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FreeSpace Releases => Asset Releases => Topic started by: fightermedic on April 26, 2013, 06:24:56 pm

Title: [Release] Cockpit Mod 2.0!
Post by: fightermedic on April 26, 2013, 06:24:56 pm
The all new and even more shiny version of my cockpit mod is here!
Get it now, while the canopy is still intact!

Download for the new 2.0:
http://www.mediafire.com/download/js3mt4tvgnaqccz/cockpit-mod_2.0.rar

And for those who prefere the old version, here is the link for version 1.2:
http://www.mediafire.com/download.php?uugdrw34yc9uwzw

Installation:
- decompress and drop the cockpit-mod-2.0.vp file into every mod's folder that you want to play with cockpits (or if you just want to play the freespace2 main campaign: select the cockpit-mod folder as a mod in the launcher) - the mod might not work on campaigns that use custom ships
- disable the ballistic ammo gauge in the launcher if you have turned it on

known problems:
- distortion and off brackets in the target window
- minor stretching problems with the weapon gauge

and some example screenshots:
of 2.0:
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0025_zps5288e8c8.jpg~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0023_zpse4817fbe.jpg~original)

and of 1.2:
(http://imageshack.us/a/img825/8527/screen0042.jpg)
(http://imageshack.us/a/img39/3749/screen0040.jpg)

Let me know if there are any problems I didn't notice.
Title: Re: [Release] Cockpit Mod
Post by: Dragon on April 26, 2013, 06:58:09 pm
Looks really good. Why the weird energy gauge positions though?
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on April 26, 2013, 10:46:45 pm
Installation:
- decompress and drop the data folder into your mediavps folder, overwrite everything if asked
- disable the ballistic ammo gauge and environment maps in the launcher

For the love of god please do NOT DO THIS. Stop. Don't do it. PLEASE STOP. DON'T

(http://media.tumblr.com/b4dd6c79aec8982c0c2dc2ba411cf758/tumblr_inline_mjgew6nrR21qz4rgp.gif)

This should be installed and loaded as a separate mod. I cannot overstate the support hell that may ensue if it's dropped into mediavps_3612/data. Pleeeeeeease, I'm begging you, distribute this as a separate mod folder and edit mod.inis to reference it.
Title: Re: [Release] Cockpit Mod
Post by: Dragon on April 27, 2013, 03:57:57 am
Actually, I'd prefer to see it included into the next mediavps as an optional download. Editing mod.ini in every mod you want to use it in is a bit of a chore, not to mention not every user can do it. Besides, this feature is so new so I don't think there is a mod with which it would interfere.
Title: Re: [Release] Cockpit Mod
Post by: headdie on April 27, 2013, 04:00:41 am
Actually, I'd prefer to see it included into the next mediavps as an optional download. Editing mod.ini in every mod you want to use it in is a bit of a chore, not to mention not every user can do it. Besides, this feature is so new so I don't think there is a mod with which it would interfere.

you could just edit the mediavp mod ini to reference it
Title: Re: [Release] Cockpit Mod
Post by: Dragon on April 27, 2013, 04:09:48 am
It'd only work with mediavps then. If any other mod uses mediavps, then mediavps mod.ini wouldn't be loaded.
Title: Re: [Release] Cockpit Mod
Post by: headdie on April 27, 2013, 04:14:22 am
true, but given how many mods use mediavps it would drastically cut down the number of mods you need to change
Title: Re: [Release] Cockpit Mod
Post by: Dragon on April 27, 2013, 04:30:55 am
Not it wouldn't. Campaigns, even those that don't change anything, usually come in separate mod folder. If FSO loads mod.ini for that campaign, it would not load any mod.ini files for dependencies.
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on April 27, 2013, 09:06:39 am
Actually, I'd prefer to see it included into the next mediavps as an optional download. Editing mod.ini in every mod you want to use it in is a bit of a chore, not to mention not every user can do it.

No, absolutely not. You would render the MediaVPs (potentially) incompatible with any campaign using a custom HUD gauge.

Quote
Besides, this feature is so new so I don't think there is a mod with which it would interfere.

It breaks Blue Planet and JAD less than I'd thought!

This is modding 101 - it should be its own mod folder, or at least a VP file that will appear on debug logs.
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on April 27, 2013, 09:38:54 am
Whoops I was wrong, the way it's set up now it won't break those things nearly as badly as I thought; it will, however, break everything, due to a LUA error that keeps popping up. It still absolutely needs to be packaged as a VP and probably placed in its own mod folder (which works great, I've tested it!)
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on April 27, 2013, 10:16:05 am
download link removed for now
works flawlessly with some mods - doesn't work at all with others, i fail to see the reason just yet but will try to fix it
all the mods i tested it with are among those where it works perfectly well, bad luck i guess, still, sorry for releasing it in a less than optimal state
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on April 27, 2013, 10:29:09 am
I really appreciate your hard work here, and honestly, you can sidestep the problem of it only being compatible with some mods by distributing it as its own mod folder. If you do it that way, you can safely leave the table files exposed as plaintext and people can edit it to add whatever ships they'd like.
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on April 27, 2013, 03:04:23 pm
i'm completely retarded
my problems have been caused by a too long file path on some mods, due to me changing my freespace directory a few days back - so much for trying to fix problems that have nothing to do with the cockpit mod *sigh*
anyway, download is up again, i've changed a few things

....using vp's is utterly evil and will lead to eternal damnation, but it seems like i don't have much of a choice here  :banghead:
Title: Re: [Release] Cockpit Mod
Post by: MatthTheGeek on April 27, 2013, 03:55:06 pm
....using vp's is utterly evil and will lead to eternal damnation, but it seems like i don't have much of a choice here  :banghead:
It is not, and you are a bad person for thinking it.
Title: Re: [Release] Cockpit Mod
Post by: mjn.mixael on April 27, 2013, 04:28:20 pm
....using vp's is utterly evil and will lead to eternal damnation, but it seems like i don't have much of a choice here  :banghead:

Umm... Wut?
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on April 27, 2013, 04:55:37 pm
i'm completely retarded
my problems have been caused by a too long file path on some mods, due to me changing my freespace directory a few days back - so much for trying to fix problems that have nothing to do with the cockpit mod *sigh*
anyway, download is up again, i've changed a few things

....using vp's is utterly evil and will lead to eternal damnation, but it seems like i don't have much of a choice here  :banghead:

I troubleshoot dozens of FreeSpace Open problems a month. If you don't use VPs, you are making my job - and that of everyone else involved in tech support - much, much harder. The same goes for installing anything to mediavps_3612/data.
Title: Re: [Release] Cockpit Mod
Post by: Flygit on May 02, 2013, 04:16:11 am
Nice work.

