[Mod] Noselessness + M6 Mod
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[Mod] Noselessness + M6 Mod
Nova raider before:
[ external image ] after: [ external image ]
I like to see where I'm flying...
Noselessness Mod:
Not all ships got the treatment - only the ones I was flying or felt like changing. I think I got all M6, too.
I honestly don't remember all the ships I changed the cockpit camera for. Take a look at the post date. =)
I just updated the file with my current version so it's compatible with vanilla 2.5.
M6 Mod:
Vanilla M6 are terrible. Yes, players with ze skeelz can use them but AI pilots can't. The ships are just too bad.
I modified all M6, changing the lasers per turret and sometimes adding an extra turret.
Total firepower was not increased by much because I did not want to radically change OOS performance.
They got more but smaller lasers so they would have a change against fighters.
M6 now have 4-6 shields because for their maneuverability and target profile their shields were woefully weak.
Argon and split M6 can turn some of their turrets far enough to fire at the ship's cockpit target.
This is an old school mod so no fancy single ship installation. =)
Select is as "the" mod or make it a false patch. Either works.
[ external image ] (ZIP)
[ external image ] after: [ external image ]
I like to see where I'm flying...
Noselessness Mod:
Not all ships got the treatment - only the ones I was flying or felt like changing. I think I got all M6, too.
I honestly don't remember all the ships I changed the cockpit camera for. Take a look at the post date. =)
I just updated the file with my current version so it's compatible with vanilla 2.5.
M6 Mod:
Vanilla M6 are terrible. Yes, players with ze skeelz can use them but AI pilots can't. The ships are just too bad.
I modified all M6, changing the lasers per turret and sometimes adding an extra turret.
Total firepower was not increased by much because I did not want to radically change OOS performance.
They got more but smaller lasers so they would have a change against fighters.
M6 now have 4-6 shields because for their maneuverability and target profile their shields were woefully weak.
Argon and split M6 can turn some of their turrets far enough to fire at the ship's cockpit target.
This is an old school mod so no fancy single ship installation. =)
Select is as "the" mod or make it a false patch. Either works.
[ external image ] (ZIP)
Last edited by Gazz on Thu, 12. Jun 08, 17:43, edited 4 times in total.
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No, I have never seen them. What information do they display that the no cockpit version does not?Galaxy613 wrote:You must be joking when you call X3/X2 cockpits static bitmaps.
If they have something like a WORKING artificial horizon I would be all over using them and just try my best to remove all struts and bars and other useless crap from them. Have you hugged your alpha channel today?
Edit: Come to think of it, that would have been the PERFECT solution for the nose problem, too! If every texture in the game was invisible there would never have been a problem with the ship's nose blocking my view!
Edit: Maybe there should then be wireframes so we can see the ships.
Edit: I'll stop drinking for today.
Gazz
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I wrote this a few days ago - when i first installed the cockpit - u really should try it for half an hour and switch ships to see the different pits and what it feels like, how much it adds to the game........definately not a static bitmap - its a 3d pit - it moves, it shows light along each of the multiple surfaces as you face a light source, it shakes.....
"Cockpits are fantastic - I finally feel as if I am flying in a ship in space!
The biggest sense of this is when you change from a fighter to a freighter like a mercury.....you actually notice a differnce, the lethargic controls that you feel through the joystick make sense and actually feel in place.
After half an hour play - I could never go back to the hud only view.
I've never played an X game so I look at the cockpits from a new view - they are definately functional, the way the light plays over them is great when you turn towards or away froma light source or fire your weapons, after a while you notice the guages etc in the cockpit aren't just pretty - they actually tel you your throttle, shield strength, enrgy level, missiles left etc, they change a little to simulate head movement and thrust and that adds so much "connection" with the view on screen.
All this blew me away - I thought it would just be a simple overlay - how wrong I was.
They are perfectly functional, look fantastic and add so much to immersion.
After holding off for a while thinking they were "only" a mod - i installed them and .... wow!!!!! Its a new game
= )"
"Cockpits are fantastic - I finally feel as if I am flying in a ship in space!
The biggest sense of this is when you change from a fighter to a freighter like a mercury.....you actually notice a differnce, the lethargic controls that you feel through the joystick make sense and actually feel in place.
After half an hour play - I could never go back to the hud only view.
I've never played an X game so I look at the cockpits from a new view - they are definately functional, the way the light plays over them is great when you turn towards or away froma light source or fire your weapons, after a while you notice the guages etc in the cockpit aren't just pretty - they actually tel you your throttle, shield strength, enrgy level, missiles left etc, they change a little to simulate head movement and thrust and that adds so much "connection" with the view on screen.
All this blew me away - I thought it would just be a simple overlay - how wrong I was.
They are perfectly functional, look fantastic and add so much to immersion.
After holding off for a while thinking they were "only" a mod - i installed them and .... wow!!!!! Its a new game
= )"
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X3's cockpits are X2's cockpits basically, so you can see what they look like by doing a few google searches for screens.
http://www.manoir3portes.net/articles/p ... -25-79.jpg
http://www.bjorn3d.com/Material/Images/ ... ace_04.jpg
Just as an idea.
http://www.manoir3portes.net/articles/p ... -25-79.jpg
http://www.bjorn3d.com/Material/Images/ ... ace_04.jpg
Just as an idea.
