Author Topic: [Release] Cockpit Mod 2.0!  (Read 22668 times)

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Offline Odinochka

  • 22
  • Posts: 7
Re: [Release] Cockpit Mod 1.1
Er... the installer doesn't work, please use the manual install guide for your OS in the Getting Started board.

Also, updating FS2 to v1.2 prior to installing FSO is recommended  :yes: (so no it should not cause any problems)
Eh? It works, failed to download some additional mods but that's about it. I'll reinstall manually again then, thanks for an advise.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Posts: 5,461
  • Frenchie McFrenchface
Re: [Release] Cockpit Mod 1.1
People are stupid, therefore anything popular is at best suspicious.

Homeworld: Blue Planet     -     Help us help you     -     FSO Installer     -     BP extras portal     -     My legacy

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grĂ¢ce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Odinochka

  • 22
  • Posts: 7
Re: [Release] Cockpit Mod 1.1
Problem solved, thanks!
It was the faulty HDD :)

 

Offline Flygit

  • 24
  • Posts: 23
Re: [Release] Cockpit Mod 1.1
Thanks for fixing the shine issue, it was a PITA. Seriously this 1.1 update should've been in the newsletter, it's a huge change!

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.1
glad to be of service *bow*
>>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 Flygit

  • 24
  • Posts: 23
Re: [Release] Cockpit Mod 1.1
Freespace 2 with Media VPs 3612 or new 2014 don't work with 1.1 version of this mod. FS2 ver 3.6.18 onwards don't work. Game crashes, something about reload-stc.tbm.

FSPort same thing.

Is there anything you can do?

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.1
yes, i will remove the reload-gauges
they are causing all sorts of problems in various situations like when training messages are displayed, although they usually work just fine
but i don't feel like having them is worth all the trouble they cause any more  :nervous:
>>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 fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.2
updated to 1.2
the buggy reload gauges are gone now
>>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 Flygit

  • 24
  • Posts: 23
Re: [Release] Cockpit Mod 1.2
Works nicely now. Thanks!

However I still have one problem. How do I get this working with Blue Planet? I've added GTF Aurora to the list but it's not showing up in game. I've done this same method with other mods and it works. Does Blue Planet simply not work or does it require something special?
« Last Edit: February 08, 2014, 10:21:08 am by Flygit »

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.2
blue planet uses its own hud table, so you might miss stuff if you use this mod anyway
i'd recommend to not use it with Blue Planet at this point in time, maybe i will upload a Blue Planet compatible version in the future though
>>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 General Battuta

  • Poe's Law In Action
  • 214
  • Posts: 22,881
  • i wonder when my postcount will exceed my iq
Re: [Release] Cockpit Mod 1.2
Yeah BP adds so many extra hud gauges I don't think you could use this mod without breaking a bunch of missions.

 

Offline Flygit

  • 24
  • Posts: 23
Re: [Release] Cockpit Mod 1.2
I have other generic cockpit mod with a "helmet" hud that just adds the cockpit and doesn't move any of the default hud elements and it doesn't work either. Is there an easy way to get that version working?

I find TrackIR really needs a cockpit or otherwise it can be disorienting without a clear point of reference to where your center is. Sure there are small HUD things but BP compatible version would be great if you have time to work on it.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • Posts: 22,881
  • i wonder when my postcount will exceed my iq
Re: [Release] Cockpit Mod 1.2
You need to somehow combine the BP hud table with whatever needs to be done for the cockpit to work.

Here's the BP2 hud table:

Code: [Select]
$Load Retail Configuration: NO
$Font: 3
$Max directives: 8
$Max escort ships: 9