However, Antagonist mod wouldn't launch without adding the ship name into those two table files. My other much simpler cockpit mod with a helmet hud worked without crashes before I added the ship names.

On a related note, how can I get cockpits working with Blu Planet mods?
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on May 04, 2013, 04:22:25 pm
thank you,
the problem with this mod is the reloading gauge script, for some reason i don't understand it is causing crashes with ships that are not added to the gauge table
i'll see if i can find a way to have the hud display as default on ships that are not added to the list
Title: Re: [Release] Cockpit Mod
Post by: Flygit on May 06, 2013, 12:02:34 pm
Apparently Blue Planet's original ships work fine with your cockpit mod but the new GTF Aurora ship doesn't. It won't display cockpit at all. I managed to get a hideous looking cockpit for the Aurora after enabling show ship flag. If I change POF filename to generic and add the file to vp file, game crashes. Is there a way to use your cockpit with BP's new ships?

Wing Commander Saga crashes with this mod. Something about reloads and wcsaga exe. Can anything be done here?

I found your included leading reticle too big and too busy looking. I replaced it with Diaspora's one which is a bit smaller and easier on the eyes.
Title: Re: [Release] Cockpit Mod
Post by: General Battuta on May 06, 2013, 12:08:25 pm
You just need to modify the cockpit mod's ships table to add entries for the new BP ships. Be aware that this will cause some weird **** in some BP2 missions.
Title: Re: [Release] Cockpit Mod
Post by: Flygit on May 06, 2013, 04:23:28 pm
You just need to modify the cockpit mod's ships table to add entries for the new BP ships. Be aware that this will cause some weird **** in some BP2 missions.

I should've mentioned I tried that and some other things. Result was no cockpit, part of the new hud was there and some parts of it were missing completely. I have the mod's files unpacked if that matters?

I did manage to add Antagonist and Shadow Genesis mods ships successfully. GTF Aurora is not taking off.
Title: Re: [Release] Cockpit Mod
Post by: 666maslo666 on May 18, 2013, 07:23:13 am
Is Cockpit Mod compatible with Prompt Box? When I use both the cockpit mod and prompt box, prompt box menu is invisible.

http://www.hard-light.net/forums/index.php?topic=83736.0 (http://www.hard-light.net/forums/index.php?topic=83736.0)
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 14, 2013, 07:51:36 pm
Hi,

Finally a cockpit mod, it's been what I expected it (and others too).
In addition it is really cool, but I would ask you, you install it, or what the final file, because you mentioned several places, I'm a little lost, thank you in advance for your answers.
Apologies for English (Google translation) :confused: :yes:
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on June 15, 2013, 05:02:14 am
i am glad you like it :)

- download
- decompress the .rar file
- copy the "cockpit.vp" file to the mod you want to play, OR select the "cockpit-mod" folder as a mod if you want to play the freespace2 campaign

hope this helps, if not, what's you native language?
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 15, 2013, 09:30:38 am
Hi,

Thank you very much and congratulations for this mod, I will quickly install and finally enjoy a cockpit.
 :yes:  BYE     :shaking:
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 17, 2013, 07:42:44 pm
excuse me, I have unzip the "Cockpit Mod" file in Games \ Freespace2, I selected the launcher as Mod, but I have a "Lua" error keeps appearing and this game farm.
Could someone please help me? Thank you in advance for your answers.
     
                                :banghead: :v-old:
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on June 18, 2013, 12:11:59 pm
do you have the "mediavps_3612" folder present in the Freespace2 folder?
do you select the cockpit-mod in the launcher as a mod? that part isn't clear, sorry
lua errors should only appear if there are conflicts with other mods; you are trying to play the standard freespace 2 campaign, yes?
oh, and do you use the freespace exe with version 3.6.18 or newer?
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 18, 2013, 12:38:00 pm
Hi,
Yes, I have the 3.6.18 exe, I run Cockpit mod as a mod in the launcher, I have the media3.6.12 but you can not choose it as Mod.
Location Cockpit mod ==> C: \ Games \ Freespace2 \ Cockpit-mod
I read a little higher than it should be "edit mod-ini" to reference??
Excuse me for trduction, I use "Google Translation", I'm French.
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on June 18, 2013, 04:10:32 pm
try to delete "reload-sct.tbm" in "data\tables" in the cockpit-mod folder, maybe the lua error will go away then

Pour vous en français: (Mais mon français est très mal :( )
essayez de supprimer "reload-sct.tbm" dans "data \ tables" dans le dossier "cockpit-mod", s'il vous plaît
peut-être l'erreur lua disparaît
Je ne comprends pas ceci: "I read a little higher than it should be "edit mod-ini" to reference??"
Title: Re: [Release] Cockpit Mod
Post by: The Dagger on June 19, 2013, 01:31:52 pm
Just trying to help. I think he wants to enable both the MediaVPS and the Cockpit-mod, and he's asking if he has to edit the mod.ini as someone said earlier in the thread. Well, I just downloaded the mod and the mod.ini already includes the mediavps_3612 in the secondary list, so he shouldn't change a thing unless he has changed the mediavps folder to another name.

Hironside, pour l'erreur LUA, essaye juste de supprimer le fichier "reload-sct.tbm" sur "data/tables" dans le dossier du cockpit-mod. Peut-être l'érreur disparaîtra.
Par rapport au MediaVPS, je viens juste de télécharger le mod et il n'est plus nécessaire d'éditer le fichier mod.ini. Si tu as téléchargé ce mod récemment et les MediaVPS sont bien dans le dossier "mediavps_3612", tu n'as rien d'autre à faire.
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 19, 2013, 03:31:26 pm
Ok, that's exactly it, thank you very much, now I no longer have the "Lua" error, but the mod does not start.
I noticed one thing, when I downloaded the mod cockpit for the first time, inside the "cockpit mod \ Data \ Cache" there was a list of 10 ships for the second time "I downloaded after two days, there were more ships, but the "GenericCP.bx" file ... I do not understand is that I have a problem with my decompression software "IZArc"?
Which of the two files is good, with 10 vessels that either?
Thank you in advance.