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In actuality, the X2 cockpits perform not much else besides random light blinking and providing an environment-reactive 3D wrapper around the pilot. In X2, they were useful because they did offer SETA status, missile alerts, and weapon loadout. I'm not sure if they do the same in X3, but either way, everything offered by the X2 cockpits is already taken care of by the X3 HUD. Cockpits simply serve to give you the feeling that you're really inside a 3D ship, instead of taking a nap on the top of the cockpit canopy.
However, I personally prefer the noses of the ships where they were, and to be without the cockpits. I would think that in 400 years, we'd have decide it was better to not have a cockpit, since it simply limits our field of vision anyways, while seeing the nose of the craft simply helps with determing where your ship is.
However, I personally prefer the noses of the ships where they were, and to be without the cockpits. I would think that in 400 years, we'd have decide it was better to not have a cockpit, since it simply limits our field of vision anyways, while seeing the nose of the craft simply helps with determing where your ship is.
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Yah, that's what I want. A virtualgizmohelmetthingycamera (I may have to add more buzzwords and trademark the term) that only shows you the things worth seeing but filtering all possible obstructions.
Apache pilots have something quite similiar. The FLIR is tied to the pilot helmet's orientation so if you look to the left, so does the camera (and the chain gun but I digress). Actually it's not a FLIR that way because it doesn't look strictly forward.
Actually, if I was that ambitious I would try to have cockpit gfx enabled when your hull integity falls below 40 % . Then the advanced system would probably fail and you are left looking out of the more or less practical glass windows - and at your real instruments vs the simulated ones in your helmet display.
Chances of that are low, tho. Eventually I may want to PLAY the game instead of making it more complicated. =)
Apache pilots have something quite similiar. The FLIR is tied to the pilot helmet's orientation so if you look to the left, so does the camera (and the chain gun but I digress). Actually it's not a FLIR that way because it doesn't look strictly forward.
Actually, if I was that ambitious I would try to have cockpit gfx enabled when your hull integity falls below 40 % . Then the advanced system would probably fail and you are left looking out of the more or less practical glass windows - and at your real instruments vs the simulated ones in your helmet display.
Chances of that are low, tho. Eventually I may want to PLAY the game instead of making it more complicated. =)
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Welcome to my life of X3. The last time I actually 'played' the game was atleast a month ago... Most of my time ingame right now is spent testing models, scripting, or balance tweaking.DJ | Wolf wrote:It is a dangerous circleyou'll end up with more time tweaking/modding than playing...heh...but that's cool
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I think you could call this a demo.
It includes all Nova and Discoverer variants and the Elephant.
Elephant has nice fine tuning with a better driver's seat and I was able to pick up a cargo pod on the first attempt. For a ship with the dimensions of a small town that's nice. =)
Positioning takes a lot of time since even though I use the mesh to get a starting position, that isn't as accurate as I'd like. For the Elephant there was a bright texture spot disturbing my gravidar. Not acceptable.
If you change that to include cockpits (if a change is even necessary) then that doesn't bother me at all. =)
Gazz
It includes all Nova and Discoverer variants and the Elephant.
Elephant has nice fine tuning with a better driver's seat and I was able to pick up a cargo pod on the first attempt. For a ship with the dimensions of a small town that's nice. =)
Positioning takes a lot of time since even though I use the mesh to get a starting position, that isn't as accurate as I'd like. For the Elephant there was a bright texture spot disturbing my gravidar. Not acceptable.
Because reducing the nose and filling the recovered screen real estate with bitmaps defeats the purpose of a clear view.Mad Hatter wrote:Why would you want to lose the cockpits and the front of the ship?
If you change that to include cockpits (if a change is even necessary) then that doesn't bother me at all. =)
Gazz
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I played it at first for review and my heart sank, then I gave it a good blast when the patches came out, each one seemed to bring it up a little more. In the end I could hold off no longer and had to play it like mad (1.31 patch) -- thanks to the scripters and modders however the potential of the game is pretty unlimited, like X2.nuclear_eclipse wrote:Welcome to my life of X3. The last time I actually 'played' the game was atleast a month ago... Most of my time ingame right now is spent testing models, scripting, or balance tweaking.
But since I reviewed it, I haven't gone back to the story -- I have played around with various scripts, like the Fighter Base Commander addon to Myros' Terracorp Pilots and of course I have been grinning at Deadly and Red Spot's mod -- not to mention other scripts and mods from yourself and Cycrow.
So I really think in this respect Egosoft's community has taken this game and made it something much better.
So thanks to you all.
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*poke* gazz, I dont suppose you could possibly add a list of what files are needed for the m6 part? I personally like to see the ship nose, it gives me a sense of orientation, without which I would be lost.
I can remove the files not needed myself if i knew what I was doing, but I dont know what I would need to do
Edit.
You seem to have changed just about every ship in the game >.<
Looking at your tcockpits and a stock tcockpits from 08.cat in winmerge, at least half of it is highlighted...
I can remove the files not needed myself if i knew what I was doing, but I dont know what I would need to do

Edit.
You seem to have changed just about every ship in the game >.<
Looking at your tcockpits and a stock tcockpits from 08.cat in winmerge, at least half of it is highlighted...