Amazingly Realistic Immersion Mod

I'm sorry if it has already been asked.

I use matey's one but only activate the remove the SC lines toggle.

I would like to try out your darker space and know I want to remove the billboard smoke that clips through the window in small ships but also want to remove the lines.

Would it be possible to say which shaders are responsible for the black space and no smoke please?

Thanks!

Ps
Does the remove galactic dust to tidy up the star-map remove nebulae I'm assuming they are linked to different shaders?
 
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  • No External HUD Elements (TOGGLE)- All circles and labels around planets and ships are disabled, making it feel like you're looking outside a simple glass window. I find this much more immersive, but it also adds a challenge as you'll need to use your cockpit HUD (radar, compass, etc) to navigate. It will also make combat much more challenging without the targeting reticles. Not for the faint of heart, but for those desiring an immersive world outside your spaceship along with the challenge of IFR flight, this mod is for you! Also disabled is the blue "TRON" glow around mapped planets along with the bright, crazy "comet trails" for ships in Supercruise. Toggle with F1 key.

The F1 HUD toggle isn't working for me, is anyone else having this issue, and/or has any suggestions, here are the relevant bits of my .ini file maybe someone could double check it for me? and see if I've done something stupid.

All the rest is working fine.


------------------------------------->

[Constants]
global $showHUD = 0
global $showInteriorLights = 1
global $ambientLight = 0

[keyToggleHUD]
Key = VK_F1
run = CommandListToggleHud

[keyToggleLights]
Key = VK_F2
run = CommandListToggleLights

[keyToggleAmbientLight]
Key = VK_F3
run = CommandListToggleAmbientLight

[CommandListToggleHud]
$showHUD = 1 - $showHUD

[CommandListToggleLights]
$showInteriorLights = 1 - $showInteriorLights

[CommandListToggleAmbientLight]
$ambientLight = 1 - $ambientLight


------------------>

; Remove all "outside" HUD elements - circles around planets, labels, etc. It makes looking out
; the window feel just like that. This can be toggled using the appropriate key.
; NOTE - two shaders affect this, 74a61bc54382d4d9 and e61a98e9d493cdea (the latter retains glass)
[ShaderOverrideCanopyHUD]
Hash=74a61bc54382d4d9
if $showHUD == 0
Handling=skip
endif
 
I'm sorry if it has already been asked.

No problem at all for me but there is really delicious information you might like in these 22 pages heheh (I will do make a shortened summary of it one day but yeah; one day.

If I understand you correctly you want to re enable some pre-disabled features, you can do that with adding semicolon in front of them which make that line invisible ";" without the "" of course.

this is the speed lines;

; Remove the "speed lines" on each side of the cockpit when in Supercruise. I never need these, so
; they are just always off (feel free to toggle them with HUD if you prefer).
[ShaderOverrideSpeedLines]
Hash=89fe00881332dc43
Handling=skip

Not sure about the second one but I assume you wanted to tell the comet like supercruise tails which is this;

; Remove ship comet tails and glow from Supercruise. You'll still see these when on top
; of another ship, but not from across the solar system as is the default
[ShaderOverrideSupercruiseComets]
Hash=e29d91120fc28c8e
Handling=skip
[ShaderOverrideSupercruiseCometSmoke]
Hash=1d65f3ee6b08bef9
Handling=skip





if $showHUD == 0
Handling=skip
endif


quite not sure but there is a double = in the third row from the last -> if $showHUD == 0

most likely the culprit.


ok I checked and it's originally like that so my mistake, never mind the underlined part

can you paste this on the same place just in case, I know it looks same but few space looks missing which might be affecting.

[ShaderOverrideCanopyHUD]
Hash=74a61bc54382d4d9
if $showHUD == 0
Handling=skip
endif


ooof I just wanted to report myself for bad English use. Corrected again.
 
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Experimenting.....


muted galaxy 1.jpg



muted galaxy 3.jpg
 
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Now we're really getting somewhere! Normally suns are too dim while galactic dust & core are too bright, but not any more! BTW that's just a "plain old star", not some super giant.

Bright Sun 1.jpg


Bright Sun 2.jpg


Dimmer Galaxy.jpg


Unfortunately I'm really not ready to share the code that does this as of yet, as this requires editing replacement shaders instead of just turning shaders off, and I'm still a novice at this.
 
