XWAUP: Dynamic Cockpits

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Re: XWAUP: Dynamic Cockpits

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DTM

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Post by DTM » Wed Jun 03, 2020 7:38 pm

A little news!
In the download section you will find some updates. First of all, Effects by Blue Max version 1.1.3.1. This is an upgrade from the previous version, which introduces three new settings:
- New speed effect. No description, just try it!
- A new option to enable the multicore function. This solves the performance problems, which many complained about. You will be happy, but not very happy. Unfortunately, this option resets the old music bug, which some of you may remember. But don't worry. Jeremy is working on it and I'm sure he'll find a way to fix it.
- New settings for your FOV. And that's why this presentation is made here.

You will remember that to better appreciate the dynamic cockpits of the TIE Fighters I suggested to modify your FOV (Field of View) using xwahacker. Rightly, not everyone was excited to change the FOV they were used to! So, with the collaboration of Blue Max, we thought of a way to please everyone. Effects by Blue Max version 1.1.3.1 allows you to easily choose your favorite FOV during the flight. The magic key is CTRL+F
If you know the Sturmovick IL-2 combat simulator you will know what I'm talking about. Two predetermined FOVs: normal view and enlarged view. The enlarged one is very useful in combat to broaden your visual spectrum. For those who have not understood, some example images:

NORMAL FOV
Image

ENLARGED FOV
Image

Use CTRL+F to switch between the two default FOVs

This option required a little change in the installer of dynamic cokpits, so in the download section you will find the Rebel Dynamic Cockpits Version 2.1
Download and install it to enjoy this new feature. The Z-95 installer has also been updated to version 5.2.

Going back to the TIE Fighter cockpits: they have all been modified slightly, to improve the view towards the outside. Now that you can change your FOV while flying,we don't need to compromise anymore. Download and install Tie Fighter Dynamic Cockpits Version 2.0

NORMAL FOV
Image

LARGE FOV
Image

Again, use CTRL+F to switch between the two default FOVs

If you had made any changes, don't forget to use xwahacker to restore your old FOV value (86.30) if you want to go back to the old view.
I hope you like them! Thanks to everyone for their support in developing these new features!

MTD industries
WIPs: REBCP version 2

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Jun 03, 2020 10:44 pm

LordHelmet wrote:
Wed Jun 03, 2020 3:22 pm
I've seen footage of the XWVM project where they recreated the wireframe look in the targeting computer.
That effect is achieved with an edge-detection shader that I'm told required a lot of tinkering to get looking right. (It's not "wireframe". You can take a look at the wireframe view in XwaOptEditor to see why wireframe doesn't look right at all.) The look they were going for is a combination of Vader's targeting computer (as you posted) and the Executor's scan of the Tydirium in RotJ, keeping the look of the original x-wing CMD ID mode in mind.

I think it could (maybe, possibly) be done in XWA if the basic CMD camera info could be intercepted and rendered with a similar edge-detection shader in lieu of the regular shader, but I don't know enough about the innards to know whether it's possible.
DTM wrote:
Wed Jun 03, 2020 7:38 pm
A little news! <snip>
Nice! I haven't tested it yet, but it sounds like it would be a bit like having the VR/headtracking ability to lean forward to get a better look at the console (or out the TIE viewport) available in conventional play (although it's FOV that's changing, not camera position). Are the FOVs defined in configuration files?

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Ace Antilles

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Post by Ace Antilles » Wed Jun 03, 2020 11:05 pm

Just to add a little to DTM's post. These cockpits work perfectly right from the install.
You do need to install the latest Effects update first though.
There is no longer any need to use xwahacker to modify your game. The original settings from the XWAUCP work fine with these cockpits. Everything lines up brilliantly.
As he points out if you had made any changes already you may want to to use xwahacker to restore your old FOV value (86.30). So that nothing else looks wrong.

CTRL+F can alter the FOV this only works with Dynamic Cockpits and not every cockpit. The setting is remembered you don't need to alter it each time.
Although you shouldn't need to alter it at all really unless you really want to.

