Cockpit Callback Version x14 --- STILL works with X3 v2.5
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 886
- Joined: Mon, 3. Jul 06, 17:47
I'm having some trouble with it.
I'm trying to use both Capital Rebalance and the Cockpit Callback mods. So, I figured I would just copy the 'fake patch' files for the Cockpit Callback into the main directory (like the read-me says), and then use Capital Rebalance from the mods list.
However, there are no cockpits. >.>
It's worth noting that there are already '07.dat' and '07.cat' files (the name of the callback fake patch files) present in the X3 directory. I backed these up before pasting in the Callback ones, luckily.
Is there something I'm missing here?
I'm trying to use both Capital Rebalance and the Cockpit Callback mods. So, I figured I would just copy the 'fake patch' files for the Cockpit Callback into the main directory (like the read-me says), and then use Capital Rebalance from the mods list.
However, there are no cockpits. >.>
It's worth noting that there are already '07.dat' and '07.cat' files (the name of the callback fake patch files) present in the X3 directory. I backed these up before pasting in the Callback ones, luckily.
Is there something I'm missing here?
-
- Posts: 4708
- Joined: Tue, 20. Apr 04, 17:39
Capital Rebalance mod is old and no longer maintained and it is not compatible with the lastest X3 patches, don't use it or it will screw your game.Yeorin wrote:I'm having some trouble with it.
I'm trying to use both Capital Rebalance and the Cockpit Callback mods. So, I figured I would just copy the 'fake patch' files for the Cockpit Callback into the main directory (like the read-me says), and then use Capital Rebalance from the mods list.
However, there are no cockpits. >.>
It's worth noting that there are already '07.dat' and '07.cat' files (the name of the callback fake patch files) present in the X3 directory. I backed these up before pasting in the Callback ones, luckily.
Is there something I'm missing here?
"For the love of the Fish-Queen!"
-
- Posts: 41
- Joined: Wed, 23. Nov 05, 01:20
- Tenlar Scarflame
- Posts: 3359
- Joined: Mon, 30. May 05, 04:51
the cockpit callback w/ minimal hud 1.3 should be fine for 1.4 (I used it in 1.4 and it works great ^^). As for with 2.0, I'm not sure. My guess is that it should work fine, though.
My music - Von Neumann's Children - Lasers and Tactics
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
-
- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14
Galaxy613's mod and Imps mod are two separate works.
Galaxy613's mod was the first and it will bring all the X2 cockpits to the X3 ships. No more, no less.
Imp's mod does basically the same but Imp also created special cockpits for capital ships. This mod was heavily advertised by Egosoft so they had something to come with.
Anyway both are now obsolete IMHO as there is now X2 Cockit Fix from TheBypasser which does the same the Galaxy613's mod does, but all the cockpit meshes are improved and they have propper lighting and bumpmapping.
Galaxy613's mod was the first and it will bring all the X2 cockpits to the X3 ships. No more, no less.
Imp's mod does basically the same but Imp also created special cockpits for capital ships. This mod was heavily advertised by Egosoft so they had something to come with.
Anyway both are now obsolete IMHO as there is now X2 Cockit Fix from TheBypasser which does the same the Galaxy613's mod does, but all the cockpit meshes are improved and they have propper lighting and bumpmapping.
The downside is that TheBypasser's mod only has M3-M6, TS, & TP cockpits. Personally if I was using a cockpit mod I'd want more or less the opposite ones, that is cockpits only on big ships and not on fighters. Hopefully he's working on the big ones.doubleshadow wrote:Anyway both are now obsolete IMHO as there is now X2 Cockit Fix from TheBypasser which does the same the Galaxy613's mod does, but all the cockpit meshes are improved and they have propper lighting and bumpmapping.
-
- Posts: 886
- Joined: Mon, 3. Jul 06, 17:47
-
- Posts: 72
- Joined: Wed, 5. Nov 03, 16:10
Yup, did this and absolutely love it, those new shaders really work a charme. Just don't install the first package (10.cat/dat).TheBypasser wrote:NP - you can use my patch over default CC and it will not remove the bigship, Khaak and Xenon cockpits, but will patch the ones it does..
Coz I never went gold of one song,
I'm runnin up on someone's lawn,
Wth guns drawn...
I'm runnin up on someone's lawn,
Wth guns drawn...
im having trouble with this mod, i really want cockpit but the problem is, as soon i manipulate anything relate to missiles, my computer totally lock-up and need to unplug the power cable... i disabled the cockpit and now everything runs fine...
Is it possible this bug is relate to the missile countdown ( missile remaining little info )?
Is it possible this bug is relate to the missile countdown ( missile remaining little info )?
