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New version of the cockpit mod
LogicSequence
Elite Ranger
The Claw
Member
Posts: 251
Registered: Nov 2001
posted 06-01-2003 02:43 PM
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Ok, I have finally managed to upload a new version of the cockpit mod- I've been trying since yesterday but my connection kept breaking down
Anyways, it's a 450kb file, and the necessary modifications to flux.ini are in the scale.txt file. This version should make everything look less "big" than the original, have the cockpit in a position more accurate to the original and also includes a modified version of the storm petrel for instant action which I modified to allow easy usage with the mod.
I'd greatly appreciate any feedback, including on how the scaling should be altered, the camera movements etc.
I'm also hoping that this will help with the using of fighter beams without having to scale everything up
You can grab it [url]http://members.lycos.co.uk/bensfingerofdoom/[/url] Unfortunatly my host won't let me directly link to the site, and you will have to copy the link to my site into the address bar. The mod is under the cockpit_test link instead of the other one.
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"I love the British for three reasons. One, we always beat you at rugby. Two, your wives are always welcoming and hospitable. Three, you fought like devils to save us" Old french bloke in my uncles pub.
"I do be the pirate of this here bus! Arrrrrrr!" An overactive me. Just before me and the other guys doing aircraft maintenance began singing "I'm dreaming of a white christmas"
[This message has been edited by The Claw (edited 06-01-2003).]
[This message has been edited by The Claw (edited 06-01-2003).]
IP: Logged
The Claw
Member
Posts: 251
Registered: Nov 2001
posted 06-01-2003 04:52 PM
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Right, I've just finished testing my mod with the ship pack thingy Logic released, and it's still near impossible to hit fighters with beams.
There are several ways I can think of off the top of me head for dealing with this: 1) to use a combination of view and ship scaling 2) To increase the view scaling to something approaching my original cockpit mod (though this has it's own problems I'll explain in a minute) 3) to simply increase the size of all the ships or 4) to see if there is a way to create guided fighter beams (I don't know if this is possible, but I'm thinking of something along the same lines as how fake beam turrets were implemented).
Each has it's own problems, the view scaling in that the more magnified everything is, the more sensative the controls become. If you reduce the sensativity of the controls, you lose maneuverabilty. The Ship scaling means that the measurements will be out of sync on the HUD (though this is a very small problem). Failing the appearance of guided fighter beams, I would suggest either 1 or 3.
------------------
"I love the British for three reasons. One, we always beat you at rugby. Two, your wives are always welcoming and hospitable. Three, you fought like devils to save us" Old french bloke in my uncles pub.
"I do be the pirate of this here bus! Arrrrrrr!" An overactive me. Just before me and the other guys doing aircraft maintenance began singing "I'm dreaming of a white christmas"
Member
Posts: 251
Registered: Nov 2001
posted 06-01-2003 02:43 PM
--------------------------------------------------------------------------------
Ok, I have finally managed to upload a new version of the cockpit mod- I've been trying since yesterday but my connection kept breaking down
Anyways, it's a 450kb file, and the necessary modifications to flux.ini are in the scale.txt file. This version should make everything look less "big" than the original, have the cockpit in a position more accurate to the original and also includes a modified version of the storm petrel for instant action which I modified to allow easy usage with the mod.
I'd greatly appreciate any feedback, including on how the scaling should be altered, the camera movements etc.
I'm also hoping that this will help with the using of fighter beams without having to scale everything up
You can grab it [url]http://members.lycos.co.uk/bensfingerofdoom/[/url] Unfortunatly my host won't let me directly link to the site, and you will have to copy the link to my site into the address bar. The mod is under the cockpit_test link instead of the other one.
------------------
"I love the British for three reasons. One, we always beat you at rugby. Two, your wives are always welcoming and hospitable. Three, you fought like devils to save us" Old french bloke in my uncles pub.
"I do be the pirate of this here bus! Arrrrrrr!" An overactive me. Just before me and the other guys doing aircraft maintenance began singing "I'm dreaming of a white christmas"
[This message has been edited by The Claw (edited 06-01-2003).]
[This message has been edited by The Claw (edited 06-01-2003).]
IP: Logged
The Claw
Member
Posts: 251
Registered: Nov 2001
posted 06-01-2003 04:52 PM
--------------------------------------------------------------------------------
Right, I've just finished testing my mod with the ship pack thingy Logic released, and it's still near impossible to hit fighters with beams.
There are several ways I can think of off the top of me head for dealing with this: 1) to use a combination of view and ship scaling 2) To increase the view scaling to something approaching my original cockpit mod (though this has it's own problems I'll explain in a minute) 3) to simply increase the size of all the ships or 4) to see if there is a way to create guided fighter beams (I don't know if this is possible, but I'm thinking of something along the same lines as how fake beam turrets were implemented).
Each has it's own problems, the view scaling in that the more magnified everything is, the more sensative the controls become. If you reduce the sensativity of the controls, you lose maneuverabilty. The Ship scaling means that the measurements will be out of sync on the HUD (though this is a very small problem). Failing the appearance of guided fighter beams, I would suggest either 1 or 3.
------------------
"I love the British for three reasons. One, we always beat you at rugby. Two, your wives are always welcoming and hospitable. Three, you fought like devils to save us" Old french bloke in my uncles pub.
"I do be the pirate of this here bus! Arrrrrrr!" An overactive me. Just before me and the other guys doing aircraft maintenance began singing "I'm dreaming of a white christmas"
Comments
Would it work?
TEST 1: Control: Standard Texturing
[IMG]http://mods.firstones.com/buda5/devtemp2420/test1.jpg[/IMG]
TEST 2: Standard Texturing, 75% transparent.
[IMG]http://mods.firstones.com/buda5/devtemp2420/test2.jpg[/IMG]
TEST 3: Glow Channel Texturing, 75% transparent.
[IMG]http://mods.firstones.com/buda5/devtemp2420/test3.jpg[/IMG]
@Logic: The Glow Channel Texturing (3rd pic) looks IMHO the best.
Logic, of the pics the red square of the 3rd pic looks close to what I imagined what monotor's colour should be. I don't think it matters if text is translucent or not, or if it is actually readable or not. Just something to make the panel look more like a monitor and less like a window. There is other options for that purpose I can think of. One is the +-pattern of the maintenance bot camreras. Like this (perhaps less dence though):
+ + + + + + + + + +
+ + + + + + + + + +
+ + + + + + + + + +
My biggest worry is that the panel will end up looking like a windshield or window anyway, rather than a monotor, even if with text or +-pattern.
At any rate, the idea is out there. If it works, good and if it doesn't, then it doesn't.