#Gauge Config
$Base: (1440,900)
$Min: (1280,720)
$Gauges:
+Messages:
Position: (294,596)
Font: 0
Max Lines: 5
Max Width: 914
Line Height: 12
+Fixed Messages:
+Training Messages:
Position: (587,191)
+Multiplayer Messages:
Position: (216,306)
+Support:
Position: (667,346)
+Damage:
Position: (648,127)
+Wingman Status:
Position: (1348,210)
+Auto Speed:
Position: (1376,804)
+Auto Target:
Position: (1376,780)
+Countermeasures:
Position: (1296,734)
+Talking Head:
Position: (266,456)
+Directives:
Position: (5,344)
+Weapons:
Position: (1296,637)
Font: 3
+Objective Notify:
Position: (644,292)
+Squad Message:
Position: (1243,5)
+Escort View:
Position: (1281,462)
;+ETS Weapons:
; Position: (1296,780)
;+ETS Shields:
; Position: (1314,780)
;+ETS Engines:
; Position: (1332,780)
+ETS Retail:
Position: (1296,780)
+Target Monitor:
Position: (5,722)
+Extra Target Data:
Position: (5,684)
+Target Shields:
Position: (458,802)
+Radar:
Position: (619,722)
+Player Shields:
Position: (884,802)
+Afterburner Energy:
Position: (482,490)
+Weapon Energy:
Position: (874,490)
+Text Warnings:
Position: (720,341)
+Center Reticle:
Position: (701,436)
Firepoint display: YES
+Mini Target Shields:
Position: (705,536)
+Throttle:
Position: (554,335)
Font: 3
+Threat Indicator:
Position: (782,335)
+Voice Status:
Position: (5,231)
+Ping:
Position: (1104,5)
+Lag:
Position: (835,5)
+Supernova:
Position: (170,170)
+Hostile Triangle:
Position: (720,450)
+Target Triangle:
Position: (720,450)
+Missile Triangles:
Position: (720,450)
+Orientation Tee:
Position: (720,450)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (720,450)
+Mission Time:
Position: (1385,848)
+Kills:
Position: (1296,756)
+Custom:
Position: (464,236)
Name: BPstealthgauge
Text:
Gauge Type: CENTER_RETICLE
Slew: NO
Active by default: NO
Filename: BPstealthgauge
+Custom:
Position: (625,316)
Name: BPMiscStatus
Text: Ship Status
X Offset: 3
Y Offset: 2
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message1
+Custom:
Position: (625,328)
Name: BPMiscStatusA
Text:
X Offset: 5
Y Offset:   3
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message2
+Custom:
Position: (625,338)
Name: BPMiscStatusB
Text:
X Offset: 5
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message3
+Custom:
Position: (1256,316)
Name: BPTaccom
Text: TacNet
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1256,328)
Name: BPTaccomA
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,337)
Name: BPTaccomB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,346)
Name: BPTaccomC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,355)
Name: BPTaccomD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1256,370)
Name: BPLowerRightMFD
Text: MFD 2 Online
X Offset: 3
Y Offset: 2
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1256,382)
Name: BPLowerRightMFDA
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,391)
Name: BPLowerRightMFDB
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,400)
Name: BPLowerRightMFDC
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,409)
Name: BPLowerRightMFDD
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,418)
Name: BPLowerRightMFDE
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,427)
Name: BPLowerRightMFDF
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,436)
Name: BPLowerRightMFDG
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1256,445)
Name: BPLowerRightMFDH
Text:
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (645,562)
Name: BPVisibilityA
Text:
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (645,573)
Name: BPVisibilityB
Text:
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: blank
+Custom:
Position: (208,66)
Name: BPViewfinder
Text:
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: viewfinder
+Custom:
Position: (600,316)
Name: BPSignalGaugeTop
Text: Signal Strength
X Offset: 5
Y Offset: 4
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: BPsignalgaugetop
+Custom:
Position: (600,326)
Name: BPSignalGaugeBar
Text:
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: BPsignalgauge
$End Gauges
#End