                                  :banghead:
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on June 19, 2013, 03:45:51 pm
files in the cache folder are generated when you start the game, ignore them

- run the mod until it crashes
- upload "fs2_open.log" in "FreeSpace2\data"

maybe the log file can tell us what is wrong

did you ever try to run the mediavps_3612 without my mod? ( = did you select mediavps_3612 in the launcher as a mod?) does it crash too?
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 20, 2013, 11:27:35 pm
HOORAY, I finally managed to launch the "Cockpit_mod" Fightermedic thank you for all the advice you gave me, and I thank all those who helped me.
I deleted everything and reinstalled in Games \ Freespace2 and impeccable! I do not know why it did not work the first time.
Is it normal that when I select "Cockpit_mod" in the launcher it is written at the top right, there Mediavps_3612 image and name in the middle of the launcher please?
Thank you again for your help.

                                      :yes:                  :turrent: :alright:

PS: Thanks again for your help and excuse me for the English translation with "Google Translation".
One last thing please, red triangle between the viewfinder and the target on the first screen on top (1), I guess it's the missiles lock is to make a selection in the pitcher Freespace2 or it is part of a mod which you play?
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on June 21, 2013, 09:04:40 am
Is it normal that when I select "Cockpit_mod" in the launcher it is written at the top right, there Mediavps_3612 image and name in the middle of the launcher please?
yes, that's ok

glad it works now :)

it's hard to understand what you are asking with your last question. the red triangle is the default freespace missile lock
Title: Re: [Release] Cockpit Mod
Post by: hironside on June 21, 2013, 09:58:22 am
From Freespace2? Because I did not see the red triangle, I just have an arrow on the viewfinder of the HUD and the enemy target is circled in red, but that's it!
Title: Re: [Release] Cockpit Mod
Post by: fightermedic on July 10, 2013, 06:28:33 am
download link updated with shine maps included
i finally found a way to have shine maps work without the fightershield going nuts as soon as you face away from suns
redownloading is highly recommended
Title: Re: [Release] Cockpit Mod 1.1
Post by: Odinochka on July 29, 2013, 04:19:28 am
Game crashes with the mod loaded.
Using wxLauncher activated cockpit mod and tried to start FS2 campaign.
Error:
Code: [Select]
LUA ERROR: [string "reload-sct.tbm - On HUD Draw"]:2: 'for' limit must be a number

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0

Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "reload-sct.tbm - On HUD Draw"]:2: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

FSO is installed in D:\Games\Freespace 2 folder, I'm using latest mediavps(3.6.12) and FSO executable(3.6.18)

If I unload the cockpit mod then the game works fine.
Title: Re: [Release] Cockpit Mod 1.1
Post by: fightermedic on July 29, 2013, 12:53:43 pm
that's strange
this kind of error should only appear if you are trying to fly a ship that is not present in the list of the ships' cockpits
i don't rally have an idea what could be the problem with your setup *ponder*
Title: Re: [Release] Cockpit Mod 1.1
Post by: Odinochka on July 29, 2013, 11:55:51 pm
that's strange
this kind of error should only appear if you are trying to fly a ship that is not present in the list of the ships' cockpits
i don't rally have an idea what could be the problem with your setup *ponder*
*sadface*
I've reinstalled FS2 and using Turey's installer redownloaded all the required stuff, same result.
Ships are Apollo (start of FS1 campaign) and Myrmidon (start of FS2 campaign). Weird heh.

EDIT
Oh, btw, prior to installing FSO I've updated FS2 to v1.2, could it cause any problems?
Title: Re: [Release] Cockpit Mod 1.1
Post by: niffiwan on July 30, 2013, 12:40:08 am
Er... the installer doesn't work, please use the manual install guide for your OS in the Getting Started (http://www.hard-light.net/forums/index.php?board=243.0) board.

Also, updating FS2 to v1.2 prior to installing FSO is recommended  :yes: (so no it should not cause any problems)
Title: Re: [Release] Cockpit Mod 1.1
Post by: Odinochka on July 30, 2013, 01:30:49 am
Er... the installer doesn't work, please use the manual install guide for your OS in the Getting Started (http://www.hard-light.net/forums/index.php?board=243.0) 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.
Title: Re: [Release] Cockpit Mod 1.1
Post by: MatthTheGeek on July 30, 2013, 05:38:05 am
Eh? It works
No, it does not.
Title: Re: [Release] Cockpit Mod 1.1
Post by: Odinochka on July 30, 2013, 06:53:02 am
Problem solved, thanks!
It was the faulty HDD :)
Title: Re: [Release] Cockpit Mod 1.1
Post by: Flygit on October 08, 2013, 02:37:28 pm
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!
Title: Re: [Release] Cockpit Mod 1.1
Post by: fightermedic on October 08, 2013, 05:26:47 pm
glad to be of service *bow*
Title: Re: [Release] Cockpit Mod 1.1
Post by: Flygit on February 04, 2014, 01:07:10 pm
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?
Title: Re: [Release] Cockpit Mod 1.1
Post by: fightermedic on February 04, 2014, 01:13:29 pm
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:
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on February 06, 2014, 02:35:58 pm
updated to 1.2
the buggy reload gauges are gone now
Title: Re: [Release] Cockpit Mod 1.2
Post by: Flygit on February 08, 2014, 03:14:27 am
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?
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on February 08, 2014, 04:32:20 pm
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
Title: Re: [Release] Cockpit Mod 1.2
Post by: General Battuta on February 08, 2014, 04:59:58 pm
Yeah BP adds so many extra hud gauges I don't think you could use this mod without breaking a bunch of missions.
Title: Re: [Release] Cockpit Mod 1.2
Post by: Flygit on February 08, 2014, 05:34:30 pm
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.
Title: Re: [Release] Cockpit Mod 1.2
Post by: General Battuta on February 08, 2014, 05:40:10 pm
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.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on February 08, 2014, 07:58:59 pm
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"
Title: Re: [Release] Cockpit Mod 1.2
Post by: totiselles on February 09, 2014, 03:22:33 am
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]
Title: Re: [Release] Cockpit Mod 1.2
Post by: CapellaGoBoom on February 09, 2014, 10:13:44 am
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?
Title: Re: [Release] Cockpit Mod 1.2
Post by: equalvision87 on March 19, 2014, 02:55:12 pm
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
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on March 29, 2014, 08:18:28 pm
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
Title: Re: [Release] Cockpit Mod 1.2
Post by: coffeesoft on April 01, 2014, 01:31:17 pm
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.

Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on April 02, 2014, 03:02:15 am
i agree, i though of looking at the code for this very reason one time, but didn't dare to yet
Title: Re: [Release] Cockpit Mod 1.2
Post by: FrikgFeek on June 20, 2014, 06:48:08 am
The new lead indicator just doesn't click with me, I've been trying to edit the .vp files to get the old one but to no avail. A real shame considering the cockpits look really good. Has anyone else figured out a solution or am I the only one who doesn't like the new one?
Title: Re: [Release] Cockpit Mod 1.2
Post by: Flygit on June 20, 2014, 07:21:48 am
I don't like the lead indicator either because it's too big, cumbersome etc. I replaced it with Diaspora's one. It has same design but it's a lot smaller.

http://i.imgur.com/eNppVjV.jpg
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on July 05, 2014, 11:00:08 pm
How does +Center Reticle: work?  I can get the firepoint dots to appear but I can't seem to get the actual reticle to appear.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on July 06, 2014, 03:36:25 am
that's strange, i have no idea what could be wrong, this one did work flawlessly for me from the start
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on July 06, 2014, 04:22:38 am
Think I found the solution, I used your hud icon effect for it.  Apparently it didn't inherit the original cursor texture.  Either that or I or the open saga conversion failed somewheres.


Also the $gauges is the most confusing thing ever.  Why do we have Canvas size AND Display size?  Even worse Display Size doesn't correlate to the hud textures width/height.
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on August 14, 2014, 12:43:50 am
Another question, I just realized I'm missing the target's damage value.  Where's that? 
WIKI says it's part of +Damage, "Adds a gauge that shows how much damage a target (or the player?) has. "
But looking at your table I don't see anything about it.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on August 15, 2014, 05:06:23 am
i'm not sure what you are talking about
+Damage should be the gauge that shows your hull and subsystem integrity, when you are hit
that should be there, and working fine?
look at the first screenshot on the first page, the yellow gauge in the center of the cockpit
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on August 15, 2014, 02:51:22 pm
I found it... +Mini Target Shields.  It's your target's shield and hull strength in small scale.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on August 15, 2014, 05:43:53 pm
oh, THAT is what you have been looking for
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on August 15, 2014, 11:09:44 pm
Ya, I'm rebuilding my hud from the ground up.  The way they had implemented it and the way I thought they had was just too confusing and frustrating.  I've set all controls to be Display Size: 256*256, then adjust canvas size accordingly, works much better.  :yes:


Edit: Maybe you don't know this but can the throttle HUD element be modified? I would like one that was basically just a straight line instead of a curve, but looking at the saga tables I can't seem to figure out how they did that since nothing is mentioned in the tables.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on August 16, 2014, 04:33:28 am
it certainly can, look at diaspora for a straight one
i think all you need is a different ani file, you can test it with the one from diaspora i guess

right now i'm also in the process of reworking my cockpit mod, not big changes, but i've decided to move back the view position a bit, so that the cockpit isn't blocking as much of the view, and slightly move a few hud elements
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on August 16, 2014, 05:12:24 am
I just noticed that, so it must be possible....

Also I just noticed started working on the cockpit model 7!!! years ago.  http://www.hard-light.net/forums/index.php?topic=50349.0

ugh where did the time go...
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on August 16, 2014, 10:00:00 am
I just noticed that, so it must be possible....

Also I just noticed started working on the cockpit model 7!!! years ago.  http://www.hard-light.net/forums/index.php?topic=50349.0

ugh where did the time go...

i'm already feeling waaay to old since today is my birthday, you are not helping you know :D
where did time go, indeed
this is crazy, i remember the time when i played the demo of fs1... wow there are people that drive cars that had not even been born then... *gosh*
well, atleast freespace has cockpits now, we didn't waste all that time :D
Title: Re: [Release] Cockpit Mod 1.2
Post by: Scooby_Doo on August 16, 2014, 03:10:03 pm
I just noticed that, so it must be possible....

Also I just noticed started working on the cockpit model 7!!! years ago.  http://www.hard-light.net/forums/index.php?topic=50349.0

ugh where did the time go...

i'm already feeling waaay to old since today is my birthday, you are not helping you know :D
where did time go, indeed
this is crazy, i remember the time when i played the demo of fs1... wow there are people that drive cars that had not even been born then... *gosh*
well, atleast freespace has cockpits now, we didn't waste all that time :D

Well then Happy Birthday!
Title: Re: [Release] Cockpit Mod 1.2
Post by: Flygit on August 23, 2014, 10:33:41 am
fightermedic, would you mind making a multimonitor compatible version for us nvidia surround/eyefinity/triplehead etc. users?

I changed some values based on diaspora eyefinity hud tables and they seem to work but maybe you know better to use values that suit your mod better.
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on August 23, 2014, 05:45:48 pm
i do not have the slightest idea about multimonitor stuff, sorry
Title: Re: [Release] Cockpit Mod 1.2
Post by: hoover1979 on November 12, 2014, 03:23:12 am
Just downloaded your Cockpit mod for freespace2 and it rocks  any chance of you creating one for the fsport in the future.  Thanks :D
Title: Re: [Release] Cockpit Mod 1.2
Post by: fightermedic on November 12, 2014, 05:12:46 pm
just dropping the .vp from my mod into the fsport folder should already do the trick
Title: Re: [Release] Cockpit Mod 1.2
Post by: Nagrach on November 26, 2014, 01:22:10 pm
Getting a Crash wit Media VP_2014, right after startup. Says something like "Runtime Error..." Funny thing: With FSPort it just runs fine... And its only when I'm using the Cockpit mod.

Here is the log, hopefully the correct one...

[attachment kidnapped by pirates]
Title: Re: [Release] Cockpit Mod 1.2
Post by: Macfie on November 26, 2014, 06:45:49 pm
-mod MediaVPs_2014,cockpit-mod,mediavps_3612
This could be your problem you are using both mediaVPS at the same time.
Title: Re: [Release] Cockpit Mod 1.2
Post by: Nagrach on November 27, 2014, 10:45:44 am
No, still the same problem. Also, the cockpit mod works with the mediaVP_2014 when I'm using the Fsport. The other thing is, I'm using both media_Vp's because the 2014 alone doesn't seem to work. Only with the 3.6.12. Without them I have only Retail Graphics.

I installed them with the Online Installer, but don't have the internet right now to download them again.


