[Spartan signals|messaging system]].<ref>'''Halo: Ghosts of Onyx''', ''page 258''</ref> | When operating in teams, Spartans employ a system of status lights on their HUDs. The lights (blue/green, amber and red)<ref>'''Halo: Ghosts of Onyx''', ''page 217''</ref> can be manipulated by the wearer at will and are most prominently used to acknowledge orders or report complications.<ref>'''Halo: First Strike''', ''page 111'' (2003)</ref> The SPARTAN-IIs and IIIs also use them as an efficient channel of non-verbal communication, using combinations of the lights as a [[Spartan signals|messaging system]].<ref>'''Halo: Ghosts of Onyx''', ''page 258''</ref> | ||
[[File: | [[File:Reach_HUD_Reference.jpg|thumb|A reference chart of the HUD in the ''[[Halo Reach]]'' [[Halo: Reach Multiplayer Beta|beta]].]] | ||
The standard MJOLNIR armor contains the following readouts: | The standard MJOLNIR armor contains the following readouts: | ||
# A meter displaying the relative [[Health|vitality]] of the user. | # A meter displaying the relative [[Health|vitality]] of the user. | ||
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== Marine and ODST helmets == | == Marine and ODST helmets == | ||
[[File: | [[File:H2A_terminals_-_Marine_POV.jpg|thumb|250px|A UNSC Marine's HUD.]] | ||
The heads-up displays used by conventional UNSC infantry, including the [[UNSC Marine Corps]] and [[Orbital Drop Shock Troopers|ODSTs]], are largely similar to that of the MJOLNIR system, displaying weapons and grenades carried by the user as well as their ammunition, and projecting a targeting reticle to assist aim. Many infantry HUDs, such as those used by UNSC Marines<ref>'''[[Halo 2: Anniversary]]''', ''[[Terminal (Halo 2: Anniversary)|Terminal 2]]''</ref> and the cadets at [[Corbulo Academy of Military Science|Corbulo Academy]], incorporate a [[motion tracker]],<ref name="fud">'''[[Halo 4: Forward Unto Dawn]]'''</ref> although at least some models of the ODST helmet lacked one as of 2552.<ref>'''[[Halo 3: ODST]]'''</ref> The shield bar is absent in armor systems which do not possess energy shielding, though health information is displayed. The HUDs also typically include a compass wheel in the center of the upper portion. | The heads-up displays used by conventional UNSC infantry, including the [[UNSC Marine Corps]] and [[Orbital Drop Shock Troopers|ODSTs]], are largely similar to that of the MJOLNIR system, displaying weapons and grenades carried by the user as well as their ammunition, and projecting a targeting reticle to assist aim. Many infantry HUDs, such as those used by UNSC Marines<ref>'''[[Halo 2: Anniversary]]''', ''[[Terminal (Halo 2: Anniversary)|Terminal 2]]''</ref> and the cadets at [[Corbulo Academy of Military Science|Corbulo Academy]], incorporate a [[motion tracker]],<ref name="fud">'''[[Halo 4: Forward Unto Dawn]]'''</ref> although at least some models of the ODST helmet lacked one as of 2552.<ref>'''[[Halo 3: ODST]]'''</ref> The shield bar is absent in armor systems which do not possess energy shielding, though health information is displayed. The HUDs also typically include a compass wheel in the center of the upper portion.<ref name="fud"/> | ||
Heads-up display visuals are provided through the Marine's [[UNSC tactical eyepiece]] or [[Shooting glasses|ballistic goggles]]. UNSC Pilots operating Pelican dropships are able to utilise the [[Integrated Helmet and Display Sight System]] to allow the craft's on-board mounted [[M370 autocannon]]s to track the gunner's eye movements and aim accordingly. | Heads-up display visuals are provided through the Marine's [[UNSC tactical eyepiece]] or [[Shooting glasses|ballistic goggles]]. UNSC Pilots operating Pelican dropships are able to utilise the [[Integrated Helmet and Display Sight System]] to allow the craft's on-board mounted [[M370 autocannon]]s to track the gunner's eye movements and aim accordingly. | ||