The setting is saved in the DC file, for example TieFighterCockpit.dc and it can be altered in more precise numbers there if you have personal preferences.

Code: Select all

;FIELD OF VIEW
xwahacker_fov = 88.0
xwahacker_large_fov = 95.5
Just the HUD Reticle to come and you will have all the perfect lovely evil goodness to fly around in :D
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Ace Antilles

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Post by Ace Antilles » Wed Jun 03, 2020 11:18 pm

Here are the images for the Rebel Cockpits

A-wing NORMAL FOV
Image
ENLARGED FOV
Image

B-wing NORMAL FOV
Image
ENLARGED FOV
Image

Y-wing NORMAL FOV
Image
ENLARGED FOV
Image

X-wing NORMAL FOV
Image
ENLARGED FOV
Image

Z-95 NORMAL FOV
Image
ENLARGED FOV
Image

Everything is available to download now.
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blue_max
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Post by blue_max » Thu Jun 04, 2020 12:31 am

Just adding a little more detail. The Ctrl+F hotkey that I added cycles between 3 FOVs:

Default FOV, stored in Focal_Length.cfg -> xwahacker_fov -> xwahacker_large_fov

If you don't have a Focal_Length.cfg file, then you might have to press Ctrl+F twice because the Default FOV copies the last FOV applied.

Pressing Ctrl+Alt+Shift + Left/Right Arrows will still adjust the current FOV and save it to either Focal_Length or the current DC file.

Also... an edge detection shader, eh? Interesting...

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Post by Rookie_One1 » Thu Jun 04, 2020 2:56 am

I wonder when we will get the Assault Gunboat and Missile boat will get dynamics cockpits ;)
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Ace Antilles

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Post by Ace Antilles » Thu Jun 04, 2020 3:27 am

Or maybe......*shh spoilers sweetie* :D :irre:

I suppose those 2 are next important. Especially for any TIE conversions.
Apart from the Rebel and TIEs though which fighters do people like to use?
Does anyone fly anything else regularly like say a T-wing or heavens forbid an IRD fighter! :shock:
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blue_max
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Post by blue_max » Thu Jun 04, 2020 4:10 am

Rookie_One1 wrote:
Thu Jun 04, 2020 2:56 am
I wonder when we will get the Assault Gunboat and Missile boat will get dynamics cockpits ;)
I actually started working on the Assault Gunboat. So... soon :)

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Post by unmarcz » Thu Jun 04, 2020 5:29 am

Hi,
it is possible to download somewhere new or WIP cockpits? I saw on youtube X-wing cockpit V29.0 a I fell in love:-) Same for Y-wing WIP cockpits. Both are from korekwerner... I think. Beautiful work!

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Ace Antilles

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Post by Ace Antilles » Thu Jun 04, 2020 10:23 am

unmarcz wrote:
Thu Jun 04, 2020 5:29 am
Hi,
it is possible to download somewhere new or WIP cockpits? I saw on youtube X-wing cockpit V29.0 a I fell in love:-) Same for Y-wing WIP cockpits. Both are from korekwerner... I think. Beautiful work!
Hi. Sorry he is not a member of the XWAUP. Those are his own works and he hasn't shared them yet with people.
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Post by highorph » Sat Jun 13, 2020 11:35 am

Ace Antilles wrote:
Thu Jun 04, 2020 3:27 am
Apart from the Rebel and TIEs though which fighters do people like to use?
What about the transports used in the solo campaign game? Otana, YTs...

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Post by Krabbenjack » Wed Jun 17, 2020 8:44 am

Greetings! It's been a long time since I played the upgraded XWA (2002 maybe). The Dynamic Cockpits are really fantastic! What are the new modeling possibilities for cockpits? Higher Polycount (What's the current limit?)? Are new maps available? (Spec map for glossy metal parts or normal maps for baked details?)

