Cockpits issue
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When I first time change my ships view to cockpits, I alway get this issue (please look picture):
As you can, my cockpits has out screen, but when I close game and restart game again, the cockpits will be back to normal.
How to fix this issue ? thanks for your time and reply.
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Does it disappear when you launch, or dock and relaunch?
Sorry for my English.
It’s not disappear, it’s just incorrect position, as you can see (the cockpits around, red mark).
But when I close game, then play it again, the cockpits position will be correct, it’s only happened in the case of the first time I player game (but if you use a new player account, it’s will be happen again.
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Your resolution won’t change anything, as your view point is fixed by the cockpit’s camera position.
I’ve experienced this with custom cockpit in the past, unlike vanilla cockpits most custom jobs don’t have a built in camera (mine do, but that’s another story). FL uses 0,0,0 in these meshes to attach the camera to, unfortunately FL doesn’t like this and from time to time errant settings creep in (camera not quite where it should be).
You also get this if you’ve used the wrong camera type when you build the mesh ( ;D found that one out the hard way ). -
look if you have a Hpcockpit into your model, to fix the origine of view
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My resolution is 1024 X 768, but my computer screen is 1280 X 800.
What’s maen is redo wider the cockpit cmp ? may you can tell me that ?
Thanks for your reply and time.
your resolution can change something but if you don’t have change your resolution otherwise than in freelancer (so not with this : http://www.widescreengamingforum.com/forum/viewtopic.php?t=11607)
it should be a problem with the Hpcockpit hardpoint and/or with the ini of the cockpit -
So, how fix this error ? may you can tell me that ?
I was try to change its view position, when the first time I play the game, its at correct position, but when the second time (or at any time after the second time) I play the game, its at incorrect position.
If I don’t change its view position, then I (or anyone what play my mod of player) only get the incorrect position at the first time I play the game, the other time its work fine and at correct position.
Thanks for your information, but my problems isn’t change resolution.
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the question is:
have you a Hpcockpit into your cmp model of ship ?
cuz, if you don’t have , as Bejaymac says, the view is based of the origine of ship at 0,0,0 instead to use the HpCockpit origine as 0,0,0in fact your drift of view seems come from here …
confirm please if you have a Hpcockpit hardpoint please or not
cuz for me, the drift come from, when you change of view, you slide of two position ( external view to cockpit )… you exit the game, come back, but the different of slide is save into your character data, your cockpit view have this slide a little bit
could be fix if it’s missing a HpCockpit into your model -
Here’s a screen shot of the cockpit layout in UTF editor. You’ll need to manually add some nodes, like the “Cmpnd\Part_cockpit cam” section, a Cmpnd\Cons\Fix entry, and the actual part: “cockpit cam.cam” with the fov’s and Z’s with float values. Mess with those until it looks correct. You might also try editing the offset values in the Fix data. That should actually move where the camera is located in relation to the center of the model.
This has nothing to do with cockpits specifically, but:
As a sidenote, you can actually create numerous Cmpnd and Cmpnd\Fix entries referencing one part, as long as they’re named uniquely. This allows you to re-use one mesh, and then edit each one’s rotation / offset / etc and show up in game as if they were each a separate mesh. Handy for repetitive parts, but it takes some time to mess with. -
Thanks Mini_Me, so you mean that I better to use the vanilla cockpits cmp files to make a new custom cockpit, right?
And there are things I find it very strange, if my custom cockpits view position is not correct, why when I exit the game then back to the game again, this situation will disappear and never occurred again, until I delete my players account and use new one?
That’s very very very strange, no one come across this situation?
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I think there must be some Artificial Intelligence in your ships, or maybe the ship is!! ;D
Did anyone discover what is the use for (or effect of) the HpCockpitEx hardpoint?
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Was really just saying you can use the vanilla cmp as a guide. The extra nodes are all basic, and able to be added with UTF editor alone, after you have the cockpit exported from Milkshape. But straight from export, none of those missing components will be in your cockpit.
Not too sure what to tell you about it bugging after your first log out though Don’t know enough about the order of files loaded, and what has priority over what. Sorry m8 =(
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Sorry for the lateness but RL’s been a bastard since january, I buried my father on the first of this month so things are still abit up in the air a week later.
You can add all of that camera setup with milkshape & the v3 cmp exporter, you only need to use UTF to stop any CRC conflict.
Open your model in milkshape and move it to the absolute, that way it’s bounding box centre reads 0,0,0.
Then using the “plan viewpoint” create a single small polygon (like a hardpoint), make sure that it’s pointing forward (think arrow head) or you’ll end up looking out of the side or back of the cockpit, regroup it so that it’s not “attached” to any of the other groups.
Move it to where you want the camera to sit, small tip after your happy with it’s location move it back a little bit more (not the first time I’ve found my view a little to far forward that expected).
Now before you rename the polygon you need to decide which camera type to use, FL only allows 2 types, anything else is ignored.
If you want this cockpit to be used by multiple ship cmp’s, like the civilian cockpit you rename it -Hp|Camera|cockpit cam ```If it's only for single use, like the bretonian cavalier then you rename it -
Hp|Camera|cockpit camera
In UTF you will need to add a hash code to the camera settings to stop any CRC conflicts, change the .cam node to something like this - "cockpit cam02300581898.cam" (that's one of mine so don't go borrowing it ;D). Then change the string in the "Cmpnd>Part_cockpit cam(era)>File name" node to match the .cam node.