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The heads-up display is the main source for information in-game, though the appearance of the HUD has changed dramatically between each game.<ref>'''[[Halo: Combat Evolved]]'''</ref><ref>'''[[Halo 2]]'''</ref><ref>'''[[Halo 3]]'''</ref><ref>'''[[Halo 4]]'''</ref><ref>'''[[Halo 5: Guardians]]'''</ref> In ''Halo 3'', there is 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. In ''Halo 2'' and ''Halo 3'', the HUD is able to register two weapons when the Spartan is dual-wielding. In the campaigns of ''Halo 4'' and ''Halo 5: Guardians'', the player can now see parts of the player character's helmet interior on their HUD. | The heads-up display is the main source for information in-game, though the appearance of the HUD has changed dramatically between each game.<ref>'''[[Halo: Combat Evolved]]'''</ref><ref>'''[[Halo 2]]'''</ref><ref>'''[[Halo 3]]'''</ref><ref>'''[[Halo 4]]'''</ref><ref>'''[[Halo 5: Guardians]]'''</ref> In ''Halo 3'', there is 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. In ''Halo 2'' and ''Halo 3'', the HUD is able to register two weapons when the Spartan is dual-wielding. In the campaigns of ''Halo 4'' and ''Halo 5: Guardians'', the player can now see parts of the player character's helmet interior on their HUD. | ||
The aiming reticle on the HUD changes based on the equipped weapon and whether the player is scoped in or not (only for certain weapons). Even vehicles and known heavy weapons have their own reticles. For example, the open circle reticle on the [[M90 shotgun|M90]] and [[M45 shotgun]]s tells the player that although the shot will land somewhere in the directed area, the distance and position are rather unpredictable. In ''Halo 4'', the [[Z-750 binary rifle|Binary Rifle]]'s reticle is huge when not scoped in, but it compresses to a much smaller size when the player is scoped in. The [[ | The aiming reticle on the HUD changes based on the equipped weapon and whether the player is scoped in or not (only for certain weapons). Even vehicles and known heavy weapons have their own reticles. For example, the open circle reticle on the [[M90 shotgun|M90]] and [[M45 shotgun]]s tells the player that although the shot will land somewhere in the directed area, the distance and position are rather unpredictable. In ''Halo 4'', the [[Z-750 binary rifle|Binary Rifle]]'s reticle is huge when not scoped in, but it compresses to a much smaller size when the player is scoped in. The [[Type-32 Ghost|Type-32]]/[[Type-54 Ghost]]'s reticle tells the player that the plasma shots will travel as far as the two dots show, but can slightly drift off to the left or right. | ||
The HUD in ''Halo 2'' is the only one in the trilogy that does not display any kind of information on the direction of the fire when the player is hit. Both ''Halo: Combat Evolved'' and ''Halo 3'' utilize arrows that show the player where the shots came from; however, the arrows in ''Halo: Combat Evolved'' are much more general than the ones in ''Halo 3''. ''Halo 4'' uses semi-circles with two arrows above them to denote where the damage came from, while ''Halo 5: Guardians'' uses a set of semi-circles similar to the damage indicators found in other FPS games; these also turn green if the player takes friendly fire from an ally. | The HUD in ''Halo 2'' is the only one in the trilogy that does not display any kind of information on the direction of the fire when the player is hit. Both ''Halo: Combat Evolved'' and ''Halo 3'' utilize arrows that show the player where the shots came from; however, the arrows in ''Halo: Combat Evolved'' are much more general than the ones in ''Halo 3''. ''Halo 4'' uses semi-circles with two arrows above them to denote where the damage came from, while ''Halo 5: Guardians'' uses a set of semi-circles similar to the damage indicators found in other FPS games; these also turn green if the player takes friendly fire from an ally. | ||
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== Terminology == | == Terminology == | ||
{{Wikipedia}} | {{Wikipedia}} | ||