#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
$Min: (1024, 768)
$Gauges:
+Custom:
Position: (256, 200)
Name: BPstealthgauge
Text:
Gauge Type: CENTER_RETICLE
Slew: NO
Active by default: NO
Filename: BPstealthgauge
+Custom:
Position: (417, 250)
Name: BPMiscStatus
Text: Ship Status
X Offset: 3
Y Offset: 2
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message1
+Custom:
Position: (417, 263)
Name: BPMiscStatusA
Text:
X Offset: 5
Y Offset:    3
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message2
+Custom:
Position: (417, 273)
Name: BPMiscStatusB
Text:
Gauge Type: DAMAGE_GAUGE
Slew: NO
Active by default: NO
Filename: message3
+Custom:
Position: (840, 250)
Name: BPTaccom
Text: TacNet
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (840, 262)
Name: BPTaccomA
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 271)
Name: BPTaccomB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 280)
Name: BPTaccomC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 289)
Name: BPTaccomD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (840, 444)
Name: BPLowerRightMFD
Text: MFD 2 Online
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (840, 456)
Name: BPLowerRightMFDA
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 465)
Name: BPLowerRightMFDB
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 474)
Name: BPLowerRightMFDC
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 483)
Name: BPLowerRightMFDD
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 492)
Name: BPLowerRightMFDE
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 501)
Name: BPLowerRightMFDF
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 510)
Name: BPLowerRightMFDG
Text:
X Offset: 5
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (840, 519)
Name: BPLowerRightMFDH
Text:
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (437, 496)
Name: BPVisibilityA
Text:
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437, 507)
Name: BPVisibilityB
Text:
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: blank
+Custom:
Position: (0, 0)
Name: BPViewfinder
Text:
X Offset: 0
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: viewfinder
+Custom:
Position: (392, 250)
Name: BPSignalGaugeTop
Text: Signal Strength
X Offset: 5
Y Offset: 4
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: BPsignalgaugetop
+Custom:
Position: (392, 260)
Name: BPSignalGaugeBar
Text:
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: BPsignalgauge
+Messages:
;Position: (5, 5)
Position: (210, 530)
Font: 0
Max Lines: 5
Max Width: 650
Line Height: 12
+Fixed Messages:
;Position: ()
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
;Position: (459, 534)
Position: (459, 214)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (100, 390)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
Font: 3
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
;+ETS Weapons:
; Position: (880, 648)
;+ETS Shields:
; Position: (898, 648)
;+ETS Engines:
; Position: (916, 648)
+ETS Retail:
Position: (880, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
Firepoint display: YES
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
Font: 3
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
;Position: (627, 529)
Position: (627, 5)
+Supernova:
Position: (170, 170)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

And maybe fightermedic can figure out what to do with it to render it cockpit-compatible?

Bear in mind, we're not just talking small things here: there's an added stealth gauge, a visibility monitor, two big MFDs for stuff like artillery and air wing commands or mission-specific equipment, an ELINT gauge for a specific mission, and a status ticker.

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.2
adding just the cockpit without the gauges is very easy, as for that you only need to tell every specific ship which cockpit to display
- completely delete "Cockpits-hdg.tbm" from my mod
- add a new entry for the ship you want to have a cockpit to "Cockpits-shp.tbm"
>>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 totiselles

  • 24
  • Posts: 31
Re: [Release] Cockpit Mod 1.2
Hi ho boys, from spain

Great mod

This ol'man who's speaking need some help (see image)

I'm using triple monitor config, but as you see some gauges (speed, weapons energy, messages and so on) are really big (very low resolution)

seem that hud_gauges.tbl do nothing with mod activated

any clue to resize those mega-monster-size-low-res gauges

TY in advance

[attachment deleted by an evil time traveler]

 

Offline CapellaGoBoom

  • 24
  • Posts: 22
Re: [Release] Cockpit Mod 1.2
love the mod! i hope this becomes compatible (if possible) with BP in the future, as well as the next MVPs. 1 problem i ran into is the final SOC mission where you go with snipes to take out those shivan comm devices. i get a cockpit, but it is totally glitched and there is no HUD. will this be fixed in the next patch for the mod?

 

Offline equalvision87

  • 20
  • Posts: 1
Re: [Release] Cockpit Mod 1.2
Awesome mod! It looks great and adds a lot of immersion to the game. Is there any way, however, to restore the games original targeting reticle? Specifically the indicator that shows me where to fire my energy weapons. Its a lot harder, and a little frustrating trying to hit another ship without it. Thanks :D

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.2
the targeting reticle is still there, it just works differently, you now hit if the reticle is floating over the enemy ship, as it kind of drags behind the the reticle that shows where you are aiming at
if you look at the second screenshot on the first post, you can see how it works, with the reticle floating over beta1
in this situation, if i shoot i will hit beta1
>>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 coffeesoft

  • 27
  • Posts: 238
Re: [Release] Cockpit Mod 1.2
Very nice job   :yes:, would be amazing if the z position of the camera is moved a bit  with the acceleration and deceleration of the ship   :)
I saw on Freelancer cockpits and is a very nice effect.

R2-D2             .-.
where            /_ _\
are               |o^o|
you ?             \ _ /
                    .-'-'-.
http://www.moddb.com/mods/star-wars-the-original-trilogy-mod
http://p3d.in/u/coffeesoft

 

Offline fightermedic

  • 29
  • Posts: 911
  • quite a nice guy, no really, i am
Re: [Release] Cockpit Mod 1.2
i agree, i though of looking at the code for this very reason one time, but didn't dare to yet
>>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