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RE: Cockpit fun

Posted: Mon May 21, 2012 11:44 am
by Skodyn
I thought I would google future spaceship design, and found this Boeing design. I can't see a cockpit unless it would be what looks like large windows with the shutters pulled down.

RE: Cockpit fun

Posted: Mon May 21, 2012 11:52 am
by Brianetta

Skodyn wrote:
I thought I would google future spaceship design, and found this Boeing design. I can't see a cockpit unless it would be what looks like large windows with the shutters pulled down.
It's a three- to five-seater design, very near future. There's one window visible; that's the lower, wedge-shaped indentation on the conical surface. The window is actually on the inner surface to the left, and is facing to the right of the frame.That's just an orbital capsule, though. It's flown under guidance from the ground and from computers on board. The window is only required for rendezvous and docking, and any window is a potential weak spot in the hull.In the event that we ever have close-quarters combat in space (unlikely in reality, but one of Pioneer's stated features) we will either need larger windows or cockpits, or we'll need arrays of cameras, for situational awareness.

RE: Cockpit fun

Posted: Mon May 21, 2012 1:01 pm
by Marcel

Quote:
Subzeroplainzero wrote:I think cockpits are something to be careful with.. I really do like them, but once crew members are implemented for larger ships which would logically have a bridge rather than a cockpit, how are they going to be visible? It'll be weird if you have a crew of 8 yet not see any of them.
I suppose we could have something like this,[attachment=1213:star-trek-top.jpg]but I'm not sure it would be a good idea.

RE: Cockpit fun

Posted: Mon May 21, 2012 4:53 pm
by OzFalcon
Thats very interesting.The Bridge layout with crew visible, It very much does look the part for Multi pilot vessels.1st thought...... It would be harder to dogfight with so little view area.2nd thought...... What the hell is a huge cargo freighter or whatever doing ever flying like an Eagle.3rd thought...... Thats why large freighters have Auto Turrets. Perhaps higher accuracy available to buy.4th thought...... This is where you might also want to be able to hold a small fighter to deploy/control.I actually think this is a good Idea. And hadn't even considered it before!

RE: Cockpit fun

Posted: Mon May 21, 2012 5:50 pm
by Geraldine
8-) Ah, Star Trek 25th Anniversary, that was a great game and the bridge controls worked just fine with it too ;)

RE: Cockpit fun

Posted: Tue May 22, 2012 7:05 am
by fluffyfreak

Skodyn wrote:
I thought I would google future spaceship design, and found this Boeing design. I can't see a cockpit unless it would be what looks like large windows with the shutters pulled down.
[url]http://conceptships.blogspot.co.uk/2012/05/concept-ships-and-interiors-by-mark.html[/url] 3rd picture down

RE: Cockpit fun

Posted: Thu May 24, 2012 9:25 pm
by spazeman
Hi guys,I've been fiddling with cockpits/buttons in photoshop (toggle switches etc). As I'm a codephobe I was wondering if someone could let me know how i can change the code so it will let me make the cockpit taller that 80px...cheers!

RE: Cockpit fun

Posted: Wed May 30, 2012 3:42 pm
by spazeman
Hi guys, Knocked up a little cockpit. It's a nightmare when restricted to so few pixels (I've left of the shortcut keys for space). Take a look and see what you think... didn't do a screenshot as some of the switches toggle, you'll have to give it a whirl in the game.If anyone can tell me how to change the code to let me make it a little taller I could make something alot better.Ta!

