ohh wait a sec.
I wasn't saying that a 2d cockpit is better than a 3d one.
Actually a 3d cockpit is always better than the 2d cockpit taken from its render (same quality), at least for the real time light effects.
I'm saying a different thing.
If the cockpit stay still, so if it doesn't move during maneuvres (inertia effect, wich suck in my opinion) nor you can rotate your point of view (like xwa or many flight sims), there are very minimal differences between a true 3d cockpit and a 2d one from its render, with some points both in favour and against it.
The 3d cockpit has light effects (including reflective maps, wich could be cool...), effects that are absent in the 2d one, but you need (in my opinion) a relatively high poly model to have good light effects, plus I suspect that a low poly cockpit could look crap, like in starlancer (but I'm ready to say that I'm wrong), and an high poly cockpit could be performance hit.
btw the pcount may vary a lot depending what area you want to model, if you go from the top of the cockpit to the rudder (like in the image you posted in the other thread) it is obviously different than making just the top gauges/monitors and the crossbars.
Except the lit effects there are no visual differences at all, if I'm not wrong.
It isn't THAT faster nor easyer to create a 3d cockpit than a 2d one: the 3d cockpit still need good textures, maybe taken from an higher poly version. So or you create an high poly model (and it may require knowledge of materials, plus surely a lot of time to make the models), and it is true for both for 3d and 2d cockpits, or you draw the textures, wich isn't much easyer than drawing an entire 2d cockpit.
In both cases it is a job that not everybody can do here, and even for those who have the ability, it will require time (both 2d and 3d), for something that surely will look cool, but that personally I don't feel that important (even in the games where there is a cockpit, 2d or 3d one, I always remove it if possible and play in full screen mode).
Things will change more in favour of the 3d cockpit if SCP guys will add the possibility to rotate the point of view (but IIRC there were some problems about this, it has already been suggested, or am I wrong?). And even in this case the cockpit will be just a secondary (althought pretty cool) graphic effect not affecting gameplay, not to mention that in this case you will have to create a 360° model, with higher pcount, more performance hitting, wich will require much more time.
So, as I said, I still have doubts about what is the best way to go, if implementing the 3d cockpit is worth the coders' job, and if any cockpit is worth the amount of time required to do it.