that still hasnt been set in stone. right now i have a bunch of invisible textures in my model, floating over the textured screens in my ship. if rtt doesnt fail then those invisible textures are replaced with rtted textures. of course this is temporary. also it tends to cripple framerates right now and theres some z sorting issues when dealing with the rtt cameras. i also at some point want to add working hud screens and i have an idea how to make it work, but im lazy. modability isnt hard though, my script parses a custom table file for most of the ship settings, contains info about player controllable turrets, camera positions, scripted animations and such.
Well, all I want is a way to assign hud anis to as texture of a polygon with "show ship" activated, just like the thruster ani which is also controlled by ingame variables (speed, afterburner) is assigned by placing a thruster01.pcx there... Is something like that already doable or at lest in the works?
id like to get all this stuff working with the new cockpit model feature, but i have no scripting access to those that i know about. so this only works with show ship cockpits.
What exactly is this "new cockpit model feature" ?

meaning that if you make the cockpit model to high res youl slow down the game because they get rendered for every ship in the mission. you could probibly get around this with per subobject detail distances (if they ever get implemented) or maybe detail boxes. performance is the main issue with the script at this point.
The approach I detailed above would easily take care of this via LODs - or at least I think it should... shouldn't it??
Admittedly, I haven't yet gotten into Lua scripting... so I'm pretty lost on the things you talk about it...

(What, for example, does "rtt" reference to??

)