Holographic cockpit
Add a new cockpit that does the following.
Specify a camera to connect the cockpit to.
Upon entering the cockpit, the cockpit "windows" are pitch black. Only the LCDs are lit.
Then, the windows brighten up to reveal the exterior view.
This experience is part of why people want mods like Camera LCD. For the immersion and cool factor.
However, the method camera LCD uses is expensive and doesn't look good for the purposes of providing a view for piloting.
Instead, we can turn the cockpit and engineer within into a view model and overlay this on top of the usual player view from the perspective of the camera/turret/whatever.
This is a cheap client side method of providing this immersive experience that is used widely in first person shooters. The cockpit would ostensibly be a sealed opaque system, so there is no need for lighting calculations for the cockpit viewmodel to take into account world lighting.
See these videos for examples.
https://youtu.be/cq1vSMI4Xhw?si=goNj9ZRbTMkeIJVA
https://youtube.com/shorts/q_lfLRhRNU0?si=ukpLIPyleHVHddf9
This cockpit would allow those would would prefer to keep their cockpit hidden to still have an immersive experience that is better than simply hitting a button on your keyboard to switch to a camera. It would also allow them to use LCDs whilst viewing the camera view and really feel like they are sitting at the viewpoint of the camera.
Thanks for your consideration!
For a bit of mechanical elements :
InteriorModel of the Cockpit Class, gets moved along with the Player character model when shifting the renderer to the cameras' new position for the Head point.
This means the cockpit, would effectively be in first-person mode, but at the position of the camera' assigned to the cockpit. Set it to singular-camera and needing to be pre-set before it allows use of the 'function', while the 'interior' when used by the regular first-person is the same first-person model used & repositioned for the client.
3rd-Person, you don't translate the interior' and switching to 3rd, should just trigger the original code. In theory, should be relatively limited as primarily client-side.
Why did I post this comment : We spoke in the discord, and this is closer to the backend of translating the request to SE's current cockpit system.
For a bit of mechanical elements :
InteriorModel of the Cockpit Class, gets moved along with the Player character model when shifting the renderer to the cameras' new position for the Head point.
This means the cockpit, would effectively be in first-person mode, but at the position of the camera' assigned to the cockpit. Set it to singular-camera and needing to be pre-set before it allows use of the 'function', while the 'interior' when used by the regular first-person is the same first-person model used & repositioned for the client.
3rd-Person, you don't translate the interior' and switching to 3rd, should just trigger the original code. In theory, should be relatively limited as primarily client-side.
Why did I post this comment : We spoke in the discord, and this is closer to the backend of translating the request to SE's current cockpit system.
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