I get the feeling my english was much better in the past... :nervous:
Title: Re: [Release] Cockpit Mod 1.2
Post by: tomimaki on November 27, 2014, 12:59:52 pm
Missing MV_Assets.vp and MV_Effects.vp in MediaVPs_2014.
Title: Re: [Release] Cockpit Mod 1.2
Post by: Nagrach on November 28, 2014, 10:44:55 am
Downloaded it, Put it in the Media_VP folders.... and still the same. I know me. I'm sure its something INCREDIBLY stupid and easy to fix, just a thing no one things about. These are the mistakes I make the most...  :banghead:


Haha, fixed it. Like I said somethin INCREDBLY stupid. AND it explains why it worked with fsport. I used a selfmade TBM for the Loki#stealth entry, that isn't in the normal Cockpit_mod TBL.   :rolleyes:

Sry, but atleast I know from you guys that I missed something in the downloads. Thanks for that!
Title: Re: [Release] Cockpit Mod 1.2
Post by: Logrus on December 04, 2014, 09:32:44 am
Escort list tab is not shown with the cockpit mod for me. Any way to fix?
Title: Re: [Release] Cockpit Mod 1.2
Post by: IceCarpediem on December 15, 2014, 10:47:24 am
Hi all,

I'm new. I've been trying to download the cockpit mod for days and mediafire is just plain a pain in the @ss. Is there an alternative site to download?

3.36MB file keep getting stuck at 1% then network error... aiyooooo

regards,
IceCarpediem
Title: Re: [Release] Cockpit Mod 1.2
Post by: OverDhill on December 15, 2014, 11:41:49 am
I stuck it on my Dropbox for you

Here is a link

https://dl.dropboxusercontent.com/u/336815/cockpit-mod%201.2.rar
Title: Re: [Release] Cockpit Mod 1.2
Post by: IceCarpediem on December 16, 2014, 12:17:27 am
Got it! many thanks  :yes: :yes:
Title: Re: [Release] Cockpit Mod 2.0!
Post by: fightermedic on January 07, 2015, 01:38:37 pm
I am happy to announce I have an update for my mod today
The all new version 2.0 mainly features some visual changes, most notably a new 3D-radar and Axems new message script included
check out the first post if you are interested!
Title: Re: [Release] Cockpit Mod 2.0!
Post by: wookieejedi on January 07, 2015, 02:07:10 pm
I am happy to announce I have an update for my mod today
The all new version 2.0 mainly features some visual changes, most notably a new 3D-radar and Axems new message script included
check out the first post if you are interested!

Looks excellent! DL now!
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on January 07, 2015, 03:37:42 pm
Looks nice but I am not sure I am crazy about the message screens coming up in the middle. Maybe drop them down 15% from top and center. Just a thought
Title: Re: [Release] Cockpit Mod 2.0!
Post by: fightermedic on January 08, 2015, 05:10:20 am
i know, it's all a bit crowded down there, but i experimented with all kind of positions to put the message box, and this simply is the one that looked best for me personally
and i guess since the BP guys came to pretty much the same conclusion, it can't be all that wrong
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Hopeful on January 25, 2015, 03:27:10 am
This is likely the wrong place to ask, but I'm not sure where else to do so; How do I move the HUD elements around? I'm using 2.0 and the text box appears at the bottom-right of the screen, frankly it's really bad positioning, how can I rectify this?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: fightermedic on January 26, 2015, 11:24:42 am
sounds like a bug, what resolution are you using?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Hopeful on January 28, 2015, 02:06:09 am
I'm using... wait lemme get Launcher up.

1360x768. Native resolution for the monitor I'm using - actually it's an old widescreen TV. Would you like a .log file? I'm not sure which to send since this isn't a game-halting problem and I can deal with it, the text box is just crushed in the bottom-right section of the screen, is all.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Gee1337 on February 01, 2015, 09:30:49 am
I like this mod, but there are two annoying little niggles for me atm!

Firstly, I'm using it with FSport-mediavps. The most noticeable bug is the the bar which indicates you are being shot at is now in a horizontal position, arching over the right side of my screen. I'm on a 16:10 resolution of 1440*900.

Secondly, I prefer the "lead indicator". Is there any way to get the lead indicator back?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: jedi19941 on May 17, 2015, 06:51:13 am
The dialog box dropped way too low on my end.
Is there a fix for this?

P/S: I cannot PrintScreen. It just take a pic of my desktop instead.


[attachment deleted by nobody]
Title: Re: [Release] Cockpit Mod 2.0!
Post by: The Dagger on May 17, 2015, 07:34:09 am
When you hit PrtScrn, the screenshot is saved in your freespace2/screenshots folder in tga format.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Logrus on May 25, 2015, 11:26:06 am
I am getting this with version 2.0:

Quote
axmsg-sct.tbm(line 411):
Error: Missing required token: [#End]. Found [$On Message Received:] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_NO-SSE-20140104_r10277.exe! <no symbol>
fs2_open_3_7_1_NO-SSE-20140104_r10277.exe! <no symbol>

With 3.7.2 exe the game starts, but warns of some (14) errors. And the escort list tab ("Monitoring") is not displayed, just as in version 1.2:(
Title: Re: [Release] Cockpit Mod 2.0!
Post by: AdmiralRalwood on May 25, 2015, 01:34:41 pm
The "On Message Received" scripting hook was introduced in r10756, which is why r10277 doesn't have it but 3.7.2 does. To get help with the other problems you're having, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: hoover1979 on July 17, 2015, 05:28:10 am
Hi.  I just tried the 2.0 version of the cockpit mod.  I can't get the messages to appear in top left corner to let me know if the cheats are on.  is there any way to get those messages back?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: fightermedic on July 18, 2015, 02:43:23 pm
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 :/
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Bryan See on December 01, 2015, 10:13:57 am
Here's the post coming from woutersmits on the Shattered Stars mod:

(http://s11.postimg.org/6kker3nnz/screen0228_1.jpg) (http://postimg.org/image/6kker3nnz/)

(http://s11.postimg.org/u7pysyidr/screen0229_1.jpg) (http://postimg.org/image/u7pysyidr/)

(http://s11.postimg.org/6fgnhfgcv/screen0230_1.jpg) (http://postimg.org/image/6fgnhfgcv/)

(http://s11.postimg.org/xc0mpqz67/screen0231_1.jpg) (http://postimg.org/image/xc0mpqz67/)

(http://s11.postimg.org/sigvkw2of/screen0232_1.jpg) (http://postimg.org/image/sigvkw2of/)

(http://s11.postimg.org/ldz2buvf3/screen0233_1.jpg) (http://postimg.org/image/ldz2buvf3/)

