+SidDogg Posted September 16, 2013 Posted September 16, 2013 Hello, All. Anyone remember how to make the cockpit CCIP pipper disappear when it leaves the HUD? It's that effect where it shows through the whole cockpit, I'm trying to make it stop. Thanks in advance! SidDogg Quote
Stick Posted September 16, 2013 Posted September 16, 2013 http://combatace.com/files/file/10826-better-ccip-mod-v11/ Quote
Icarus999 Posted September 16, 2013 Posted September 16, 2013 http://combatace.com/files/file/10826-better-ccip-mod-v11/ this worked great in SF1 but in SF2 either the instructions are wrong or it no longer works Quote
+SidDogg Posted September 16, 2013 Author Posted September 16, 2013 That's what I was talking about. ...perhaps it was locked off? SidDogg Quote
ArturR Posted September 16, 2013 Posted September 16, 2013 I think you need downgrade 'unlimited' effects in setup. Quote
+CrazyhorseB34 Posted September 16, 2013 Posted September 16, 2013 I thought SF2NA porked that mod? Quote
Do335 Posted September 16, 2013 Posted September 16, 2013 uhmm... maybe... it was intentional since there's no CCRP mode in SF? Quote
+Spectre8750 Posted February 28, 2014 Posted February 28, 2014 Yeah I have SF2 NA patched to May and it works if i set the Effects to High rather than Unlimited. Quote
+dtmdragon Posted October 24, 2021 Posted October 24, 2021 Anyone figure out away to get this to work with Effects set on unlimited? Quote
KJakker Posted October 26, 2021 Posted October 26, 2021 I have used the fact that the CCIP pipper does leave the HUD to make it possible to accurately level bomb with bombers like the B-47, B-52 from 35,000 feet. Quote
+Menrva Posted October 26, 2021 Posted October 26, 2021 (edited) On 24/10/2021 at 4:36 AM, dtmdragon said: Anyone figure out away to get this to work with Effects set on unlimited? The mod linked a few posts above mentions that you need to disable the EffectShaderName=fltHUD.fx from each _avionics.ini file. Not an elegant solution, the best would be to fix it globally by modifying the shader itself. I haven't looked into it though. One thing's for sure; if it does not work as intended on Unlimited, one of those .fx shaders is involved. 33 minutes ago, KJakker said: I have used the fact that the CCIP pipper does leave the HUD to make it possible to accurately level bomb with bombers like the B-47, B-52 from 35,000 feet. For this exact reason I did not include the CCIP mod in ODS 30AE, previously I was using it. Users flying the A-6E need some clues, since we cannot reproduce DIANE. Edited October 26, 2021 by Menrva Quote
+dtmdragon Posted October 26, 2021 Posted October 26, 2021 7 hours ago, Menrva said: The mod linked a few posts above mentions that you need to disable the EffectShaderName=fltHUD.fx from each _avionics.ini file. Not an elegant solution, the best would be to fix it globally by modifying the shader itself. I haven't looked into it though. One thing's for sure; if it does not work as intended on Unlimited, one of those .fx shaders is involved. For this exact reason I did not include the CCIP mod in ODS 30AE, previously I was using it. Users flying the A-6E need some clues, since we cannot reproduce DIANE. Disabling the EffectShaderName=fltHUD.fx as per the instructions on each aircraft does not seem to have any affect unfortunately. Also aircraft with out a HUD and just a gunsight eg F-4E etc still have the problem even though they don't use the fltHUD.fx shader. Quote
+Menrva Posted October 27, 2021 Posted October 27, 2021 10 hours ago, dtmdragon said: Also aircraft with out a HUD and just a gunsight eg F-4E etc still have the problem even though they don't use the fltHUD.fx shader. Anything rendered in the game uses a shader, so those gunsights surely use another .FX even though it's not directly referenced in the .ini. Currently I do not have the time to investigate this further. Maybe in the next two weeks. Quote
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