Co-pilot vision
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I don't really know what I'm doing, but I edited the Starship's navigation_graph_pilot.cfg to look like the ones in planes that do have the co-pilot working, except using the SEAT_DEFAULT_Pilot and SEAT_DEFAULT_Copilot things that the SDK documentation says you can use for "interactiveObject" if you don't have a custom seat object.
The problem is the copilot's legs clip into some of the controls if I just simply use modelNode = PILOT_1
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So to get the legs out of the way, I had to use coordinates with "pos" instead of using "modelNode," and clip the copilot down and back into the seat some. This looks acceptable from inside the cockpit and doesn't get in the way of the controls...
But now she's pretty low when viewed from outside.
Or is the pilot too high? I could lower the pilot to match, but where would one expect the pilots' heads to be when viewed from outside in real life? -
Anyway, the navigation_graph_pilot.cfg looks like this at the moment:
[MAINGRAPH.0] nodes = 0,1,2 massSections = Pilot,Copilot coordinate_system = relative [NODE.0] name = 0 tag = PILOT node_occlusion_factor = 1 modelNode = PILOT_0 massSection = Pilot interactiveObject = SEAT_DEFAULT_Pilot [NODE.1] name = 1 projectOnGround = 1 tag = SPAWN_EXTERIOR pos = -7.0, 0, 7.5 ;x,z,y (+x=right, +y=forward) pbh = 12,0,30 ;clockwise [NODE.2] name = 2 tag=COPILOT ;modelnode = PILOT_1 pos = 1.35,0.93,14 massSection = Copilot interactiveObject = SEAT_DEFAULT_Copilot [MassSection.0] name = Pilot stationLoadName = TT:MENU.PAYLOAD.PILOT maxMass = 300 [MassSection.1] name = Copilot stationLoadName = TT:MENU.PAYLOAD.COPILOT maxMass = 300
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A caveat about this is that it ignores the Black Square tablet "Show copilot" setting; the copilot is always visible if weight is set in the seat...and copilot visibility only recognizes changes to weight if they're made in the 2024 EFB. Changing the weight in the Black Square table doesn't affect the visibility of this copilot. But as we know, using the 2024 EFB "load in aircraft" button also alters the center of gravity and is highly not recommended to do in the Starship. (Although setting the CG in the 2024 EFB all the way to the left seeeems like it might be OK? I'm not sure what the actual effect of that is.)
You can control copilot visibility from the main menu of FS2024 by going into the character avatar customization and selecting the blank/non-existent copilot at the beginning of the copilot model list, but that can't be done once a flight is loaded.
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A caveat about this is that it ignores the Black Square tablet "Show copilot" setting; the copilot is always visible if weight is set in the seat...and copilot visibility only recognizes changes to weight if they're made in the 2024 EFB. Changing the weight in the Black Square table doesn't affect the visibility of this copilot. But as we know, using the 2024 EFB "load in aircraft" button also alters the center of gravity and is highly not recommended to do in the Starship. (Although setting the CG in the 2024 EFB all the way to the left seeeems like it might be OK? I'm not sure what the actual effect of that is.)
You can control copilot visibility from the main menu of FS2024 by going into the character avatar customization and selecting the blank/non-existent copilot at the beginning of the copilot model list, but that can't be done once a flight is loaded.
You hit the nail on the head as to why I have not done this yet. The MSFS 2024 pilot/copilot model setup is extremely inconvenient to use, and with the options available right now, I know users will be unhappy one way or the other.
@Magenta-Line said in Co-pilot vision:
Although setting the CG in the 2024 EFB all the way to the left seeeems like it might be OK? I'm not sure what the actual effect of that is.
Definitely do not trust this. A CG of "0% MAC" will still be out of range for Starship.
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You hit the nail on the head as to why I have not done this yet. The MSFS 2024 pilot/copilot model setup is extremely inconvenient to use, and with the options available right now, I know users will be unhappy one way or the other.
@Magenta-Line said in Co-pilot vision:
Although setting the CG in the 2024 EFB all the way to the left seeeems like it might be OK? I'm not sure what the actual effect of that is.
Definitely do not trust this. A CG of "0% MAC" will still be out of range for Starship.
@Black-Square Thanks for the info!
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I found that, with the navigation_graph.pilot.cfg I posted earlier in this thread, for some reason, both the pilot and copilot were being automatically filled to their maxmass of 300 pounds.
I found that removing the MassSections altogether and relying on default values eliminated this problem, and seems to be OK. (The Black Square tablet still uses a 300 pound limit per seat; the 2024 EFB becomes a 200 pound limit but I think we can just ignore that since we're not supposed to use it anyway.)
BUT MORE IMPORANTLY: Somehow, removing the mass sections fixes the Starship's ability to properly restore weights on load in, and also fixes the problem of the weights from the EFB overwriting the tablet weights when exiting and re-entering the plane! Including for passengers, which shouldn't even be affected by the pilot navigation graph???
I'm referring to the 2 topics mentioned in this thread: https://community.justflight.com/topic/8258/payload-pax-reset-on-walkaround-mode/10?_=1751621648887
Both of these work as desired if masssections aren't used in navigation_graph_pilot.cfg