Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KamiGaAtaeta on December 21, 2023, 01:41:25 pm

Title: Ship Interiors Project
Post by: KamiGaAtaeta on December 21, 2023, 01:41:25 pm
Hello All,

I want to introduce the ship interiors project. The goal is to give every flyable ship in FS2 its own unique interior and gauges. This includes vasudan ships. I currently have six ships modeled the Ulysses, Hercules Mark II, Perseus, Erinyes, Tauret, and Myrmidon. Feel free to take these models and use for your own purposes. The reason I am sharing at such an early state is to get feedback and for fixing bugs/discrepencies early. If you have any questions feel free to reach out to me on the HLP discord. I most likely won't be checking this thread as often.

Some information to orient you on the cockpits. Inside the cockpit all information is mapped to a physical screen except talking head, text, and communications/sqad messages (these are mapped to invisible textures). On your HUD you have some redundancy but also to provide you necessary information without having to go searching for it around the cockpit. The infromation provided on the hud is warning message, threat indicator, ETS gauge, afterburner and weapon energy, target shield, target hull value, your ships hull integrity, your speed, primary weapons (visual no names), secondary weapons (visual no names), and of course the reticle. The reason the HUD has so much info packed into it is so that you can also play in chase view with minimal loss of information and go back to cockpit when details are required.

v0.0.12 is out now!
Changes

The current CPs are now prepared for VR and animation
Custom high contrast targeting system (toggle off with alt-9 if you want to use FS2's standard system)
Glass textures have been added
Cockpits now have sway
Toggle cockpit view on and off with alt-0
Removed Generic Cockpit and replaced with my own placeholder until all CPs are modeled

Known Issues

Due to a crash I lost the final textures for the Perseus Cockpit. It is using the first version which has pretty roughed in textures
When not in cockpit view you will not be able to use the communications (squad messages) gauge
When not in cockpit view you will not have the directives or talking head HUD gauges
The "KillZone" targeting system sometimes may leave your target iff as teal and not change back to its original for non fighters/bomber ships. (currently working on a fix)

Youtube links

Introduction: https://www.youtube.com/watch?v=Z6jIr_y49Ao
Killzone Targeting System Explanation: https://www.youtube.com/watch?v=DZJ-1HCOVv8&t=32s
v0.0.6 update: https://www.youtube.com/watch?v=lX3cXTTz134&t=18s
v0.0.11 update: https://www.youtube.com/watch?v=8wSnSKz1Jok&t=42s

I hope you enjoy and look forward to any feedback

Knossos link: https://fsnebula.org/mod/ShipInteriorsProject
Title: Re: Ship Interiors Project
Post by: Goober5000 on December 21, 2023, 10:09:12 pm
Very cool. :yes:

I recommend rehosting the images somewhere as soon as you have a chance.  Attachments are purged from the forum periodically.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on December 22, 2023, 03:04:25 am
Thanks for the info. I wasn’t aware. I’ll be sure to do so soon and update the post.
Title: Re: Ship Interiors Project
Post by: bunik on December 24, 2023, 07:06:07 am
Nice project! But, I think there is no need to move the whole HUD along with the head, you need to leave the main part in front, and a small part with the most important information can be moved with a look.
Can you make a lock of target under the crosshand with turning the head?
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on December 24, 2023, 08:11:34 am
Thanks. My intent was that it would be a display on the pilots visor so no matter where you look you have necessary information available to you, but I was not tied to that idea really so I am not opposed to changing that. If I do it will be mapped to invisible textures so it’s useful in VR. I guess what information do you see necessary to move with head movement? What do you mean by lock of target?
Title: Re: Ship Interiors Project
Post by: Cobra on December 27, 2023, 11:11:15 am
What do you mean by lock of target?

They mean being able to look at a ship and targeting it instead of swinging the ship around to do so. I don't think it works like that, though.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on December 27, 2023, 12:17:40 pm
I see. Yeah, it does not work like that in FSO. Not that that shouldn't be impossible to implement.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on February 14, 2024, 03:16:26 pm
Ship Interiors Mod v0.0.6 should be up on knossos now!
Title: Re: Ship Interiors Project
Post by: knight26 on May 16, 2024, 04:22:10 pm
IS there a way to get this mod to work with other mods?  Or will those mod authors have to add it first?
Title: Re: Ship Interiors Project
Post by: Colonol Dekker on May 18, 2024, 06:12:41 am
IS there a way to get this mod to work with other mods?  Or will those mod authors have to add it first?

