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.