Author Topic: [Release] Cockpit Mod 2.0!  (Read 22686 times)

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Offline fightermedic

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Re: [Release] Cockpit Mod 2.0!
hm, i guess there is not right now
sorry but that is a super specific thing, and i don't have the time right now to fix something minor like that :/
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline Bryan See

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Re: [Release] Cockpit Mod 2.0!
Here's the post coming from woutersmits on the Shattered Stars mod:












































































and weapon placemant wierd it stands eapons
000
while 1000 weapons on hud

Is it a problem or not?
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

Ships:
GTS Hygeia, GTT Argo, SC Raguel

 

Offline Familiar

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Re: [Release] Cockpit Mod 2.0!
Hello fightermedic, I really appreciate your work on this cockpit. (And your campaings remastering too...)
Having cockpit is essential when you play with Freetrack. And Freetrack is essential for me for playing space combat sim, after I started to use it in Elite Dangerous...
With all new releases I want to get back to Freespace after 8 month of KSP and 4 month of ED.

([off] by the way honestly I think Freespace Open > Elite Dangerous as a combat sim, and much more engaging with all campaigns ... then grinding stuff in ED. So glad FSO is still developing and campaigns (FSPort, ST:R, Blue Planet) getting updated. Respect to all HLP guys, I love you :) [/off]

However I appreciate also if you will ask 2 simple questions regarding your mod:

1) Is there's any way to change Diaspora style "Trailing" indicator to default Freespace "Leading" indicator? It's really hard for me to make new habits :) Also I love to use unguided missiles to give more punch with my 2 stage trigger joystick and it hard to line up primary and secondary weapon shot when you have trailing for primary and leading for secondary. Thank you in advance for the answer.

2) How can I fall back to use oldie 2D radar (or at least disable radar sound)

Sorry if it is stupid questions, I'm not experienced in FSO modding...  (Did some HUD stuff for X3 and some module manager configs for KSP)

 

Offline Familiar

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Re: [Release] Cockpit Mod 2.0!
O'l I'm sorry for double posting, but since mod author did not reply...

I figured out how to change trail aiming to lead aiming, thanks to hud gauges wiki.
The sound question solved also.
So another dumb question - is it possible to have +showship and custom cockpit at the same time  - so different ships could have different cannopies?

 

Offline OverDhill

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Re: [Release] Cockpit Mod 2.0!
Mind sharing the fix to change trail aiming so I don't have to go hunting for it? Thanks

 

Offline Familiar

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Re: [Release] Cockpit Mod 2.0!
Mind sharing the fix to change trail aiming so I don't have to go hunting for it? Thanks

Here the link to modified table file https://www.dropbox.com/s/k8c5eec2wkg6ezn/fightermedics_cockpit1.2_lead_targeting_fix.zip?dl=0
you need to put it in \data\tables inside mod folder.
as I understand (may be wrong) it should override the table in .vp file
Let me know if it work for you as well.

 

Offline OverDhill

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Re: [Release] Cockpit Mod 2.0!
Thanks it worked. I was going to look at placing the onscreen face messages back to the upper left as well as they seem to cover the targeting screen when incoming messages are being spoken but it seems that you did that as well.
« Last Edit: January 13, 2016, 10:18:22 pm by OverDhill »

 

Offline OverDhill

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Re: [Release] Cockpit Mod 2.0!
I was looking at trying to modify this Cockpit mod so that the target monitor picture is the same one that is used without the cockpit mod. Here is a screenshot. The left is the non cockpit mod and the right is with the mod. I think it would look better if it could use the image as without the mod.

I have looked through the cockpit mod files and have not seen where the image is getting changed or maybe just the color palette?

Any help would be appreciated.


 

Offline tomimaki

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Re: [Release] Cockpit Mod 2.0!
Remove
Code: [Select]
Desaturate: Yes in cockpits-hdg.tbm

 

Offline OverDhill

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Re: [Release] Cockpit Mod 2.0!
Actually that is the first thing I tried.  First to change it from yes to no then next to remove it entirely. The only effect it had was to make it white instead of green.
« Last Edit: March 10, 2017, 09:32:28 am by OverDhill »

 

Offline tomimaki

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Re: [Release] Cockpit Mod 2.0!
It looks like wireframe?
Try Alt+Shift+Q

 

Offline chief1983

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Re: [Release] Cockpit Mod 2.0!
That's not wireframe I don't think, but it does look like another bug I think was already being looked into.  That being the whited-out ship drawings.  They're not completely white, but it looks to be some kind of very high bloom being applied.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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iamzack:  i dont have hamynerge i just want ptatoc hips D:
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Offline krevett62

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Re: [Release] Cockpit Mod 2.0!
Indeed I posted an issue on github about this are you using a recent nightly ?

 

Offline tomimaki

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Re: [Release] Cockpit Mod 2.0!
That's not wireframe I don't think, but it does look like another bug I think was already being looked into.  That being the whited-out ship drawings.  They're not completely white, but it looks to be some kind of very high bloom being applied.
You are right.
btw I noticed in cockpit mod that model in targetbox looks like without z-buffer i.e. like in F3 lab with No Z-buffer selected.

 

Offline OverDhill

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Re: [Release] Cockpit Mod 2.0!
Yep went back and tried 3.7.4 and it worked fine. So it is a bug in the latest nightly builds.


I did try the shift-alt-q and hitting that a couple times the image did look like the non-cockpit mod after I brightened in up a bit. Weird

Update:

I added the following code to a hud_gauges.tbl file in the cockpit-mod/data/tables folder and it seems to have fixed the problem.

Code: [Select]
$Wireframe Targetbox: 2
« Last Edit: March 10, 2017, 07:07:59 pm by OverDhill »