(http://s11.postimg.org/dqc5tjwr3/screen0234_1.jpg) (http://postimg.org/image/dqc5tjwr3/)

(http://s11.postimg.org/qt7sctmz3/screen0235_1.jpg) (http://postimg.org/image/qt7sctmz3/)

(http://s11.postimg.org/n8gi7c7tb/screen0236_1.jpg) (http://postimg.org/image/n8gi7c7tb/)

(http://s11.postimg.org/xc583hojz/screen0237_1.jpg) (http://postimg.org/image/xc583hojz/)

(http://s11.postimg.org/oiebme1lb/screen0244_1.jpg) (http://postimg.org/image/oiebme1lb/)

(http://s11.postimg.org/tr9ck9k0f/screen0245_1.jpg) (http://postimg.org/image/tr9ck9k0f/)

(http://s11.postimg.org/xu0djce4v/screen0246_1.jpg) (http://postimg.org/image/xu0djce4v/)

(http://s11.postimg.org/s3a75m64v/screen0247_1.jpg) (http://postimg.org/image/s3a75m64v/)

(http://s11.postimg.org/duf61agzz/screen0248_1.jpg) (http://postimg.org/image/duf61agzz/)

(http://s11.postimg.org/d8llrfwjz/screen0249_1.jpg) (http://postimg.org/image/d8llrfwjz/)

(http://s11.postimg.org/v8ze9ke4v/screen0250_1.jpg) (http://postimg.org/image/v8ze9ke4v/)

(http://s11.postimg.org/ep1pnboun/screen0251_1.jpg) (http://postimg.org/image/ep1pnboun/)

(http://s11.postimg.org/mj2b8pwnj/screen0252_1.jpg) (http://postimg.org/image/mj2b8pwnj/)

(http://s11.postimg.org/ib7izyv7z/screen0253_2.jpg) (http://postimg.org/image/ib7izyv7z/)

(http://s11.postimg.org/evfeqexzj/screen0254_2.jpg) (http://postimg.org/image/evfeqexzj/)

(http://s11.postimg.org/d12k8oaz3/screen0256_2.jpg) (http://postimg.org/image/d12k8oaz3/)

(http://s11.postimg.org/v93znb3in/screen0257_2.jpg) (http://postimg.org/image/v93znb3in/)

(http://s11.postimg.org/np6b7iky7/screen0258_2.jpg) (http://postimg.org/image/np6b7iky7/)

(http://s11.postimg.org/qlxxljg5r/screen0259_2.jpg) (http://postimg.org/image/qlxxljg5r/)

(http://s11.postimg.org/dbeo5rez3/screen0260_2.jpg) (http://postimg.org/image/dbeo5rez3/)

(http://s11.postimg.org/pc046hmdr/screen0261_2.jpg) (http://postimg.org/image/pc046hmdr/)

(http://s11.postimg.org/eeyshpzm7/screen0262_2.jpg) (http://postimg.org/image/eeyshpzm7/)

(http://s11.postimg.org/58ghufudr/screen0263_2.jpg) (http://postimg.org/image/58ghufudr/)

(http://s11.postimg.org/qknzs4ebz/screen0264_2.jpg) (http://postimg.org/image/qknzs4ebz/)

(http://s11.postimg.org/m06eqxk0f/screen0265_1.jpg) (http://postimg.org/image/m06eqxk0f/)

(http://s11.postimg.org/5mhtu1ehb/screen0266_1.jpg) (http://postimg.org/image/5mhtu1ehb/)

(http://s11.postimg.org/kz661t30v/screen0267_1.jpg) (http://postimg.org/image/kz661t30v/)

(http://s11.postimg.org/8pn5b5itr/screen0268_1.jpg) (http://postimg.org/image/8pn5b5itr/)

(http://s11.postimg.org/sa1odxjf3/screen0269_1.jpg) (http://postimg.org/image/sa1odxjf3/)

(http://s11.postimg.org/uq3hrs1hr/screen0270_1.jpg) (http://postimg.org/image/uq3hrs1hr/)

(http://s11.postimg.org/cpuane9an/screen0271_1.jpg) (http://postimg.org/image/cpuane9an/)

(http://s11.postimg.org/5hiny3wjz/screen0272_1.jpg) (http://postimg.org/image/5hiny3wjz/)
and weapon placemant wierd it stands eapons
000
while 1000 weapons on hud

Is it a problem or not?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Familiar on December 23, 2015, 01:28:58 am
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)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Familiar on January 12, 2016, 06:04:01 am
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?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on January 12, 2016, 11:30:22 am
Mind sharing the fix to change trail aiming so I don't have to go hunting for it? Thanks
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Familiar on January 13, 2016, 11:55:21 am
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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on January 13, 2016, 09:13:39 pm
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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on March 09, 2017, 07:58:11 pm
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.

(https://c2.staticflickr.com/4/3889/32965843350_dec1e9dec2_o.jpg)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: tomimaki on March 10, 2017, 04:52:39 am
Remove
Code: [Select]
Desaturate: Yes in cockpits-hdg.tbm
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on March 10, 2017, 07:12:15 am
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.
(https://c1.staticflickr.com/3/2910/32516000244_d827ee9221_o.jpg)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: tomimaki on March 10, 2017, 10:10:16 am
It looks like wireframe?
Try Alt+Shift+Q
Title: Re: [Release] Cockpit Mod 2.0!
Post by: chief1983 on March 10, 2017, 01:13:07 pm
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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: krevett62 on March 10, 2017, 01:23:42 pm
Indeed I posted an issue on github about this are you using a recent nightly ?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: tomimaki on March 10, 2017, 04:52:56 pm
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.

[attachment stolen by Russian hackers]
Title: Re: [Release] Cockpit Mod 2.0!
Post by: OverDhill on March 10, 2017, 05:31:50 pm
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
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 21, 2017, 11:01:36 pm
Hi,

I'm trying to make the cockpit mod work with Wing Commander Saga. Right now I am getting a lot of error messages.

Any advice on what I need to do to add compatibility for WCSaga?

Thanks in advance!
Title: Re: [Release] Cockpit Mod 2.0!
Post by: The E on May 22, 2017, 03:01:28 am
Hi,

I'm trying to make the cockpit mod work with Wing Commander Saga. Right now I am getting a lot of error messages.

Any advice on what I need to do to add compatibility for WCSaga?

Thanks in advance!

