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

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HotSake
Posts: 472
Joined: Sun, 3. Jan 10, 22:15
x3tc

Post by HotSake »

builder680 wrote:Do I need to also find a way to open the "dat" file and remove them from there as well?
The reason cat/dat files come in pairs is that the data is all stored in the dat file. The cat file is just a pointer to the dat, but it's what you interface with to see the data. You should never have to open a dat file directly; just select the paired cat file.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

HotSake wrote:
builder680 wrote:Do I need to also find a way to open the "dat" file and remove them from there as well?
The reason cat/dat files come in pairs is that the data is all stored in the dat file. The cat file is just a pointer to the dat, but it's what you interface with to see the data. You should never have to open a dat file directly; just select the paired cat file.
Thanks for the tip, it's good info to have in the future! :)
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
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Post by boogieman335 »

http://www.its-schiffswerft.homepage.t- ... glish.html

This cockpit mod has Boron fighters, and a hidden Boron M6. I know these guys have tested each others stuff. I personally use a combination of both of their mods merged together. I also use some of the scenes in my Tcockpits file to give cockpits to the gun turrets on my ships. I have found the M8 cockpits make great cockpits for side guns on larger ships and the xenon make great up and downs. The xenon m5 one makes a good rear cockpit kinda like a tie fighter.

As for the TP lounge I too would like to know the file name of the scene it is as I am currently using one of the ITS ones that used to be the Mammoth cockpit for a captains cabin/rear turrert on my capitol ships.
XanII
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Joined: Thu, 29. Dec 05, 15:07
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Post by XanII »

How do i DEACTIVATE/UNINSTALL this correctly? the instructions on the first page does NOT work. Or they do work yes, it removes the cockpit but it also leaves a large gaping hole on the visible ship nose. it matters not what ship you use, all of them will have a gaping hole in their nose where the cockpit used to take space.

Love this mod but sometimes i would like to have just a vanilla view of space. Now i can change ships all i like and the gfx bug is still there so i'm stuck using this for now.
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.
Saheike
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PSCO etc pp

Post by Saheike »

Did you jump to another sector after uninstalling it?
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...
XanII
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Post by XanII »

No that i have not tried. I will try that to see if it makes any change.
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.
XanII
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Joined: Thu, 29. Dec 05, 15:07
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Post by XanII »

Well that worked. Though now i have occasionaly ships that loose their external textures. only guns are visible. :\ Dont know if it's related to this script though.
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.
idahosurge
Posts: 48
Joined: Sat, 19. Feb 11, 21:29
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Post by idahosurge »

For starters I am new to X3TC and know nothing about modding.

I downloaded PSCO1 CockpitMod v1.30 from the first page of this thread.

I created a mods folder and then unzipped v.130 in the mods folder, but when I start X3TC I do not have any VC's.

Here is my folder
X3 Terran Conflict\mods\Xtented_v1.30_PSCO1_CockpitMod_v.130rc and in this folder I have two files, 16.cat and 16.dat

What do I need to do in order to see VC's?

By the way I am flying the default Humble Merchant Mercury
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
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Post by boogieman335 »

You can try installing it as a fake patch by copying the cat and dat files to your game directory and renaming them to the highest number.
idahosurge
Posts: 48
Joined: Sat, 19. Feb 11, 21:29
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Post by idahosurge »

Thanks for the reply Boogieman335. That kind of worked, but not completely. Once I got into my saved game there were shapes on the screen like bulkheads or something like that, no VC and you could not see the station that you are docked at like you normally can.

I choose autodock at another station and once I undocked I went to outside view and back to inside view. Once back inside the VC was there, but the odd bulkhead shapes were still there, you can not see out into space.
PSCO1
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Post by PSCO1 »

v130a ready

Lounge for the TP Express restored ! (i missed this file somewhere^^)

Compatible now for X3TC 3.1

:)
idahosurge
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Joined: Sat, 19. Feb 11, 21:29
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Post by idahosurge »

Thanks PSCO1, v130a works for me!
GT182
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Joined: Sat, 14. Nov 09, 22:31
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Post by GT182 »

PSCO1, is it possible to do a cockpits for Apricotslice's AMS Vidarsarus and the Firefly by DeadlyDa?
toxic-nova
Posts: 217
Joined: Thu, 18. Mar 04, 19:01
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Post by toxic-nova »

Hi,
hope you are still active here :D

I have downloaded your mod and I like it...maybe a bit too much ;)

Times ago I had downloaded a YT-1300 by Magrathean Monkey with a nice Cockpit.
But the instruments didn't work as in your nice mod. No shield and hull indicator and so on.

