+SidDogg 130 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 Share this post Link to post Share on other sites
Skyviper 1,101 Posted September 16, 2013 I too would like to know this. Share this post Link to post Share on other sites
Stick 773 Posted September 16, 2013 http://combatace.com/files/file/10826-better-ccip-mod-v11/ Share this post Link to post Share on other sites
Icarus999 70 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 Share this post Link to post Share on other sites
+SidDogg 130 Posted September 16, 2013 That's what I was talking about. ...perhaps it was locked off? SidDogg Share this post Link to post Share on other sites
ArturR 17 Posted September 16, 2013 I think you need downgrade 'unlimited' effects in setup. Share this post Link to post Share on other sites
+CrazyhorseB34 937 Posted September 16, 2013 I thought SF2NA porked that mod? Share this post Link to post Share on other sites
Do335 382 Posted September 16, 2013 uhmm... maybe... it was intentional since there's no CCRP mode in SF? Share this post Link to post Share on other sites
+Spectre8750 167 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. Share this post Link to post Share on other sites
+dtmdragon 2,704 Posted October 24, 2021 Anyone figure out away to get this to work with Effects set on unlimited? Share this post Link to post Share on other sites
KJakker 902 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. Share this post Link to post Share on other sites
+Menrva 4,202 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 Share this post Link to post Share on other sites
+dtmdragon 2,704 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. Share this post Link to post Share on other sites
+Menrva 4,202 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. Share this post Link to post Share on other sites