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There are currently 12 users playing Freelancer on 37 servers.
September. 28, 2023

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Camera fairytales

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2013/7/3 0:58
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Hi there! Imma new there, but may i ask some things related to ship camera?
Comparing Freelancer and other spacesim games i have noticed a big difference in perception of player's ship.
When, for example, in X3 there's a huge existentionalism - the big universe and a player feels like a being little part of it. But in FL, I don't know how do describe corectly, player is like a "god" - 3rd person view, huge ship cutted from atmosphere. And even switching to cockpit view does nothing.
I had a lot of thoughts about this, and i think that's all about the shaders, but not at all.
Maybe camera?
Does someone tried to "turn on" the full displaying of the ship from cockpit view? Please!
I mean this:
When i fly Sabre, where is my other parts of ship?
Open in new window


Thats not all, of course, second step. How to fix camera? I think, that would me much better, if camera in both views will follow ship much "harder" (less skidding).

I will be very appreciated if someone could help me with this dll hacks.
And tell what do you think about how to make FL physics look like a normal game.

Posted on: 2013/7/7 3:58
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Re: Camera fairytales
Home away from home
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When you switch to cockpit view it hides your ship and only shows the cockpit. You can change this by creating your own cockpit model that adds those visible parts on the view.

In Freelancer you look so big, because everything else is very small. Distances are very short and planets are tiny compared to realistic ones.

Posted on: 2013/7/7 12:54
How to create .SUR files - Tutorial
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Re: Camera fairytales

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Skotty., Related to first question - I think, turn on one option once is much optimal than creating extended cockpit for every ship (also think about mismatch in guns flash effects).
Second - yea, but i've seen mods with rebalanced sizes (few crossfire systems for example), and this effect still presists.

Posted on: 2013/7/7 18:18
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Re: Camera fairytales
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It must be said that the cockpit is drawn in a special way. The game clears its depth buffer and renders the cockpit using modified depth extents so that it's always rendered in front of the scene and never causes z-fighting. I believe the projection matrix used is also slightly different. Finally, the cockpits have a tendency to slide a lot even though you're technically in the seat.

All of this compounds the issue that the cockpit feels unnatural.

Posted on: 2013/7/7 22:24
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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