I tried to set them by myself...but I didn't get to know anything about this :(

So my question: Can you add these things to the cockpit?

link: http://www.blackpanthergroup.de/x3/XSP- ... pit_V2.xsp
(at me this link is a bit tricky...I had to save the site with my browser...but I can upload it to another place if you want)

if you want to do this and if you have the time for this it's completly up to you where you set sth or if you change existing instruments.
JohnMA
Posts: 4
Joined: Fri, 22. Apr 11, 14:05

Post by JohnMA »

Hello,

I have a "small" question.
I'm totaly new to X-universe games, and have just started to play X3TC.
So far I'm totaly lost! :o

But I would like to get a virtual cockpit.
Like this one very much, but I have NO idea how to get it to work?
Have downloaded some files and put them in the folders I think they are suppose to go, but there is no change in-game.

Anyone that can help a beginner noob with this? :)
Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
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Post by Slashman »

JohnMA wrote:Hello,

I have a "small" question.
I'm totaly new to X-universe games, and have just started to play X3TC.
So far I'm totaly lost! :o

But I would like to get a virtual cockpit.
Like this one very much, but I have NO idea how to get it to work?
Have downloaded some files and put them in the folders I think they are suppose to go, but there is no change in-game.

Anyone that can help a beginner noob with this? :)
You'd need to say where you are lost at. Have you installed the mod and selected it to run from the startup screen?

If you did it correctly, you should see the mod's name appear when you click on 'Select Mod Package'. You then need to click on the mod name to select it so the game knows that's the mod you want to run.

If you are not at the point, then you may not have installed the files correctly.

Also...you can read some of the previous posts here for help...most of them should cover what you're looking for.

Let me know if you have any luck getting it to run. You may also need to hit Shift-H in the game the first time you run the mod to make the cockpit appear.
If you want a different perspective, stand on your head.
JohnMA
Posts: 4
Joined: Fri, 22. Apr 11, 14:05

Post by JohnMA »

Slashman wrote:
You'd need to say where you are lost at. Have you installed the mod and selected it to run from the startup screen?

If you did it correctly, you should see the mod's name appear when you click on 'Select Mod Package'. You then need to click on the mod name to select it so the game knows that's the mod you want to run.

If you are not at the point, then you may not have installed the files correctly.

Also...you can read some of the previous posts here for help...most of them should cover what you're looking for.

Let me know if you have any luck getting it to run. You may also need to hit Shift-H in the game the first time you run the mod to make the cockpit appear.
I can try to tell you what I have done. I dowloaded the PSCO1_CockpitMod_v1.30a_wHUD2d .dat and .cat file and put them in a "mods" folder i created in the root directory of the game.

Then I downloaded XTented_v1.03_PSCO1_CockpitMod_v1.30rc.rar and put the 16.cat and 16.dat file in the root directory of the game.

Started the game, but nothing happen.. :(
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
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Post by boogieman335 »

The xtended version is for use with the xtended mod, which makes major changes to the game. If your not using it you should use one of the other ones. If it is not working by placing it in the mods folder in the game and then selecting it as the mod on the game start screen, the other option is to copy the .cat and .dat files from the downloaded file to the game directory and rename them to the next highest number in the series. This is called making a fake patch.
JohnMA
Posts: 4
Joined: Fri, 22. Apr 11, 14:05

Post by JohnMA »

boogieman335 wrote:The xtended version is for use with the xtended mod, which makes major changes to the game. If your not using it you should use one of the other ones. If it is not working by placing it in the mods folder in the game and then selecting it as the mod on the game start screen, the other option is to copy the .cat and .dat files from the downloaded file to the game directory and rename them to the next highest number in the series. This is called making a fake patch.
Ey, thanx!
2 files and selecting the mod in the game start screen did the trick.
Since I didn't get it to work I tried to use a Plugin Manager, but did not get anything out of that one.

But then again, it was so easy as I thought, I just hadn't selected the mod on the startup screen :)
Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
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Post by Slashman »

JohnMA wrote:
boogieman335 wrote:The xtended version is for use with the xtended mod, which makes major changes to the game. If your not using it you should use one of the other ones. If it is not working by placing it in the mods folder in the game and then selecting it as the mod on the game start screen, the other option is to copy the .cat and .dat files from the downloaded file to the game directory and rename them to the next highest number in the series. This is called making a fake patch.
Ey, thanx!
2 files and selecting the mod in the game start screen did the trick.
Since I didn't get it to work I tried to use a Plugin Manager, but did not get anything out of that one.

But then again, it was so easy as I thought, I just hadn't selected the mod on the startup screen :)
Good to know you got it working!
If you want a different perspective, stand on your head.

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