Author Topic: [Release] Cockpit Mod 2.0!  (Read 70420 times)

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Offline NFSRacer

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Re: [Release] Cockpit Mod 2.0!
I just happened across this mod posting.  Just curious: Does anyone know if the compatibility for this has been fixed when it comes to BP and other modded fighter-craft?
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline ngld

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Re: [Release] Cockpit Mod 2.0!
It's not a compatiblity problem. Each fighter model needs its own cockpit model. The only way to fix the problem is to make a cockpit for each custom fighter and table it. Though if you don't care for accuracy, you can probably reuse the existing cockpits.

The HUD issues on the other hand are compatiblity problems which can be fixed by adapting the HUD table for each mod.

 

Offline NFSRacer

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Re: [Release] Cockpit Mod 2.0!
It's not a compatiblity problem. Each fighter model needs its own cockpit model. The only way to fix the problem is to make a cockpit for each custom fighter and table it. Though if you don't care for accuracy, you can probably reuse the existing cockpits.

The HUD issues on the other hand are compatiblity problems which can be fixed by adapting the HUD table for each mod.

Interesting.  I guess that means I'd be better off pulling the TBL files and modding the entries for the fighters in each mod I'd like to have the cockpits visible in.  I remember there was a certain tag I could put in.  Trying to remember what that is, though....
"Said 'It was up to us.  Up to us, to decide.  You've become a virus that eating up it host.  We've been watching you with all our eye, and what you seem to value most.  'So much potential'.  Or so we used to say.  Your greed, self-importance, and your arrogance, you p*** it all away.'" - NIN from Year Zero

 

Offline Bryan See

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Re: [Release] Cockpit Mod 2.0!
@NFSRacer, you must be behind FSReunited?

Anyway, my machine screwed up my builds ability to show "show ship" cockpits.

 
Cockpit Mod 2.0 in main campaign
As long as I have this file in my directory

I get this message.


That normal?

Also, when I copied the mod file from cockpits it replaces the mod folder for MediaVPs_2014.
I made a back up prior to doing so and I know enough about coding to know these need to be manually combined and not enough to know exactly how to do it.
(Left is the Cockpit Mod/ Right is the original Media VPs_2014 it replaced)

 
Re: [Release] Cockpit Mod 2.0!
I too have the same issue, as well as whilst ingame, the cockpit and it's HUD render successfully, yet the HUD is doubled, the default HUD is overlapping the Cockpit and is all screwed up. I will try to get screenshots tomorrow.

 

Offline ngld

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Re: [Release] Cockpit Mod 2.0!
Which MediaVPs version are you using? This mod probably isn't compatible with MediaVPs 3.8.x which might cause the double HUD issue.

 
Re: [Release] Cockpit Mod 2.0!
I am using the latest ones via Knossos, is there a fix? I also am looking for working cockpits for Blue Planet Complete

 

Offline ngld

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Re: [Release] Cockpit Mod 2.0!
See this thread for possible fixes regarding the MediaVPs. To fix the double HUD, create an empty text file called "mv_root-hdg.tbm" in <Cockpit Mod's folder>/data/tables. Make sure that there's no .txt extension at the end of the filename.

AFAIK there are no working cockpits for BPC.

 
Re: [Release] Cockpit Mod 2.0!
I only use Knossos so how do I activate the cockpits?

None of the mods have the option, unless there is something I have to click on the mods to get the option?

 
Re: [Release] Cockpit Mod 2.0!
You can take the Cockpit files and move them into the active mod folder.

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
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  • The GTA expects that every man will do his duty.
Re: [Release] Cockpit Mod 2.0!
I've cleaned up some bugs with this mod and posted it to Knossos so it is readily accessible:

INSTALL AND PLAY USING KNOSSOS

« Last Edit: August 25, 2020, 02:06:54 pm by Admiral Nelson »
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Re: [Release] Cockpit Mod 2.0!
good, Do you have plans to support FSPort? (It needs bit tuning.)

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
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Re: [Release] Cockpit Mod 2.0!
Ok, here is an FS1 version:

INSTALL AND PLAY USING KNOSSOS

If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Re: [Release] Cockpit Mod 2.0!
I just installed this using Knossos, but I'm not really certain how to get the cockpit mods to work with the corresponding mods; for example, how to get the cockpit mod for FS1 displaying in FSPort (unless that's not what this is for).  Do I need to rearrange the files in their corresponding folders to get this to work?  Sorry if this has already been answered; I just didn't see it so far and I've been trying to figure this out for a couple days now.

 

Offline Strygon

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Re: [Release] Cockpit Mod 2.0!
The mod is usually strictly for FS2, but with a bit of table editing you can make it work for FSPort too.
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Re: [Release] Cockpit Mod 2.0!
The post above mine looks like he created an FS1 port adaptation of it, and on Knossos there's both a "Cockpit Mod" and a "Cockpit Mod for FS1" on the "explore" tab of the launcher.  I don't know anything about editing tables, but I'm down to learn.  How do I do that?

 

Offline Iain Baker

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Re: [Release] Cockpit Mod 2.0!
I really like the cockpit mod but there is one problem. If you try to look backwards (via hat stick etc) all you see in the headrest of the chair. Is there a way to remove this so players can still see backwards?

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