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; it is far more accurate to refer to the equipment as a [[Wikipedia:Helmet mounted display|helmet mounted display]]. By definition, a head-up display is a fixed unit whereby one 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 | 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; it is far more accurate to refer to the equipment as a [[Wikipedia:Helmet mounted display|helmet mounted display]]. By definition, a head-up display is a fixed unit whereby one 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. | ||
The term HUD originally came from looking | The term HUD originally came from looking 'up' out of the cockpit as opposed to looking down at the gauges on the instrument panel. The correct in-universe term for the equipment in the Halo games is a Helmet Mounted Display, or HMD. A display mounted or projected onto a helmets visor, the result of which being that no matter where the wearer looks, the display will remain in front of his eyes. HMD's have been in military service as early as the late 1970s when the Soviet Union was developing the MiG-29 Fulcrum and are currently starting replacing HUD's in the newest generation of fighter jets, and the new Lockheed Martin F-35 Lightning II does not feature a HUD at all, instead completely relying upon the pilots HMD. | ||
== Trivia == | == Trivia == | ||
{{Linkbox|gallery=yes|gallerypage=Images of heads-up displays}} | {{Linkbox|gallery=yes|gallerypage=Images of heads-up displays}} | ||
* It is unknown how the HUD changes from ''Halo 2'' to ''Halo 3'', as John possesses the exact same armor in both games. While the changes are obviously for gameplay reasons, no in-universe explanation has been offered for them. It is possible that the armor has customizable HUD layouts available that can be changed according to the user's preferences. This also explains the radical differences between the HUD of ''Halo: Combat Evolved'' and that of ''Halo: Reach'', as both games feature [[MJOLNIR Powered Assault Armor/Mark V|Mark V armor]]. | * It is unknown how the HUD changes from ''Halo 2'' to ''Halo 3'', as John possesses the exact same armor in both games. While the changes are obviously for gameplay reasons, no in-universe explanation has been offered for them. It is possible that the armor has customizable HUD layouts available that can be changed according to the user's preferences. This also explains the radical differences between the HUD of ''Halo: Combat Evolved'' and that of ''Halo: Reach'', as both games feature [[MJOLNIR Powered Assault Armor/Mark V|Mark V armor]]. | ||
* From ''Halo 2'' onwards, when one looks up they can see less of their equipped weapon but when looking down, more of it is seen. | * From ''Halo 2'' onwards, when one looks up they can see less of their equipped weapon but when looking down, more of it is seen. | ||
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==== Halo 3 (Final) ==== | ==== Halo 3 (Final) ==== | ||
<gallery> | <gallery> | ||
File:Through_the_Eyes_of_the_Chief.jpg|The Mark VI HUD. | File:Through_the_Eyes_of_the_Chief.jpg|The Mark VI HUD. | ||
File:MarkVI_binoc.jpg|The Mark VI HUD magnification system. | File:MarkVI_binoc.jpg|The Mark VI HUD magnification system. | ||
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</gallery> | </gallery> | ||
=== Other Halo media === | === Other Halo media === | ||
<gallery> | <gallery> | ||
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File:Nightfall Hud.png|ONI operative [[Nightfall armor]] HUD in ''[[Halo: Nightfall]]''. | File:Nightfall Hud.png|ONI operative [[Nightfall armor]] HUD in ''[[Halo: Nightfall]]''. | ||
File:HE20-VISR-mode.jpg|Gabriel Thorne's GEN2 RECRUIT-class HUD in ''[[Halo: Escalation]]''. | File:HE20-VISR-mode.jpg|Gabriel Thorne's GEN2 RECRUIT-class HUD in ''[[Halo: Escalation]]''. | ||
</gallery> | </gallery> | ||
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== Sources == | == Sources == | ||
<references /> | |||
[[Category:MJOLNIR armor]] | [[Category:MJOLNIR armor]] | ||
[[Category:Communications technology]] | [[Category:Communications technology]] |