Hey guys, sorry if this has been asked before but I'm not willing to scan 27 pages
I've installed the cockpit mod that was available on egosoft's main page. I can't turn it off now since the savegame depends on it. This cockpit mod is the one compatible with the Xtended mod; the one I have isn't. If I downloaded and installed this, I would have to start up a new game to get it right?
Do these add original cockpits for ALL ships? For example, IMP's one adds in new fancy bridges for TS ships, and several other ones for Argon ships. The rest are from X2. What does this mod have in comparison?
I've installed the cockpit mod that was available on egosoft's main page. I can't turn it off now since the savegame depends on it. This cockpit mod is the one compatible with the Xtended mod; the one I have isn't. If I downloaded and installed this, I would have to start up a new game to get it right?
Do these add original cockpits for ALL ships? For example, IMP's one adds in new fancy bridges for TS ships, and several other ones for Argon ships. The rest are from X2. What does this mod have in comparison?
-
- Posts: 2
- Joined: Mon, 4. Jun 07, 10:48
Hi guys. I seem to have some confusion/problems about this mod. I've extracted all the files into my X3 directory, but when I loaded my savegame, the game crashes and it went back to the desktop.
After I removed the 07 files(.dat and the security file) the game works fine. But no cockpits. I've checked this thread and I tried clicking "Original" at the game launcher(in launch mod button) as someone has told. But no success. The game still crashes with all the files in the game directory.
Actually, I'm a bit confused with the installation method. The readme doesn't remove my confusion(sorry galaxy). Which file I should extract to the game directory? The .dat files or the security files?
Oh, and this is my first post here(yeah, I'm still a n00b). Nice to meet all.
After I removed the 07 files(.dat and the security file) the game works fine. But no cockpits. I've checked this thread and I tried clicking "Original" at the game launcher(in launch mod button) as someone has told. But no success. The game still crashes with all the files in the game directory.
Actually, I'm a bit confused with the installation method. The readme doesn't remove my confusion(sorry galaxy). Which file I should extract to the game directory? The .dat files or the security files?
Oh, and this is my first post here(yeah, I'm still a n00b). Nice to meet all.
Any modders here have played Nexus The Jupiter Incident? Can I make a request for a ship mod(Angelwing)? Thanks if anybody could develop it.
-
- Posts: 2
- Joined: Mon, 4. Jun 07, 10:48
Should I extract all the files in the zip into my game directory?
I've done that, but the game crashes when I load my savegame. Which files in the zip file should I extract. I still confused about the installation method of this mod.
I've done that, but the game crashes when I load my savegame. Which files in the zip file should I extract. I still confused about the installation method of this mod.
Any modders here have played Nexus The Jupiter Incident? Can I make a request for a ship mod(Angelwing)? Thanks if anybody could develop it.
- Iifrit Tambuur-san
- Posts: 1664
- Joined: Thu, 4. Mar 04, 16:14
In this rar archive are the 07.dat and .cat and the (I didn't remember the excat name) cockpitcallbackmod.dat and .cat.
Both files are the same!!!!
So if you want to use this mod as fake patch you have to rename one pair of .dat/cat into the highest number in our X3 game directory.
For example:
you use X3 2.0.0.2 -> rename the 07.dat/cat into 10.dat/cat.
if you using XTM too, you will have to rename them into 11.dat/cat and so on.
If you want to use this mod as a mod and not as a fake patch, copy the cockpitcallbackmod.dat/cat into your mods directory in your X3 game directory.
Select this as your default mod, have fun.
Both files are the same!!!!
So if you want to use this mod as fake patch you have to rename one pair of .dat/cat into the highest number in our X3 game directory.
For example:
you use X3 2.0.0.2 -> rename the 07.dat/cat into 10.dat/cat.
if you using XTM too, you will have to rename them into 11.dat/cat and so on.
If you want to use this mod as a mod and not as a fake patch, copy the cockpitcallbackmod.dat/cat into your mods directory in your X3 game directory.
Select this as your default mod, have fun.
Passierschein A38.5 gefunden!
[ external image ]
"Probleme kann man niemals mit derselben Denkweise lösen, durch die sie entstanden sind." Albert Einstein
[ external image ]
"Probleme kann man niemals mit derselben Denkweise lösen, durch die sie entstanden sind." Albert Einstein
Does this mod work with X3 Xtended 7 mod?
I installed it and all seems fine exept none of my fighters that I own will fire their main guns. it's hard to tell if other have this problem with or without this cockpit mod. When in a Nova or Eliet my main guns work when I whatch my own ships fight pirates they only fire their turrets even though their main weapons are installed.
I installed it and all seems fine exept none of my fighters that I own will fire their main guns. it's hard to tell if other have this problem with or without this cockpit mod. When in a Nova or Eliet my main guns work when I whatch my own ships fight pirates they only fire their turrets even though their main weapons are installed.