Technically, all you need to do is open the mod's -shp.tbm and edit it. It's located in the vp's tables folder (You will need a program to open the vp, I recommend VPGUI (http://www.hard-light.net/forums/index.php?topic=83920.0)). In that file, you will see a lot of entries like this:
Code: [Select]
$Name: GVF Anubis Mk II
+nocreate
$Cockpit POF file: GenericCP.pof
+Cockpit Offset: 0 -1.1 1.50
$Cockpit Display:
+Texture: TerranCockpit1
+Offsets: (0, 0)
+Size: (2048, 2048)
+Display Name: display_box

Now, you will need to delete everything between the #Ship Classes and the #End line, copy the above entry, and replace the $Name: with the name of the ship you want to add a cockpit to.

EDIT:

Oh, forgot something. In Cockpits-hdg.tbm, you will also need to find all the "$Ships:" lines and replace that list of classes with the list of class names you've set up in the -shp.tbm.

However, this is where I have to warn you: This may not work at all, because the engine WCS uses is distinctly different from FS_Open, and may lack a lot of the features required for the cockpit mod to work (And no, there is no way to get WCS to work on FS_Open right now. The changes they made to make WCS are incompatible with FreeSpace, and we have little interest to put in the work required to adapt the features they made to make them work our way).
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 22, 2017, 10:39:14 am
Ok, tried that. I got some error messages when I started the game:

Starting parse of 'axmsg-sct.tbm' ...
axmsg-sct.tbm(line 411:Error: Missing required token: [#End]. Found [$On Message Received:]  instead.
ERROR: axmsg-sct.tbm(line 411:
Error: Missing required token: [#End]. Found [$On Message Received:]  instead.

I have attached the log file.



[attachment stolen by Russian hackers]
Title: Re: [Release] Cockpit Mod 2.0!
Post by: The E on May 22, 2017, 11:04:59 am
Yep, that would be what my warning above was about. Unfortunately, the WCS engine can't run the scripts used by the cockpitmod.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Axem on May 22, 2017, 11:07:46 am
axmsg is just my scripted message gauge, I don't think it's 100% necessary for 3d cockpit gauges. You could delete the script file and deal with what the game already uses for messages.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: The E on May 22, 2017, 11:15:19 am
True, if that script isn't in some way vital to the mod, that could work.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 22, 2017, 12:17:56 pm
Well the good news is that removing the axmsg mod has removed the error.

The bad news is that now I get this:

Starting parse of 'Cockpits-shp.tbm' ...
Cockpits-shp.tbm(line 7:Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Cockpit Display:].
ERROR: Cockpits-shp.tbm(line 7:
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Cockpit Display:].

I looked in the wiki and found that fsopen 3.6.16 supports this command. I assume that WCSaga is built on an older version.

All I need is to get render to texture working ans I can do the rest.

Any ideas, or am I out of luck?

[attachment stolen by Russian hackers]
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Admiral Nelson on May 22, 2017, 12:42:14 pm
From the quote below the fork was before 3.6.12 final, so you are probably out of luck:
Have at thee!  :D

https://github.com/niffiwan/wcsaga

(let me know if anyone wants commit access)

FYI: this seems to indicate the fork was at 3.6.12 RC1
Code: [Select]
gcc -DPACKAGE_NAME=\"fs2_open\" -DPACKAGE_TARNAME=\"fs2_open\" -DPACKAGE_VERSION=\"3.6.12\ RC1\" -DPACKAGE_STRING=\"fs2_open\ 3.6.12\ RC1\" -DPACKAGE_BUGREPORT=\"\" -DPACKAGE_URL=\"\" -DNO_CD_CHECK=1 -DNDEBUG=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DSCP_UNIX=1 -DNO_DIRECT3D=1 -DUSE_OPENAL=1 -I.    -m64 -march=athlon64 -ansi -pedantic -DLUA_USE_LINUX -g -Os -Wall -funroll-loops -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT     -fsigned-char -Wno-unknown-pragmas  -MT ltable.o -MD -MP -MF .deps/ltable.Tpo -c -o ltable.o ltable.c

And it doesn't compile in Linux yet (not that I've spent much time on this so far)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 22, 2017, 02:35:19 pm
Thanks for the info.

Maybe I can try overlaying the hud gauges onto a model with blank screens to simulate the effect.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Admiral Nelson on May 22, 2017, 02:48:31 pm
Have you seen the WCS Open Alpha (http://www.hard-light.net/forums/index.php?topic=85375.0)?  That at least should (mostly) work with current builds, including the cockpit mod and whatnot.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 22, 2017, 03:59:21 pm
I will give it a look thanks!
Title: Re: [Release] Cockpit Mod 2.0!
Post by: crazycanuck on May 22, 2017, 06:33:38 pm
I'm afraid WCSaga open is too buggy for me to use. Thanks for the recommendation though!
Title: Re: [Release] Cockpit Mod 2.0!
Post by: AdmiralRalwood on May 23, 2017, 02:43:40 pm
I'm afraid WCSaga open is too buggy for me to use. Thanks for the recommendation though!
Then fix the bugs; the only reason nobody did it already is because there was zero interest in the project.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Ghaleon4 on October 05, 2017, 07:10:26 pm
Hello!  Long-time lurker here.  These cockpits look AMAZING.
I installed this cockpit mod (v2) half-way through FS2Blue in the Blue Planet Complete mod, and didn't detect any problems.
When I got to Age of Aquarius and piloted a GTF Aurora for the first time, I saw that there is no visible cockpit.  There may be other affected ships that I haven't flown yet.
I have already located bp-shp.tbm, and added "Show Ship" to the flags for the Aurora, but alas, it did not work.
Is this something I can fix by modifying a table, or is there something more in-depth that a beginner like me could have trouble with?

Note:  This is the first time I've opened a .vp file, and the first time I've modified a .tbm file (yay!).

Please forgive me if I shouldn't have resurrected this thread.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Ghaleon4 on October 05, 2017, 07:47:31 pm
OMG, I figured it out!

