lol, could you rewrite your post when you're sober? Looks a little bit messy, mate. J/K u buddy.
Here's a little screenie which shows what actually works in the cockpit. Not all included yet but you'll get an idea.
- [IMPROVED] Cockpit texture has been completely reworked
- [ADDED] working instruments: speedmeter, altimeter, rpm, compass, gear indicator, AOA indicator, climb/diverate indicator, roll indicator
- [IMPROVED] HUD completely redone
- [ADDED] MFD's show bootup sequence when turning engine on
- [ADDED] Right MFD shows fully functional compass
- [ADDED] Left MFD shows "Fakescreen" depending on config weapon loadout (static and class-realted, does not change when weapons are fired or added by script)
- [FEATURE] all MFD screens (including bootscreens) can easily be retextured by retexture addons maker for personalization purpose
- [FEATURE] MFD's can be retextured with setObjectTexture in missions (showing mission-relevant infos, as example)
- [FIXED] Pilots seating position now way more accurate
- [FIXED] Pilot no longer has right hand in the middle but on right side where flightstick is supposed to be
- [IMPROVED] some .rvmat files weren't set to use the new shaders, now they are
- [IMMERSION] Removed UI-HUD of top of the screen (you know, the radar and compass, health and fuel and also weapon/ammo UI)
- [FIXED] Couldn't eject with ACE2 running
- [ADDED] ACE2 Ejection seat system fully integrated
- [TWEAK] Built-in countermeasure system can be disabled
- [ADDED] Full support for MMA countermeasure system
- [ADDED] Full support of RKSL countermeasure system
- [ADDED] Missionmaker can manually set which countermeasure system should be used if all are installed
- [ADDED] Autodetection of MMA and/or RKSL countermeasure system and autoconfigure of it
Would be nice to have improved skin textures as i'm focussing on the interior, primarly to get it working. Will contact you once i'm done with most and only finetune has to be done.