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Fix Cockpit Screens, Seriously Its Been Years Now.


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#1 jaxjace

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Posted 07 July 2014 - 09:35 PM

and we still have yet to see any of this.



take a look inside that cockpit.

#2 NextGame

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Posted 07 July 2014 - 11:42 PM

I want to be able to load cat gifs on my cockpit screens.

#3 Vassago Rain

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Posted 07 July 2014 - 11:44 PM

View PostNextGame, on 07 July 2014 - 11:42 PM, said:

I want to be able to load cat gifs on my cockpit screens.


You can do that already, actually.

Posted Image

The least offensive example I could find. Also replace text, as seen in the weapons list. There's no reason to do this, though.

Posted Image

Here's a more elaborate one.

Posted Image

Mechwarrior Psycho nanosuit guy replaced by anime girl, with 4chan textures on the NO SIGNAL displays.

Edited by Vassago Rain, 07 July 2014 - 11:48 PM.


#4 Zelator

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Posted 07 July 2014 - 11:57 PM

Still waiting for PGI to fix the Dragon cockpits. Posted a bug report in the forums over a year ago now.

During the start up animation the pilot seems to press invisible buttons that are nowhere near the panels. Just feels like they were lazy and copied the animations from other mechs to save time. Oh yeah they could also fix the animation for the Flame variant. It has 4 arm lasers but animation only shows 2 firing.

#5 Kassatsu

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Posted 08 July 2014 - 12:01 AM

Kit Fox startup animations aren't aligned properly either. The top buttons look WAY off - perhaps it's just poorly animated, but it just looks strange.

As for the monitors, I think they said it was an engine limitation (not that I believe it) a while back? It's probably more like properly scaling targeting computers though. See TT specs on those and you should understand what I mean.

#6 Vassago Rain

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Posted 08 July 2014 - 12:18 AM

View PostKassatsu, on 08 July 2014 - 12:01 AM, said:

Kit Fox startup animations aren't aligned properly either. The top buttons look WAY off - perhaps it's just poorly animated, but it just looks strange.

As for the monitors, I think they said it was an engine limitation (not that I believe it) a while back? It's probably more like properly scaling targeting computers though. See TT specs on those and you should understand what I mean.


Everything is always a technical limitation.

Like when they couldn't properly display the advanced zoom.

Posted Image

They solved that by doing what crytek did in all their crysis games, as demonstrated above. The scope shows a little image of the trash bag that I'm looking at. MWO is in the same engine, by the way. Computer graphics are all about the smoke and mirrors. No one really cares WHY it works, but they can tell that it works in one game, and not the other, so they start asking why they don't just copy the other game's solution.

The reason the screens stopped working is because they consumed a lot of resources. It was essentially X more layers, where X is the number of screens displaying something other than NO SIGNAL. Back in the olden days, they'd be displaying your actuators and other stuff.

Edited by Vassago Rain, 08 July 2014 - 12:19 AM.


#7 Gett Bora

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Posted 08 July 2014 - 12:19 AM

If you watch closely the pilot does the same start up motions in every mech, they just recycled the pilot and meshed all the cockpits up to him. That's some of them just don't line up quite right. Really was disappointed in most of the clan cockpits especially the dire wolf.

Edited by Gett Bora, 08 July 2014 - 12:20 AM.


#8 MountainCopper

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Posted 08 July 2014 - 12:32 AM

Cockpit screens status:

Ammo: bugged 9/10
Heat Sinks: bugged for some months now
Shadowhawk: misses Ammo and Heat Sink display

#9 Vassago Rain

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Posted 08 July 2014 - 12:37 AM

View PostGoldenFleece, on 08 July 2014 - 12:32 AM, said:

Cockpit screens status:

Ammo: bugged 9/10
Heat Sinks: bugged for some months now
Shadowhawk: misses Ammo and Heat Sink display


You forget the kills screen, that always reads 0.