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Ace Antilles

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Post by Ace Antilles » Wed Jun 17, 2020 12:15 pm

Krabbenjack wrote:
Wed Jun 17, 2020 8:44 am
Greetings! It's been a long time since I played the upgraded XWA (2002 maybe). The Dynamic Cockpits are really fantastic! What are the new modeling possibilities for cockpits? Higher Polycount (What's the current limit?)? Are new maps available? (Spec map for glossy metal parts or normal maps for baked details?)
Read this post about Materials.
viewtopic.php?f=9&t=12555
DTM and Blue Max know more about the Cockpits themselves.
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blue_max
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Post by blue_max » Wed Jun 17, 2020 7:08 pm

There is currently no support for specularity/metallicity/normal maps at the moment; but it can be added in the future.

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Post by Penbast » Thu Jun 18, 2020 4:39 am

Greetings!
First, great work. Love the mod. The Cockpits looks fantastic. But I have a question. Even if I installed the mod with the options "no HUD at all" in the T/A X1 i still have the HUD. Is it possible to disable it after the installation? A new installation didn't work.

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Post by Trevor » Thu Jun 18, 2020 10:13 am

That option disables HUD for craft with dynamic cockpits only if the craft replicates the HUD functionality - if not the HUD stays so you don't loose information.
Craft without cockpits obviously must keep the HUD to prevent you missing data.

Trev

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Post by Penbast » Thu Jun 18, 2020 4:04 pm

Hei Trev,
Thanks for the help. It is interesting: It seems that the T/A X1 has all necessary information, like the other ties but they don't work. For example it shows i have 6 torpedos, even if i fire some of them.

Thanks for the help.

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Post by blue_max » Thu Jun 18, 2020 4:09 pm

Penbast wrote:
Thu Jun 18, 2020 4:39 am
Even if I installed the mod with the options "no HUD at all" in the T/A X1 i still have the HUD. Is it possible to disable it after the installation? A new installation didn't work.
There's a bug in the DC file for this craft. Please use this one: https://www.dropbox.com/s/h3cxr9qvdt4f7 ... it.dc?dl=0

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Post by Penbast » Thu Jun 18, 2020 5:28 pm

Oh woow Great! Thank you very much :)

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Haakan
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Post by Haakan » Fri Jun 19, 2020 12:34 pm

Ace Antilles wrote:
Thu Jun 04, 2020 10:23 am
unmarcz wrote:
Thu Jun 04, 2020 5:29 am
Hi,
it is possible to download somewhere new or WIP cockpits? I saw on youtube X-wing cockpit V29.0 a I fell in love:-) Same for Y-wing WIP cockpits. Both are from korekwerner... I think. Beautiful work!
Hi. Sorry he is not a member of the XWAUP. Those are his own works and he hasn't shared them yet with people.
Should be interesting to see a combined work with XWAUP and that guy and his team

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Post by hamletsandwich » Fri Jun 19, 2020 8:09 pm

Hello all. First time on the forum here. I hope someone can help me.

These dynamic cockpits fix my biggest complaint about the game (unimmersive purple floating hud). I was super excited to install them. However, no matter what I do now, the game crashes as soon as I enter a cockpit. I've tried various reinstalls and isolated it to the Rebel Dynamic Cockpit mod. Once it is installed, the game is no longer playable.

Is this a known issue? Am I doing something wrong? Thanks!

EDIT: As usual, I find the fix as soon as I post. Apparently it is only a problem on my existing save file. No problems when starting fresh. Thanks, all!

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ual002
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Post by ual002 » Fri Jun 19, 2020 8:15 pm

Welcome to the community in more active role. Someone should be along shortly to help you narrow down your issue I'm sure. But let me ask, do you by chance have track IR or a VR headset, and are you messing with that at all?
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Post by Rookie_One1 » Mon Jun 22, 2020 4:58 am

hmm, using the last patches, for some reason the dynamic cockpit don't work for the Tie Advanced X1

EDIT:
Found the issue : I run a modified version of DSCUP and while in the exe (through mxvted) it don't care about upper or lower case, the hook DOES
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