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

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The-Last-Communist
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Post by The-Last-Communist »

yhea and it realy kills the imersion....
having a split with some sort of barbed wire armor around him (lol the pirate split )
thanks for finding the right words... :roll:
Splits , for the better things in life...
PSCO1
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Post by PSCO1 »

Ah ok I see what you mean

I dont know how to fix it sry

I work now on the L
The-Last-Communist
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Post by The-Last-Communist »

no problem it was more of a incoviance than a problem ...

so is the specular effect going ok?

for the L it would be cool to have a dark and red themed ambiance .

good look
Splits , for the better things in life...
dalibor
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Post by dalibor »

I just did the Teladi Start and got my Kea. Never been in a Kea before wven though I have capped a fair few in previous games. I gotta say PSC01 that is the best and most immersive cockpit I have ever seen in TC. It's design goes along with what the cockpit looks like form the exterior view which is so cool. Some of the instrument display is projected off the dash and it has a functioning screen display in the centre console. Thought about these things in the past as some of the things cockpits lacked and you have stepped up to the plate. Impecable work I can't have asked for more in a cockpit, wish that every ship had such a customised cockpit suited to it's exterior and unique to it's type. I hope that your future proects include spicing up the capital class deck. Maybe having functional panels coming off the armrests of the captains chair giving a feel of true control. Though according to the cobra external view, the cockpit should be in that top compartment and not front centre. Taking a spacewalk for closer inspection there is a graphic of a seat and console up there. It would make capping an Akuma with it so much easier giving a better perspective when snuggling up into the underside opening just after the wings. Which, by the way is the easiest way to cap an Akuma that has front turrets set to defence, because it can't shoot you when your there, just don't expect to fit the whole cobra in there, just the top half. I used to do it with a Hyperion that fits all the way in until the 2.1 patch that made capping capital ships impossible with 5 marines.
garrry34
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Post by garrry34 »

will you be making a custom cockpit for the turret scene?
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PSCO1
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Post by PSCO1 »

will you be making a custom cockpit for the turret scene?
I dont think it possible ... but I will take a look at scene files after the update
Iam very busy with this L for the moment :wink:
garrry34
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Post by garrry34 »

I can totally understand, well at the moment I'm using the m8 scene for my turret cockpits, nice big window to view all the bugs that need zapping lol
PhenomII X4 940 black edition
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The-Last-Communist
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Post by The-Last-Communist »

it is possible to do a cp for turrets , as I have conected the M3 cp to the turrets
Splits , for the better things in life...
garrry34
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Post by garrry34 »

just to be more specific, the turret cockpit can be set in the tcockpits, just change the model scene to the cockpit you wish to use...
Last edited by garrry34 on Fri, 22. Jul 11, 19:45, edited 1 time in total.
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The-Last-Communist
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Post by The-Last-Communist »

yes that's exactly what I did
Splits , for the better things in life...
Alenar Rumanev
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Post by Alenar Rumanev »

Help with a cockpit mod issue:

I use the SRM and CMOD4 with TC 3.1 and installed the cockpit mod+gravidar modification listed on the first page. I am curious to know if two issues I have are bugs or if there is an easy way to fix them:

1- Message portraits have their tops cut off, along with the top of the cockpit, unless I pull back on the joystick (moving both the view and ship up).

2- A blank grey line cuts the shield/hull readouts on both sides of the gravidar, effectively cutting those readouts in tow and making it very difficult to understand them. I am currently running in a widescreen format (1920x1080) but switching to a lower res 4:3 rectangular format does not seem to fix either the top clipping issue or the readout issue.

Thanks for your help!
PSCO1
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Post by PSCO1 »

Thanks for the info about turrets view !
I will try to modelize a small 3d scene for test

@Alenar Rumanev
Can you post few screenshots of the problems please ?

L is 80% done, I work now on the front dashboard
Slashman
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Post by Slashman »

PSCO1,

Your mod has made X3:TC pretty close to perfect for me! Thanks again!
If you want a different perspective, stand on your head.
boogieman335
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Post by boogieman335 »

Oh yes please create some turret scenes. I have been using a mixture of ITS mod and yours partly because of his USC m3 scenes that allow you to add the backseats views simply by creating a couple of front turrets and adding the path to the scene file into the turret . And I also have used the M8 ones for side turrets on Capitol ships because they give you a view down the side of the ships. But for those who want to add cockpits to their turrets be aware that Cycrows plugin manager will over write your Tcockpits file in the types folder. Always keep a backup of this folder so you can restore your turret scenes after you use this program.
Alenar Rumanev
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Post by Alenar Rumanev »

Screenshot (with paint arrows)


[ external image ]

Edit: Image seems broken so here is a url instead

image
PSCO1
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Post by PSCO1 »

@Alenar Rumanev

On "gameplay" settings, turn off Numerical S/H display
Alenar Rumanev
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Post by Alenar Rumanev »

Ahh, many thanks. Do you also know why the top portion of the cockpit keeps getting clipped?
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Peanutcat
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Post by Peanutcat »

I seem to crash when i try to launch the game with this? i tried making a mod file and putting them in there but then nothing happened so now i made them 17.cat and 17.dat but now it crashes...
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PSCO1
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Post by PSCO1 »

@Alenar Rumanev
Ahh, many thanks. Do you also know why the top portion of the cockpit keeps getting clipped?
Try to move your "head view" with numpad keys 2,4,6,8 ^^

@Peanutcat

Without my mod your game work ?
Maybe you have tried to merge differents mods, It seems to be a Tfile conflict or Components.txt .. etc ..

My mod work fine with a clean install of X3TC 3.1, if you want to merge, use X3modManager to check your last cat/dat files containing TShips.txt, add my 3d files, and set cp_scene on TShips

[ external image ]

L is ready ^^
I will check all others cps for a quick update

@The-Last-Communist

I will add 2 versions of 3d files for each cp about specular level
-1 file with normal specular level (~spec50-gloss20)
-another with high spec level (spec900-gloss10)
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Peanutcat
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Post by Peanutcat »

Yes it works without the mod, and i have a bunch of mods installed but nothing that changes things with view, and by mod manager i assume you mean the Plugin Manager?
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