[MOD] PSCO1's CockpitMod v1.33 for X3TC v3.1 (update: 13.09.2014)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Helios01
Posts: 193
Joined: Thu, 17. Mar 11, 13:55

Post by Helios01 » Tue, 8. Jul 14, 19:30

Is this mod compatible with Steam achievements? I mean, does it mark the game as *modified* or not? Which of the versions are and which not? And which ones got the glass tints and possibly only removed radar, with other HUD on place? I heard it isn't clickable, tu HUD info on the monitors, so I couldn't control some elements directly which could cause some pain to me
"If we do not destroy ourselves, we will one day venture to the stars" - Carl Sagan

Mesthione
Posts: 33
Joined: Wed, 25. Jul 12, 08:13

Post by Mesthione » Wed, 9. Jul 14, 22:00

Oh please dear x3 baby jesus work with Litcube to incorporate cockpits into his all-in-one "Litcube's Universe" supermod.

It would bring me and many others back.

JumpGateJockey
Posts: 6
Joined: Fri, 29. Aug 14, 06:44

Post by JumpGateJockey » Fri, 29. Aug 14, 16:17

I was wondering, what is the difference between what is posted here and what's in the XRM addons? BTW, thanks for the awesome mod.

PSCO1
Posts: 1054
Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Sat, 30. Aug 14, 01:18

@ Helios01
This mod modify few scene files for adjusting cp positions and the body of ships, sadly all versions of the mod make the game "modified", sorry :/
Impossible for me to do those HUDs clickable :(

@ Mesthione
Mmm... maybe )
Check my tutorial in opening post if you want to merge 2 mods in 1, its not really hard to do

@ JumpGateJockey
Thre is no difference in XRM mod, just 3d files of v1.32 were added in this mod )

Thx all for the pos comments again
well.. Ive a little time to work, maybe I will release 1.33 after finishing M3 Perseus (Ive just finished the M4 Pericles)


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Earth Ultimatum IV.
Posts: 5133
Joined: Mon, 3. May 10, 14:39

Post by Earth Ultimatum IV. » Sun, 31. Aug 14, 12:51

I have a few questions:
1. have you considered adding your cockpits to X3 Reunion?
2. what about re-creating the X Rebirth default Skunk cockpit and adding it to X3 Albion Prelude as cockpit of the Pride of Albion ship?


Also one thing:
I've been thinking of making a small modification of one of available cockpit mods.
It would add a weapon-less turret to every possible ship. The location and direction of the turret would exactly match the main cockpit.
Then, I would set up the turret so that it would have the same cockpit scene model as the main cockpit.

So that the newly created turret would look exactly like the main cockpit.
BUT instead of steering the ship with the mouse, you would look around the cockpit with mouse.

I was actually able to do everything as it should be, EXCEPT for one, very crucial thing:
the position of the newly-created turret! I just cannot figure out HOW in oblivion I could copy the coordinates of main cockpit, and paste them to the newly created turret. I don't even know where to find those coordinates and where to put them.

PSCO1
Posts: 1054
Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Sun, 31. Aug 14, 14:03

About X3R cp's, Ive lost all my work by reformating my pc, (5 or 6 cp's lost)

Re-creating Skunk cp for X3 maybe possible but Iam pretty sure you will lost all HUDs textures/animations of X-Rebirth, and adapting X3TC HUD's on Skunk 3d_cp is ... pretty risky
I don't have the game but I keep this idea in my mind but not my priority for the moment

Turrets problems! :)
I searched long time ago how to "synchronize" mouse cursor with cp but without succes like you
Witch coordinates you mean ? "...cp_scene.bod" files or "cockpit.txt" ?
Iam not sure to understand fully what you try to do

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Earth Ultimatum IV.
Posts: 5133
Joined: Mon, 3. May 10, 14:39

Post by Earth Ultimatum IV. » Sun, 31. Aug 14, 14:53

I want to add "ability" to look around the cockpit.
By using the mouse.

Which can be achieved by adding a turret which has same location as the cockpit.
And giving the same scene cockpit file to both the ship main cockpit, and the newly created turret.
I've seen someone make an experimental mod like this, it added additional turret to Argon Mercury.

PSCO1
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Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Sun, 31. Aug 14, 15:14

mm... I think about tweaking "keys profiles" something like that...

PSCO1
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Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Tue, 2. Sep 14, 07:38


PSCO1
Posts: 1054
Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Fri, 5. Sep 14, 07:06

ATF M5 Valkyrie
http://www.imagebam.com/image/740696349355092
same for ATF M4 Mjollnir

ATF M3 Thor
http://www.imagebam.com/image/075acb349359051
same for ATF M3+ Fenrir !

PSCO1
Posts: 1054
Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Sat, 13. Sep 14, 05:34

cp_mod v133 merged

- scenes files merged (cps positions + "TP Express" lounge added)
- components positions merged
- TShips files merged
- 3d and textures added

links in op

Enjoy !

Perseus1986
Posts: 127
Joined: Wed, 9. Jan 08, 17:45

Post by Perseus1986 » Sat, 27. Sep 14, 19:36

Hi,

The link for the Albion Prelude version of this mod is broken. Could you please fix it? I really want to try this mod but I only have AP installed :(

PSCO1
Posts: 1054
Joined: Thu, 4. Jun 09, 17:08

Post by PSCO1 » Sun, 28. Sep 14, 09:25

Links for AP ready :)

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memeics
Posts: 979
Joined: Sun, 26. Sep 10, 06:00

Post by memeics » Mon, 24. Nov 14, 23:44

Sorry if this has been answered before. Does the Xtended 1.2 merge you posted on the first page also works with the last version? (Xtended 2.2a) Or at least if it works with 2.0 since the 2.2 patch and 2.2a hotfix shouldn't change anything that affects this mod.

Also, does it require a game restart? (I tried a cockpit mod before and it crashed loading an existing game but worked when started a new one)

Thanks!

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