Okay.
I extracted all of the table files into bpcomplete/data/tables.
Opened each file looking for ship references.
If I found a file with a bunch of ship references, I copied the template from an existing ship, and just replaced its name.
I can be more specific for anyone that needs it, but I'm only halfway through fixing it.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Det. Bullock on November 19, 2017, 01:36:36 pm
When I try to use the cockpit (alone or in tow with another mod) I get a message at launch that states that the mod is giving 14 warning/errors, is it normal or there is some issue I'm not aware of?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: AdmiralRalwood on November 19, 2017, 04:49:47 pm
Depends on what the warnings are; run a debug build and find out what's wrong.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Det. Bullock on November 19, 2017, 06:37:11 pm
Depends on what the warnings are; run a debug build and find out what's wrong.
Ah, yes (it's years since the last time I did it), this is what comes out when using the cockpit mod with just the mediavps:

Warning: Duplicate sound name "4" found!
File: gamesnd.cpp
Line: 798

ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
fs2_open_3_8_0_AVX-FASTDBG.exe! <no symbol>


PS: also while using it with FSport I noticed that a lot of the HUD elements were duplicated, the radar was both 3D and 2D at the same time and so were the throttle gauge and the weapon energy gauge toghether with the mission accomplished messages, and when using it "alone" (only with the mediavps that is) the subsystem brackets in the target display are outside the target box.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Sarge945 on December 05, 2017, 11:11:32 am
This mod is fantastic, and I am loving it so far for FS2

Unfortunately in FSPort it is a little broken. It functions, but since Freespace 1 uses a round cockpit hud instead of the weird square shaped thing in FS2, the HUD gauges are in a really weird place. I have attached a screenshot showing what I mean

TBH I think the best outcome would be to create 2 versions - 1 with the HUD from the first game, one with the HUD from the second game - and make them both usable in both games, so that people who prefer the HUD from FS1 can use that, and the people who prefer the HUD from FS2 can use that, regardless of which game they are playing, or they could use both (1 in each MediaVP folder) for the "vanilla" experience.

EDIT: Okay, I have a fix. I got the file from FSPort that forces the game to use the FS1 HUD, and instead forced it to use the FS2 hud. The file is attached. Put it in the cockpitmod 2.0/data/tables folder and it should fix the broken HUD.

[attachment stolen by Russian hackers]
Title: Re: [Release] Cockpit Mod 2.0!
Post by: potterman28wxcv on December 05, 2017, 04:49:45 pm
The main issue I have with this mod is that I can't see my wingmates health anymore. Otherwise I would totally play it H24 :)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Det. Bullock on December 11, 2017, 09:35:39 am
Regarding the debug thing I posted earlier? Anyone?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Vidmaster on December 20, 2017, 11:33:42 am
The main issue I have with this mod is that I can't see my wingmates health anymore. Otherwise I would totally play it H24 :)

yeah, that and the problematic aspect ratio issues in some sections
Title: Re: [Release] Cockpit Mod 2.0! Double hud
Post by: airpyr8t on March 06, 2018, 04:38:02 pm
I am having an irritating time with  cockpit 2.0  mod and the freespace open  mission upgrades with reference fsport , fsport media vp2014 and fsportv3.5 . I get a bouble hud on some ships and things are all in wierd places.  Now ive tried removing hud folder from all the vp contained in those folders and all references from the tables contained therein before loading the cockpit 2..o vp into fsport Mission upgrade folder but for some darn reason there is still a hud. Is there a way to override any hud data so the custom huds included with cockpit mod  are the only ones that display?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: airpyr8t on March 06, 2018, 04:48:30 pm
somehow fixed it but hud  some elements are in weird spot on the valkrie still
Title: Re: [Release] Cockpit Mod 2.0!
Post by: airpyr8t on March 06, 2018, 04:56:45 pm
NEver minds sarge fixed that
Title: Re: [Release] Cockpit Mod 2.0!
Post by: NFSRacer on December 27, 2018, 07:46:50 pm
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?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: ngld on December 28, 2018, 04:44:46 am
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 (https://wiki.hard-light.net/index.php/Ships.tbl#.24Cockpit_POF_file:). 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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: NFSRacer on December 28, 2018, 05:12:57 pm
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 (https://wiki.hard-light.net/index.php/Ships.tbl#.24Cockpit_POF_file:). 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....
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Bryan See on December 31, 2018, 09:49:55 am
@NFSRacer, you must be behind FSReunited?

Anyway, my machine screwed up my builds ability to show "show ship" cockpits.
Title: Cockpit Mod 2.0 in main campaign
Post by: Gungriffen on February 18, 2019, 07:51:45 pm
As long as I have this file in my directory
(https://i.gyazo.com/cd36f198816adfc16206598cd70d356a.png)
I get this message.
(https://i.gyazo.com/1f94350e6d405a212b4b91c7ff0280c2.png)

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)
(https://i.gyazo.com/67a9b69e27baf65fd9b43a7112e60707.png)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Albedo667 on February 22, 2019, 09:19:33 pm
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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: ngld on February 22, 2019, 09:27:00 pm
Which MediaVPs version are you using? This mod probably isn't compatible with MediaVPs 3.8.x which might cause the double HUD issue.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Albedo667 on February 23, 2019, 12:29:19 pm
I am using the latest ones via Knossos, is there a fix? I also am looking for working cockpits for Blue Planet Complete
Title: Re: [Release] Cockpit Mod 2.0!
Post by: ngld on February 27, 2019, 03:51:16 pm
See this thread (https://www.hard-light.net/forums/index.php?topic=95499.0) 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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: TK2099 on October 07, 2019, 08:52:57 pm
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?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Nightmare on October 08, 2019, 06:22:46 am
You can take the Cockpit files and move them into the active mod folder.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Admiral Nelson on August 25, 2020, 01:24:25 pm
I've cleaned up some bugs with this mod and posted it to Knossos so it is readily accessible:

INSTALL AND PLAY USING KNOSSOS (https://fsnebula.org/mod/CP_m)

Title: Re: [Release] Cockpit Mod 2.0!
Post by: Arkblade on August 25, 2020, 01:46:36 pm
good, Do you have plans to support FSPort? (It needs bit tuning.)
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Admiral Nelson on August 27, 2020, 11:13:36 am
Ok, here is an FS1 version:

INSTALL AND PLAY USING KNOSSOS (https://fsnebula.org/mod/CP_M_FS1)

Title: Re: [Release] Cockpit Mod 2.0!
Post by: Crypthammer on December 06, 2020, 11:01:55 pm
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.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Strygon on December 06, 2020, 11:07:03 pm
The mod is usually strictly for FS2, but with a bit of table editing you can make it work for FSPort too.
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Crypthammer on December 07, 2020, 11:58:47 am
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?
Title: Re: [Release] Cockpit Mod 2.0!
Post by: Iain Baker on April 15, 2021, 12:13:20 pm
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?

Cheers :-)