#10 OneEyed Jack

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Posted 08 July 2014 - 01:41 AM

They could at least create static images that look like the screens do something. It wouldn't take any more resources than a static image saying "no signal."

#11 RustyBolts

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Posted 08 July 2014 - 03:35 AM

I remember that from closed beta. I thought it was really cool. They need to do something with the screens. But lets get CW out first. :)

#12 LordKnightFandragon

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Posted 08 July 2014 - 06:45 AM

View PostVassago Rain, on 08 July 2014 - 12:18 AM, said:


The reason the screens stopped working is because they consumed a lot of resources. It was essentially X more layers, where X is the number of screens displaying something other than NO SIGNAL. Back in the olden days, they'd be displaying your actuators and other stuff.


And yet the game still runs like ****.

This game uses the same engine as Crysis? I can play that game on medium with no issue.....Yet this game struggles to give me 20FPS all the time. Even the mech bay only gives me 40-50.

Edited by LordKnightFandragon, 08 July 2014 - 06:46 AM.


#13 jaxjace

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Posted 08 July 2014 - 01:13 PM

I call bullshit, pack it in, make it work. Give me results my money is worth.

Edited by jaxjace, 08 July 2014 - 01:14 PM.


#14 Phromethius

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Posted 08 July 2014 - 01:18 PM

I hate using Hawken as an Example but even they have dynamically changing 3d rendered cockpit elements. As you use internal items the icons change and slide down lettign you know you are out fo charges for that device. Their HUD is also partially built into the cockpit polygons.

Yes I know it's a different game engine but the tech can't be that far apart. Cryengine vs Unreal Engine. Weren't they both top tier games just a few years ago?

#15 xeromynd

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Posted 08 July 2014 - 01:24 PM

This video should pretty much be titled "Things You Won't Get in MWO"

Look at the Atlas' glowing eyes!
Look at the cockpit screens!
Look at the fall damage that Atlas probably won't take from that drop!
Look at that wonderful mechbay we clearly have a version of that offers no other viewing angles or small dynamic events whatsoever!

#16 Nemesis Duck

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Posted 08 July 2014 - 01:32 PM

I thought they said the engine can't do picture-in-picture, so that's why those screens are blank. I read something like that with the advanced zoom that needed some hackery to get it to work.

#17 Armament

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Posted 08 July 2014 - 01:46 PM

View PostAssmodeus, on 08 July 2014 - 01:32 PM, said:

I thought they said the engine can't do picture-in-picture, so that's why those screens are blank. I read something like that with the advanced zoom that needed some hackery to get it to work.

This gives me much hope for community warfare.

#18 syngyne

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Posted 08 July 2014 - 01:54 PM

Well, they've changed a little bit.

The screens with actual info on them (not the NO SIGNAL screens) are actually blank now until you turn your 'Mech on. Before, the info would still be there when powered down, and the little static burst animation would just play on top of it when the 'Mech powered up.

#19 El Bandito

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Posted 08 July 2014 - 01:56 PM

View Postjaxjace, on 07 July 2014 - 09:35 PM, said:

Fix Cockpit Screens, Seriously Its Been Years Now.


For PGI, a year is nothing. Perhaps their achievements will be better described in decades.

Edited by El Bandito, 08 July 2014 - 01:57 PM.


#20 RetroActive

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Posted 08 July 2014 - 02:05 PM

View Postxeromynd, on 08 July 2014 - 01:24 PM, said:

This video should pretty much be titled "Things You Won't Get in MWO"

Look at the Atlas' glowing eyes!
Look at the cockpit screens!
Look at the fall damage that Atlas probably won't take from that drop!
Look at that wonderful mechbay we clearly have a version of that offers no other viewing angles or small dynamic events whatsoever!


- It was in the game, but it allowed you to see the Atlas' glowing eyes from across the map so they removed them.
- true.
- Notice that the Atlas has a booster jets burning as it falls. That'd avoid fall damage.
- true.





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