RE: Cockpit fun

Posted: Fri Jun 01, 2012 5:13 pm
by Potsmoke66
the only drawback is, you loose your rear view :mrgreen:who expected it? it works for front view to :!:edit:
Code:
define_ship {name='Bloodrunner', model='bloodrunner',forward_thrust = -1e7,reverse_thrust = 4e6,up_thrust = 2e6,down_thrust = -2e6,left_thrust = -2e6,right_thrust = 2e6,angular_thrust = 5e7,rear_camera = v(0.00,1.2,-23),front_camera = v(0.00,1.5,-19.8),gun_mounts ={{ v(0,0,-25), v(0,0,-1) },{ v(0,0,0), v(0,0,1) },},max_cargo = 80,max_laser = 1,max_missile = 4,max_hullautorepair = 0,max_energybooster = 0,max_lasercooler = 0,max_fuelscoop = 0,max_cargoscoop = 0,max_cabin = 6,capacity = 80,hull_mass = 50,fuel_tank_mass = 50,thruster_fuel_use = 0.0003,price = 90000,hyperdrive_class = 3,}
while here's the front view set a little higher and fore as in the clip below (as picture)[/hr]and who said that it had to be realistic?of course a spaceship won't have windows for many reasons, not only static, guess of what happens to all incoming electromagnetical waves close to speed of light...you get a sort of a tunnel effect and all waves (incl. x-rays) are bundled, have phun and don't take that shit to serious, else we can stop the project.and, and, and... endless reasons for why it's anything else then realistic.[/hr]this isn't much fun :( the camera seems not to rotate around the centre. it rather circles around it :?:that means my (visual) target moves when i move my ship ? but nonetheless, i like it and will change the view for ships with a suitable cockpit or bridge, i prefere this a lot to a 2D cockpit, would maybe need a more transparent HUD and i would feel fine with it, a bit hard to handle in fights for certain ships, but well...edit2:really a different feeling

RE: Cockpit fun

Posted: Sat Jun 02, 2012 8:44 am
by spazeman
Fair play if you're going with 3d, looks like you've put in a bit of work! I would say it obscures quite a bit of the view though.Also, I like the look of the mcu space train thing!

RE: Cockpit fun

Posted: Sat Jun 02, 2012 12:40 pm
by Potsmoke66
yeah, it's mean! but could be a extra handicap, but the ship specs could have a little advantage therefore.mean to control, but i.e. something like a exceptional range, to give you a reason to buy the ship.i really start to like it, will be some work, but some cockpits i already lowered a lot in details ( :( ), because you can't see usually.unfortunately i (temporary) lost a lot of my old projects and have to work with what i got on my MAC.of course, it's different to a bitmap cockpit and hasn't any fitting buttons, but (argh) if i could compile pioneer on my MAC i would like to give it a try, i guess it wouldn't need much to outsource the buttons arrangement.[/hr]the circling of the camara has stopped in one of my tests, now i wonder why... (doe's gravity have a influence to that?)it's sad with the "circling" of the camera pos. you can't make a transparent overlay for the buttons (and scanner), which would be the final clue.[/hr]i will put a simple bridge/cockpit in the MC-Unit, which contains a quasi screen (means all in view is modeled except a "window" which will look like a screen then)it's also easy to prevent the cockpit from getting drawed at lower lods.

RE: Cockpit fun

Posted: Sun Jun 03, 2012 9:36 am
by Potsmoke66
whatever the drawbacks are, i like it much,but before i go along and change all (or many) ships (make a cockpit or enhance it) and ships specs for the next alpha, i would like to know if you like that to.it sure covers a lot of the view, but nonetheless i feel it's 8-)and please excuse that i still can't serve or to say it right, that github still don't deserves me right, i have really no interest spending hours fiddling around with the terminal and i have NO other possibility to participate on github (and if some don't believe, then "rutsch mir doch den buckel runter" *. 14 ships incl. tomms without mine and i never understood the decision for "outdoor" buildings as standard as long as there is no possibility to divide them from "hostile", i rather would prefer sealed buildings on all planets by default then vice versa, but it's again "only" me ;) , "common skyscrapers" on a moon still look stupid imho. but it seems there must be some who have much more knowledge about style as i have. i guess i should spend more time with "architecture of ancient egypt", or "style of persian empire" or "pre christian celtic art", to outsmart them ;) ).*what means in other words i could need a good soul helping me putting my stuff there. i can't use any of the "frontends" and have to do it via command line (terminal on the mac) which is truely ****.)finally which model will appear in any release is out of my reach, i don't decide, i only make models (others like to have the power to decide, but who cares... , i did once, but the model has never found it's way to pioneer, and if someone says there is no rant against me, then he simply lies in my eyes. others can post a simple request and they get recognized, i can do a whatever i like...).well if they don't like them, i know you will like them :D (it's good to have you folks on my side)due to that, until some changing their minds, you will have to download my models and updates to existing models separately.[/hr]
Quote:
ShipCpanel.cpp
is the sourcefile which contains the buttons setup...unfortunately i still can't compile anything on my macbook :cry: , else i would be pleased to help you with that.but it's not to hard to do and quickly understood how it works i guess.while this would be a "fixed" HUD for all ships equal to the one we have.outsourcing it to lua, i don't know if i can do such... especially without the possibility to test it.

