Not a bad suggestion. So to do that, if 10.dat/10.cat are the highest numbered dat/cat files in my main folder, I'd just put replace the PSC01.cat/PSC01.dat with the number 11, so it would read 11.dat/11.cat?DarthVain wrote:Excellent. The only disadvantage with having it installed via the MODs folder is that you cannot use another Mod. I recommend you place it in the main TC folder as a false patch that way cockpits will always show up if or when you use another mod.gingus418 wrote:I see. Actually, I got it working through the mod folder, so thanks for the help!
[MOD] PSCO1's CockpitMod v1.33 for X3TC v3.1 (update: 13.09.2014)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Not a bad suggestion. So to do that, if 10.dat/10.cat are the highest numbered dat/cat files in my main folder, I'd just put replace the PSC01.cat/PSC01.dat with the number 11, so it would read 11.dat/11.cat?DarthVain wrote:Excellent. The only disadvantage with having it installed via the MODs folder is that you cannot use another Mod. I recommend you place it in the main TC folder as a false patch that way cockpits will always show up if or when you use another mod.gingus418 wrote:I see. Actually, I got it working through the mod folder, so thanks for the help!
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Not a bad suggestion. So to do that, if 10.dat/10.cat are the highest numbered dat/cat files in my main folder, I'd just put replace the PSC01.cat/PSC01.dat with the number 11, so it would read 11.dat/11.cat?DarthVain wrote:Excellent. The only disadvantage with having it installed via the MODs folder is that you cannot use another Mod. I recommend you place it in the main TC folder as a false patch that way cockpits will always show up if or when you use another mod.gingus418 wrote:I see. Actually, I got it working through the mod folder, so thanks for the help!
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hi, great work on bringing back those cockpits. just one question, why the "weapons hud" is still there? almost all cockpits have pretty good display of current weapon configuration and missiles, so why not remove it like rest of the hud? the same could go for sidebar. i know its a bit out of topic, but i could not find any possible way to hide/remove it, exept in "cursor fly mode" (i prefer joystick). and i use mainly keybord shortcuts anyway, so i dont need it, especially not with such cool cockpits 

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In next update:
[ external image ]
new front radar for the M7, i keep the other at right of the cockpit
i will see if i change another things
[ external image ]
new front radar for the M7, i keep the other at right of the cockpit
i will see if i change another things
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Here's two screenshots, taken in the same time and place, one inside a cockpit, one outside. This is Shawn's cockpit mod, but if you already knew how to fix it (since your mod used to do it and as of 1.17 doesn't any more) I'd like to tell him.
[ external image ][ external image ]
EDIT: Also note that the stars from the streaked regions disappear.
[ external image ][ external image ]
EDIT: Also note that the stars from the streaked regions disappear.
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strange.. but i note in Shawn's cokpitmod he coded almost of his files with mat6 and it cause many bugs (i dont know why)
Mat5 should be better if you dont use shaders .. but iam not really sure
Iam not a 3d expert so it possible iam wrong but when i look at those pictures i think about mat6 problems or a file conflict with "Realspace Background mod"
Mat5 should be better if you dont use shaders .. but iam not really sure
Iam not a 3d expert so it possible iam wrong but when i look at those pictures i think about mat6 problems or a file conflict with "Realspace Background mod"
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It is pretty simple to do once you download and figure out how to use X3 Editor 2. Just open cat file of this mod with the editor (using T file editor option) and edit Tship.pck.mollari27 wrote:would that be possible to switch one ship's cockpit to other, with some simple editing? im new to this. i would love to give to Blastclaw cockpit of the Eclipse. it fits much better imho
I do have a request on M2 cockpits. I really like the features on this mod (great job) but not a big fan of red displays on M2. Looks like red alert all the time. I know it's personal preference but I wish you can shift the hue to blue or green on M2 cockpits. Otherwise, keep up the great work!
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hey, im interested in this mod, but only to a extent of "fun" stuff, so, here is the question....
will this replace the standerd view? can it be toggled on and off ingame, or, is it, after its installed, "on"
oh, and you probly dont know the answear to this question, but is this interface in 3d? i have a pair of 3d glasses i use sometimes, and im wondering if this is modeled in 3d in game... or is it a 2D overlay
Thanks
Corhen
will this replace the standerd view? can it be toggled on and off ingame, or, is it, after its installed, "on"
oh, and you probly dont know the answear to this question, but is this interface in 3d? i have a pair of 3d glasses i use sometimes, and im wondering if this is modeled in 3d in game... or is it a 2D overlay
Thanks
Corhen
Jovianmoon wrote:Are we ready to collide with that asteroid?apricotslice wrote:...auto-pillok...
Yes sir! Engaging auto-pillock!
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It's an "overlay" placed in the player's main cockpit view. After it's installed, it stays on until you uninstall it or turn your entire HUD off.
It's 3-D in the same sense as the ships are 3-D...not "made" for 3-D glasses (no blue/red shift) but a 3-D model nonetheless. It's not something like DOOM's HUD or anything.
Take a look at the screenshot a few posts up.
It's 3-D in the same sense as the ships are 3-D...not "made" for 3-D glasses (no blue/red shift) but a 3-D model nonetheless. It's not something like DOOM's HUD or anything.
