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Re: [WIP] Take Control

Posted: Wed, 21. Oct 20, 21:09
by John Colman
Yes i mean the side console. When i open the side console inside a controlled ship and also inside skunk (happens only in the take control gamestart) the console doesnt appear and the game doesnt react in any way except for opening the main menu. But i believe, this issue might be created by another mod, cause i get the same problem when trading with a person inside a station. So i will test this out and let you know when i know more.

Re: [WIP] Take Control

Posted: Sun, 3. Jan 21, 19:22
by Realspace
Great! I enjoy this game right now after years I left it down after purchase...what a surprise. Of course without mods it'd be quite unplayable for me but now it is a little gem, an evolution of Freelance more than X3. Catches me more than X4 that still looks...shallow. The only thing not adressed by mods was indeed controlling other ships (and a better universe map). Thanks!

Re: [WIP] Take Control

Posted: Mon, 3. May 21, 02:31
by Clownmug
Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!

Re: [WIP] Take Control

Posted: Mon, 3. May 21, 17:14
by tomchk
Clownmug wrote:
Mon, 3. May 21, 02:31
Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!
Nice, I'll have to try this!
Have you already tried placing the player/view inside the object mesh? I believe that is supposed to make the object invisible.

Re: [WIP] Take Control

Posted: Mon, 3. May 21, 19:10
by Clownmug
tomchk wrote:
Mon, 3. May 21, 17:14
Clownmug wrote:
Mon, 3. May 21, 02:31
Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!
Nice, I'll have to try this!
Have you already tried placing the player/view inside the object mesh? I believe that is supposed to make the object invisible.
Yeah, I wanted to try moving the cockpit position but editing each one seems like a headache. Can't even use the xmf to dae converter because the cockpits have animated parts.

Re: [WIP] Take Control

Posted: Tue, 4. May 21, 10:22
by KrYcHokE
Great work! 👍

Re: [WIP] Take Control

Posted: Wed, 25. Aug 21, 13:54
by bioscmos303
dude !!! is that a dream ????

wow i think you did one of the must have mods of all time o7
i was planing to --- try.. to do something like this :) i think i can help

units_player_cockpit_1.xml and all others ......

i think i can help with the variety of ships cockpits and relocating cockpits parts + animations + player point of view + -Fov change differently for every ship\cockpit - in game very easy .
plus change FOV in game as a mod\addon (not as go to config and change fov etc)

Re: [WIP] Take Control

Posted: Tue, 31. Aug 21, 23:59
by bioscmos303

Re: [WIP] Take Control

Posted: Wed, 27. Oct 21, 17:13
by bioscmos303
hi check this out -first cockpit blueprint almost ready - i already tested some injection xmf files with your mod .. going well - now i can start making more cockpits faster with this blueprint ...
[MOD/3D Blender] ZeroGrid Cockpit - and SideMenu Fix
https://www.nexusmods.com/xrebirth/mods/551
viewtopic.php?f=129&t=442755