I had to do a fresh install of this mod after I installed the 2.1 mod, but it seems to work fine now.homerdog wrote:Hi all.
I noticed some of the ship scene files have been updated in 2.1. Would running this as a mod override those updates? If so, will this mod be updated with the scene files from 2.1? It looks really cool but I don't want to miss out on the fixes in 2.1.
Thanks.
[MOD] Shawn's Cockpit Mod v1.5 for X3TC feat. Weazel
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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The Big Ships CP is finshed.
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the other follows ...
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the other follows ...
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I have the current version with dynamic display (which is ace!) but I have to say, I do now have saliva dripping off my chin having just looked at your updated bigship CPs. This looks truely outrageous! Keep it up.



Blackadder - what begins with 'come here' and ends with 'ouch'?
Baldrick - I dunno.
Blackadder - come here....
Baldrick - I dunno.
Blackadder - come here....
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the first Step is just a optimized version of shawns (resp. akblades) CP mod.
the first new CPs will come when Egosoft will accept our changes of the tship for the cp scenes. otherwise we must offer a own tship file, but thats not optimal, because it will come to conflicts with other mods
can´t give you a releasedate , sorry, plz be patient
the first new CPs will come when Egosoft will accept our changes of the tship for the cp scenes. otherwise we must offer a own tship file, but thats not optimal, because it will come to conflicts with other mods
can´t give you a releasedate , sorry, plz be patient
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hmm, searching in the x3tc folder for *tship* i only get these :-[e1337e.weazel]- wrote:Sorry, but the Tenjin should definitely have an paranid M3 CP scene!
Wich Version of TC do you have? Plz check your tship file, maybe you running another mod that edit the tship.
Code: Select all
!lib.get.bestship.resupply.pck
!move.follow.template.notship.pck
a0.wildlynx.lib.selectShip.txt.xml
a0.wildlynx.lib.selectShip.xml
plugin.plugman.getship.xml
Game version is 2.0.
Scripts that i have installed :
Code: Select all
Script Packages:
Advanced Navigation Software :: Cycrow :: Yes :: 1.00 :: 16/06/2009
Community Plugin Configuration :: Cycrow :: Yes :: 1.20 :: 03/06/2009
Extended Mod Pack (EMP) :: Digsin/LV :: Yes :: 1.4 :: 31/05/2009
Nanite Hull Repair :: arcana75 :: Yes :: 203 :: 03/05/2009
The Traveling Mechanic :: Teladidrone :: Yes :: 0.2 :: 03/12/2008
Turbo Booster :: Cycrow :: Yes :: 1.00 :: 20/10/2008
Universe Explorers :: 7ate9tin11s :: Yes :: 2.1.2 :: 18/06/2009
Ware Manager :: Cycrow :: Yes :: 1.00 :: 31/05/2009
adv. Product Chaser TC :: wildLynx :: Yes :: 1.10 :: 11/01/2009
I get cockpits on my TS,M5,TP and TM ships just not on the Tenjin, (dont have another M3 to check).
Any help would be appreciated.
-= If you can keep your head when all about you are losing theirs, then you probably haven't understood the seriousness of the situation =-
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the next Version will be compatible, i have found the prob and fixed it, it was a wrong shader that caused it.repatomonor wrote:So umm, when can we get a version, which is compatible with the Sector Size & Backgrounds mod's textures?
The tship.txt is packed in a cat/dat file or in a cat/dat of a mod. You need Mod Manager from Doubleshadow to extract it. (btw.: scripts can not cause this)IsAB wrote:all of them in the /scripts folder, where can i find this tship file?
Someone in the german thread told me that he has no CP for the Tenjin, too. So it could be that there is any other trouble. I will need some time to test would it can be.
Skite wrote:Although I'd very much like this to work, I've tried the mod and it has a dramatic decrease in system performance, which is somewhat on the brim anyway when playing TC. Haven't tried the old verison, but I'm getting the idea that it's missing a lot compared to your latest version?
Thats what i think too. Try the old version or wait for the new to try again.JrK wrote:Might have to do with the fact that the mod has dynamic lighting inside the cockpit.

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Great mod, just what was needed, thanks!
Just noticed one thing, stars shine right through the cockpit as though it wasn't there! Is there anything to be done about this? I beleive the old X3R cockpit mod didn't have that problem, so presumably it may be fixed.
Oh and by stars I mean the main star of each system, not the background ones.

Just noticed one thing, stars shine right through the cockpit as though it wasn't there! Is there anything to be done about this? I beleive the old X3R cockpit mod didn't have that problem, so presumably it may be fixed.
Oh and by stars I mean the main star of each system, not the background ones.
Last edited by Algoran on Sun, 28. Jun 09, 01:14, edited 1 time in total.
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Hmmm I get some weird display on the gauges
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From the pictures I don't think they are supposed to look this way, maybe some conflict ?
ah well I'm running 1.4 and it works quite fine for the moment
[ external image ]
From the pictures I don't think they are supposed to look this way, maybe some conflict ?
ah well I'm running 1.4 and it works quite fine for the moment

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Yes that did the trick, thanks a lot!Bubbinska wrote:Madtrack - the reason your hull/shield gauges are displaying like that is because you have the Numeric Hull/Shield option on. If you change it back to being the less-accurate "bars" display, the cockpit will display properly.

EDIT: Btw, are you planning on updating the old TP and TS pits ? would be nice for the freighters, and the X2 TS cockpit was very atmospheric
