Alternate cockpit builds

Tips, tactics, and general discussion for Evochron Legacy.
DORN
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Alternate cockpit builds

Post by DORN »

Well...


This is a complicated question...so here goes.


I was trying to find a way to run alternate cockpits with the four main EM tracks. Mercenary, Combat, Trader Miner, Racer. For example, the stock cockpit could go with Combat, and Max's Blue with Mercenary, etc.


So I thought that if I copied the main EM folder four times, and into each main folder put a different cockpit/hud, then I could just exchange main folders in the sw3dg folder and when the game loads then select the game track I wanted to play.

I spent a couple of days trying this out and that is when I ran into the locked set speed problem. (See my post on this topic).

Vice supplied me with the info that enabled me to understand and recalibrate the controls and correct the locked set speed. Everything worked fine.

So I thought I would go back and try the multiple folder idea again.

And when I did I got the locked set speed again.

I found the solution to fix this by going into the Calibrate section, where I found that the throttle axis had somehow been set up to max and locked there. (I have no idea why). This was easily remedied by merely activating my controller and cycling the throttle up and down and then exiting to the load pilot and Launch.


And thus I can now fly different huds/cockpits with the different game tracks and different ship frames. Wonderful.

But each time that I switch folders to play a different game track I need to first go into Options and Calibrate to forestall the set speed lock up.

It's really no big deal now that I understand it.



Here's my question. Finally! Whew.


Is there another way or easier way to be able to fly the different ships with different cockpit/huds in the different game tracks? Especially without having to have four different EM folders.


Dorn
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Alternate cockpit builds

Post by Viper »

I think I've seen this question asked before not too long ago, and I don't think there is to tell you the truth. But I could wrong.

It does remind me of a program called 'Mod Manager' I used to use when playing Freelancer. It allowed you to activate / deactivate any mods of your choosing. Something like that would be something you (and probably a lot of other players) would greatly appreciate. Maybe there is a community member who is able to code such a program, or Vice will offer it one day.

But for now, I'm afraid the answer to your question is 'no'.
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Alternate cockpit builds

Post by Vice »

Although largely untested, the game does include support for frame specific cockpits (rather than role specific). So you could, if it works, include a dedicated cockpit for each type of ship. The folder name format to use for this option is:

hudX\\

Where X is the frame number you want to use the cockpit for. Frames 1-10 are Alliance civilian, frames 21-32 are Military, and frames 41-50 are Federation civilian.

As for the control changes, that shouldn't happen unless the stickt.sw file is somehow getting copied over or removed when you are transferring mod files. If that file is being left alone as you are transferring mod files, then another possibility is the device driver itself is just resetting to a set value with each launch/restart. For devices that do that, you can sometime just run the throttle up and down to activate its motion range. But my guess would be, something is likely happening to the configuration file.
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DORN
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Alternate cockpit builds

Post by DORN »

Very interesting.


Yes, I do remember the Mod Manager. I have also seen similar for other sims, eg: the MSFS series.


An EM mod manager would be neat.


I will try the folder name experiment.



Thanks.

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Post by DaveK »

A small detail but if you are running four separate games you will have four separate pilots to make money for and get experience for. :)

The frame specific sounds realluy good - does it include the mod to a frame as well as a HUD? A viper as my combat frame would be cool! :)
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Marvin
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Post by Marvin »

From post: 123370, Topic: tid=8313, author=DORN wrote: An EM mod manager would be neat.
It already exists. It's called the Generic Mod Enabler (JSGME) and would solve your problem.
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Alternate cockpit builds

Post by Vice »

I think it used to support both, but due to some high memory issues, it was limited to frame only. So the primary HUD, custom or modified, should apply to any custom cockpit. If there is interest in restoring the frame-specific HUD option, I can look into trying to work it in for the expansion.
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Post by Marvin »

:cool: Vice, at this rate, you might want to consider using plug-ins instead.
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Post by Percival »

Speaking of the mod manager. I have found the other icons at the top of the targeting circle to be changable, but what I'd really like is the Alt and Grav boxes to either be movable or turn off when not in use. I've just started fiddling with the program today so I probably missed something.
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Post by Marvin »

:cool: There are three HUD options ... cycle through them using the "H" key. In the first two options, those two readouts aren't displayed.
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Post by Percival »

Thanx Marv. I mean the 'maximized info' HUD though. If the alt/grav boxes would turn off/on as needed in that mode I'd be a very happy camper.:)
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Post by MiaZ »

I have had several different cockpit mods I use at different times.
Instead of multiple main EM folders I used multiple HUD folders renamed to
something like HUD1 ,HUD2 ,HUD3.
Then renaming whichever I want to use back to HUD.
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Post by Maarschalk »

Yes, I did the same thing as MiaZ in the days of Legends!......In Mercenary I pretty much stayed away from mods, they seem to impact my systems performance now!...;)
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Marvin
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Post by Marvin »

From post: 123411, Topic: tid=8313, author=MiaZ wrote:Instead of multiple main EM folders I used multiple HUD folders renamed to
something like HUD1 ,HUD2 ,HUD3.
:cool: That's the nice thing about the Generic Mod Enabler ... you can set up your mods any way that makes sense ... then drag them into JSGME.
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Post by DORN »

Yes.

I am using JSGME in Orbiter.


I also constructed in EM different HUD folders to drag and drop, but thought the EM folder might get confused. Thus the reason for four different EM folders.


Does the one EM folder/game keep track of playing the four different player tracks if you keep switching Hud folders as you load different pilots?


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Post by Marvin »

IIRC, I've read where other modders have changed files "on the fly" without exiting the game. But that didn't involve pulling the applicable file from the game ... which, if done, would probably cause the game to crash once the file was removed. Ergo, to change any file "on the fly" with JSGME, you'd need to overlap (overwrite*) existing files instead of swapping them out.


* Luckily, JSGME backs up all your overwritten files.

[Edited on 1-16-2012 by Marvin]