It's ll modular and should just require small changes to an ini file as long as core functionality and values aren't changed.
Title: Re: Ship Interiors Project
Post by: knight26 on May 18, 2024, 03:08:34 pm
Ok, for those of us who are terrible at programming, how do we do that?  I tried adding it's flags to the FSO settings, but that didn't do it.
Title: Re: Ship Interiors Project
Post by: Colonol Dekker on May 20, 2024, 01:20:35 am
I'm not a programmer but I'd say seek advice on our discord or refer to the wiki.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on May 20, 2024, 09:59:28 am
Sorry I am new to the community and I forgot to update things here. v0.0.12! is out now and adds quite a few improvements to the targeting system and HUD elements to make it more user and VR friendly. It also adds my first Vasudan cockpit as well.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on May 20, 2024, 10:04:24 am
IS there a way to get this mod to work with other mods?  Or will those mod authors have to add it first?

Yes there is a way you can add this to other mods to a degree. If you have an example mod in mind I can see what would need to be done and share a step by step with you and you could probably use that as a basis for using it with other mods.
Title: Re: Ship Interiors Project
Post by: Facteur_Rhesus on August 10, 2024, 04:05:26 am
Hi, great mod, i love cockpit view in sim game, it ad so much immersion. i have an issue with Ship interiors for FS1, the HUD of Hercule don't show in the cockpit but as vanilla. i use the french translation of Freespace Port and HD radar icons.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on August 14, 2024, 02:53:43 pm
I don't think HD Radar Icons would effect the mod or vice versa. I'll have a look and see if I can repeat the issue.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on August 14, 2024, 02:57:24 pm
Thanks for catching that. I'll put out a fix sometime this week now that I know where the bug is.
Title: Re: Ship Interiors Project
Post by: KamiGaAtaeta on August 14, 2024, 04:23:01 pm
Loki cockpit added as well as the regauged Myrmidon to SIM v0.0.18. I also updated the FS1 version of SIM to fix the hercules gauges and added the new Loki cockpit to it for the other campaigns.
Title: Re: Ship Interiors Project
Post by: SamVision on September 09, 2024, 02:49:43 pm
I just want to say this project is awesome and I am looking forward to seeing the rest of the cockpits.
Title: Re: Ship Interiors Project
Post by: topas on October 01, 2024, 02:52:12 am
Hello and thanks for this initiative.

I found something odd when using this mod in a mod I create. Perhaps we can try to reproduce it and maybe find the cause and fix it.

In short:
When I add this mod as a dependency to my mod, and launch the Team Vs. Team mission I built, the icons of ships I can target have the wrong team indicator (red and green for hostile and friendly are switched or just wrong).
Without this mod (dependency removed) the teams and hostile and friendly indicators are correct.

In more detail:
When I open a Team Vs. Team mission on two PC or in two different game processes on a single PC and join a team on each PC/game process I see the opposing team as green indicators on the HUD. This happens in cockpit view and in exterior view.
It depends a bit from which of the two possible teams this is observed.
Being in one team shows the opposing team as opponents - correct.
Being in the other team shows the opposing team as friendly - wrong.

It can be reproduced by

(I think my mod is not of interest here, it adds only a single mission and puts together other mods - therefore I describe the steps without my mod)

1. Opening the ships interior mod two times (when opening it on the same PC two times - add "-port <port number>" to the launch options and specify different ports for each launch)
2. Create a server using the Team Vs. Team mission called something like "Stealth vs AWACS" (file name MT-08.fs2) on one game process and join it by the other process (through this a working multiplayer should be created)
3. Cycle through the ships that can be set as target (T) and observe the ships HUD icon being green for ships on the opposing team. Do this for both game instances running.
4. Repeat the steps 1 to 3 without the mod enabled (pure MVPS mod for example)

Can you reproduce this?

Brest wishes to all
Tobias