wizdum
thanks for reply, though what you describe is a little out of the scope of what I know or can probably work with for now. TY anyways.
cr0sh
nice call on the OLED display (that would be the ultimate of what I'd want to do, but those probably cost a lot more then I'd be willing to pay) I'm gonna look into the VFDs, they seem like the best shot for what I could go with and yeah I've got space to bounce light a bit in my helmet (its pretty big in there, got a couple CPU fans to keep me cool too) And yeah it'd probably be pretty impossible to use an LCD display for this. But hey isn't that the point of asking, now theres 2 conceptually feasible ways to make the "screen" appear, TY for that.
evanrich
yep gonna be looking into the VFDs that cr0sh brought up which is basically what you suggested. As for the glass in the eyes, There'd definately be a layer of plastic that I place between me and the screen in-case of stuff like that.
PeterH
I've done the camera before, adn yeah it works but the screen can be quite annoying. I still ahve the screen (with me) and the camera on my gun most of the time in games now for proof of what I've done when 16yr olds try to argue with the ref that they haven't been hit. But for shooting from cover and things, just use mirrors mostly, or I have one of my friends flank, though usually I'm in a manner in which I have a good view from cover and can fire regularly without getting seen or fired back at (best method).
Since this project is mostly a "hey guys check out what I built" project, it's not that big of a deal. But I don't understand why it would be difficult to tell where the gun is pointed relative to the head.
3 axes of gyro on the head, 3 axes of gyro on the gun, and 3 axes on the chest (chest is there solely for a setpoint and extra layer of math for exactness) Compare 1 direction of the head and gun to eachother, you know how far apart they are in that angle, compare them in another you got another. After getting the screen in the helmet, measure the angle of view that it accounts for, then make it so that when the difference between the helmet and the gun is within that range, it generates the crosshair. Yeah there will be error, and it won't be accurate at close range, but IDC about that for now. There'd definitely be a way in the program to calibrate it, turn on, aim down the sights normally to set "Home" for the gyros, then hit a button to save that and use it for the match. Even if it moves a little bit through to the course of a game I could reset it. Or maybe a couple dials to manually adjust it.
Umm if you could explain why the data from the gyros would be useless I'd like to know.
And well, thanks for the input guys, since I'm gonna spend a bit of time reading about a lot of stuff. Even without a screen I guess one thing i could do to test, make a row of LEDs on the top and bottom of the view, and one on the left and right. Have them light up in a manner that if you crossed them that'd be where the crosshairs would be (hypothetically). Then after programming the arduno to play battleship for me, try aiming around. Don't have that many LEDs on hand though and I haven't got my personal arduno yet (i don't think my boss would like me bringing my airsoft guns into work either). I'd like to see any other suggestions of arguments people may have.