NEWS: X-Universe News 21 with added cockpit goodness

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

Moderator: Moderators for English X Forum

xeon_1
Posts: 3535
Joined: Thu, 4. Dec 03, 17:16
x4

Post by xeon_1 »

mayby egosoft could consider signing the m7 mod it does add a lot to the univers without altering the basic construct of the game or atleast consider some of the things he has done like the M7's that fill the gap between M2 and M6

just a thought
Xaffax
Posts: 589
Joined: Mon, 18. Nov 02, 23:11
x3

Post by Xaffax »

I just tried the game with the argonbuster cockpit.

Ik think Da Imp did a great job. The cockpit really fits the ship. This is the first time I actualy flew around in X3 with a smile one my face.

It's the new cockpits I'm excited about, I think egosoft should give him a job! :thumb_up:

I'd like to thank the creator for giving this wonderful experience.
Xaffax out!
[ external image ]
Firedancer
Posts: 632
Joined: Wed, 13. Aug 03, 15:45
x3

Post by Firedancer »

Not sure why you folks are complaining here - noone forces anyone to use it, but at least someone finaly did himself the work to re-add a feature badly missed by many!

Sure, there's always room for improvements, but I've tried them out already.... As from my point of view, my favorite being the M6 cockpit, which is simply stunning. One can see it was done with a great lot of love and it fits onto the centaur just perfect. I also love the huge radar, gives a real nice feeling. (speaking of which, the M5 has a real cute radar effect too). To me, only the M3 went awry... maybe it's because it was done for a different resolution, as the frames simply don't match the radar/missile display in the first place.

Anyway, when I was first flying an argon TS with those new cockpits alongside a station, I just thought to myself "wow...." it's breath taking and the X2 controls integrate so nicely in the new cockpits, that they sometimes even become real helpful... such as when showing the ship-id of a target vessel, or displaying the amount of missiles remaining.

So, thanks for this nice mod!
In my eyes, the only pitty is thus, that there's not a whole new set of cockpits for each race ;)


Edit: oh btw, just be careful... when deactivating the mod after testing, my game would crash trying to load those games saved when it was active.
andrae9920
Posts: 1
Joined: Wed, 8. Feb 06, 03:55
x3tc

Post by andrae9920 »

I have had no problems with putting the this mod into my game. Don't know how to turn it off though... (havent realy looked)
User avatar
cswiger
Posts: 748
Joined: Thu, 1. Dec 05, 01:46
x3tc

Post by cswiger »

Excellent. While I haven't worried about the outside display of the ships as they are now, a lot of people who'd played X2 seemed to want cockpits, well, you've got 'em...it's nice to have extra options handy.

Between this and fixing Alt-TAB, we're seeing some good stuff coming out recently.
(Some of the people on this list like to complain too much, perhaps. :)
Do you remember Shalebridge Cradle?
Beware! The Cradle *doesn't* forget....
User avatar
Krim
Posts: 80
Joined: Tue, 6. Apr 04, 00:10
x4

Post by Krim »

No problems there

All my save games work wihtout any probs
Barred
Posts: 33
Joined: Fri, 6. Feb 04, 10:27
x3

Post by Barred »

All I can say is thankyou :)

Cockpits were the one thing missing from X3.

Please include cocpits (and TIR) in any future projects as they add so much immersion to a game. Espetially one that is a labour of love like the X games.
[TGU]SOL
Posts: 151
Joined: Sun, 8. Jan 06, 17:39
x3

Post by [TGU]SOL »

Firedancer wrote:Not sure why you folks are complaining here - noone forces anyone to use it,
You are forced to use it if you want cockpits as they are not in the standard game

nice work all the same but I will give it a miss
Xaffax
Posts: 589
Joined: Mon, 18. Nov 02, 23:11
x3

Post by Xaffax »

[TGU]SOL wrote:
Firedancer wrote:Not sure why you folks are complaining here - noone forces anyone to use it,
You are forced to use it if you want cockpits as they are not in the standard game

nice work all the same but I will give it a miss
I don't see your logic. What's the problem.

If i want cockpits I'm forced to use the cockpit mod.
Well If i want to switch on the light I'm forced to use the switch but that's no reason to give the light a miss.

It's the best cockpit mod to date, you can use all your save games and I don't see any drawbacks. The only thing that would make me hapier is a mod with unique fitting cockpits for every ship like the argon ships have now.

I agree that this should have been in the game when it came out. But I'm happy with any developement in the anorexic department of SF sims.
Xaffax out!
[ external image ]
bcnative25
Posts: 1
Joined: Sun, 2. Apr 06, 03:06
x3

Post by bcnative25 »

Thank the gods that cockpit view is back. I used to love X2 and when I bought X3 and there wasn't a cockpit view I played for about 2 minutes and uninstalled. Now that I have them back I'm reinstalling as we speak!
Syklon
Posts: 1699
Joined: Thu, 9. Feb 06, 23:06
x3

Post by Syklon »

xeon_1 wrote:mayby egosoft could consider signing the m7 mod it does add a lot to the univers without altering the basic construct of the game or atleast consider some of the things he has done like the M7's that fill the gap between M2 and M6
There was an m7 mod in X2 too, but X3 still doesn't have them, and Moxy has now gone far beyond m7s, which is why we're now calling it the Xtended mod, but we still work to keep it within the established X-universe. Personally i think it makes the game much more complete and I hope Egosoft takes notice of it for future releases.

O ya and I love cockpits, although I use galaxy's because I like the old-school ones 8)
User avatar
alevel17
Posts: 383
Joined: Sat, 23. Oct 04, 00:37
x3tc

Post by alevel17 »

You know what the funny thing is?
I lost my game because of a user error when formatting my disk (ahh yeah I swapped my E and D drives last week didn't I! so that one i just formatted...ahh crud..) and Jsut got round to starting again (Took a LONG sebatical to mourn the loss of my Empire and now that I see the cockpits....I don't want them anymore lol!!

Guess Egosoft where right (for me at least) when they said after you tried the game you'd soon forget about them :D
Peter Wolfe
Posts: 24
Joined: Wed, 19. May 04, 21:07
x3

Post by Peter Wolfe »

Dear Imp-,

Thank you SO much. Its wonderful to be back INSIDE a spaceship. Are there any chances that you or other competent modelers are going to make some custom cockpits for the other races? If so, please do at your earliest opportunity. It adds so much to the game when you can climb into a captured ship and tell its a different race/pirate's. So nice.

Thanks again.

Dear competent modelers,

Please make some models and work them into Imp-s's mod so we can have a unified 58 cockpit set. (8per race x5= 40 +3 for pirate/yaki +5 for Khaak +6 for Xenon +4 for Terran) I imagine the khaak and xenon could each have a unified cockpit scheme saving 9 models. Likewise the TS/TP cockpit wouldn't differ much from race to race so leave it out; thats only 7 per race! Only 37 models to go (including terran) that seems reasonable!

It would be grand if someone who knew how to compile the package and add the missile/taget/sheild/ect. interfaces would volunteer to accept, screen, adjust and package the models for us. Any takers on any aspect?
User avatar
euclid
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13489
Joined: Sun, 15. Feb 04, 20:12
x4

Post by euclid »

Dear Peter,

Please do not dig up old threads; instead just post a new one ;-)

Cheers Euclid
User avatar
esd
Posts: 18002
Joined: Tue, 2. Sep 03, 05:57
x3tc

Post by esd »

euclid wrote:Please do not dig up old threads; instead just post a new one ;-)
What he said :)
esd's Guides: X² Loops - X³ MORTs

Return to “X Trilogy Universe”