RE: Cockpit fun

Posted: Sun Jun 03, 2012 2:23 pm
by Potsmoke66
for those who wonder why i deleted my request, i found the proper reason for the missing rear lasers,. they are present but vector y 0 seems to be far above the ship, maybe some vector get's interpreted wrong, whatever i can fix that in the ship specs and thats fine.edit: not really, it's more complicated as i thought in the beginning.somehow the gun position is unstable and they appear once above once proper and sometimes not...depending somehow on camera and paused/unpaused gamei added this to issue #1262where you can watch a short clip which shows the strange behave of the rear lasers.

RE: Cockpit fun

Posted: Sun Jun 03, 2012 8:33 pm
by Marcel
I like that cockpit idea. I looks really immersive. The visibility issue would just be part of the characteristics if the ship, like the Eagle which already has a partially obscured rear view. The Eagle would have an almost totally clear front view, and based on its windows, the Gunboat would have no view at all. ;) I know, I know, it has a wiewscreen. :lol: Also, good work on helping to get the rear lasers set up.

RE: Cockpit fun

Posted: Mon Jun 04, 2012 2:36 am
by Potsmoke66
yep, that's true, it should be possible to switch between a front camera and a cockpit view, even if i feel like marcel that it's a characteristic of a ship.(perhaps, i will see, i can force a "toggling", e.g. first instance camera, second instance cockpit view, but it's only a chance, i don't know if it will workout without changing the source).for fighters like the eagle you don't need a front view camera, that you are a little to high doesn't matter much, because i found out that the camera doesn't simply gets positioned, it always points to the crosshair, so if you move up the angle changes slightly and the more you lift the camera, the more it will be "from top".to be sidewards off the centre can be fun, i converted also the "Outrider" and the "Scout" from SW-XWA, the cockpits are similar to the YT-1300 on the side.i used them often in my "SW-XWA mod" more as a year ago, fighting was a little easier then, but it's not as bad as you would think.especially the "Scouts" layout with the cockpit right and gun left leaves then the standard view sidewards off the centre, but i reached good results with it.also the view was fixed before to centre, while now the default view is centered to the guns crosshair, but after all it's better to be slightly above or below imho.and rightside from gun is (Scout), no wonder, depending on your tactic more a help as a handicap.btw, if someones still has the complete "SW-XWA alpha9 mod", i would apreciate it much to get it back, i lost it (temporary) and have only access to a few ships by now. but i like some much i.e. the "Scout".[/hr]and that's something i miss to (should be no criticism), the uneroded mountains of earlier alphas, actually it seems the terrain get's generated in a somewhat limited or predestinied way and such cliffs and mountains i never have seen again, terrain looks overall a bit to homogen imho (you can notice that it's nearly "build" by a human).also i'm not a big fan of the sunspots, you will never see a star in this way, nor you will always walkaround with special "glasses" which would allow such a impression of a star, it looks very artificial, but well i'm only speaking for myself....

RE: Cockpit fun

Posted: Tue Jun 05, 2012 11:32 am
by Marcel
Here's the Scout. Let me know what others you want me to upload. :)[attachment=1238:xwa_scout.zip]Edit: This won't work in the current version of Pioneer. It's for potsmoke66 so he can update it.

RE: Cockpit fun

Posted: Tue Jun 05, 2012 11:24 pm
by Marcel
Gernot, I'm back on broadband, so here's some more of your old models. Again a note to others, these won't work in any current version of Pioneer.[attachment=1241:outrider.zip][attachment=1242:sub_models_update_2010-10-03.zip][attachment=1243:xwa_c_transporter.zip]

RE: Cockpit fun

Posted: Tue Jun 05, 2012 11:32 pm
by Marcel
And some more.[attachment=1244:xwa_esc_transport.zip][attachment=1245:xwa_imp_lander.zip][attachment=1246:xwa_tunaboat.zip]

RE: Cockpit fun

Posted: Tue Jun 05, 2012 11:39 pm
by Marcel
And...[attachment=1247:ip_shuttle_v10-10-27.zip][attachment=1248:xwa_r-41.zip][attachment=1249:xwa_outrider.zip]

RE: Cockpit fun

Posted: Tue Jun 05, 2012 11:44 pm
by Marcel
Finally...[attachment=1250:xwa_toscan.zip][attachment=1251:xwa_preybird.zip][attachment=1252:SW-XWA_sub_models.zip]If there's anything I've missed, let me know. :)