I was also able to turn off that "boiling effect" on the surface of dimmer stars, which is unrealistic and totally destroys the sense of scale. Next I'll see if I can do the same with solar flares. Frontier watched too many videos from SOHO without realizing those are time-lapsed!
 
I was also able to turn off that "boiling effect" on the surface of dimmer stars, which is unrealistic and totally destroys the sense of scale. Next I'll see if I can do the same with solar flares. Frontier watched too many videos from SOHO without realizing those are time-lapsed!

Hi, one question, it's possible run this mod with reshade?, i have installed reshade but this mod is not working.

I love your mod, great work
 
Hi, one question, it's possible run this mod with reshade?, i have installed reshade but this mod is not working.

I love your mod, great work
I don't use reshade, so I don't know, but I always assumed reshade was a post-processor (it manipulates the final 2D image on your monitor / HMD after it's drawn) whereas this mod intercepts the shaders that do the actual drawing. In other words, I believe the two should work together.
 
I don't use reshade, so I don't know, but I always assumed reshade was a post-processor (it manipulates the final 2D image on your monitor / HMD after it's drawn) whereas this mod intercepts the shaders that do the actual drawing. In other words, I believe the two should work together.

yeah, i tried but when i reshade is installed in the game the mod stop automatically stop working, i think because some conflict with the files
 
yeah, i tried but when i reshade is installed in the game the mod stop automatically stop working, i think because some conflict with the files


Both working in similar ways as Old Duck said, which version of it did you tried? Older ones doesn't work.

You need to download newer one and they should behave normally, you just need to experiment with the settings because of the older ones doesn't work with 3dmigoto as they collapse each other. I don't know if there is any possible way to import older settings etc. from ready to use packs from edcodex etc. to the newer versions.

Or you can try to use the nvidia's overlay which kinda creates similar effects.
 
Hopefully I haven't come across as, "This is a MUST HAVE mod for EVERYONE!" in the OP. It's a must-have mod for ME, and the five other people just like me, but I have no delusions that the majority of players won't like at least some of what this mod does. Most YouTube videos I've seen imply that players actually like orbit lines, the first thing I turned off when I started playing three years ago. Players who like orbit lines will hate this mod, no doubt. My enthusiasm for it is of personal taste, like when someone eats at a restaurant and exclaims, "This is the most amazing hamburger I've ever eaten!" This doesn't mean that person is trying to convert vegans into meat-eaters.

As for the realism of the two skies, for me personally, I find the black sky more realistic, but this is mainly in the Rift S. When I took the "before and after" screenshots in my Rift and then looked at them on my high-contrast computer monitor, what I saw was very different. The Rift S is an LCD display with a poor contrast ratio, so normally space looks washed out and overly "cloudy" without this mod, at least for me. With the mod, it looks surprisingly realistic. When I say "realistic", I'm basing this on the night sky I see when I look out my window at night. Also as previously noted, I operate mostly in Sol region of the Bubble. If I were out exploring nebula, I would obviously turn off the black skies.

Something I didn't mention in the OP that may make a difference for some is that I've cranked up my star count to 10000. This helps fill in all that "black space" with actual stars, to a density akin to what I see IRL from my rural, high-altitude countryside villa.

Anyway, I'm just adding this last-minute disclaimer that this mod isn't for everyone. In fact, it's probably not for most people. But if it IS for you, then I think you'll be as excited about it as I am, and that's why I took the time to share it in the first place. (So please stop beating me up, LOL).

Hey Old Duck, I just wanted to say that I stumbled upon your mod by accident and definitely belong to one of the "five" for whom the changes have given the decisive kick! As someone who plays ELITE mainly because of the immersion, this is a must. Sure, some things I have turned off (I like the smoke, for example), but for others I am very grateful. At this point be said that although I've been in VR for years, I've switched back to pancake- mode, and the mod is still an absolute must for me.

Thanks :)!
 
Now I do have a question... I've landed on a planet base again after an eternity just now and noticed that the altitude display is gone - I figured out that it's bound to the cockpit surface Hash=e61a98e9d493cdea, therefore; if I use Hash=e61a98e9d493cdea then the HUD is disabled, the canopy glass visible (i do like the scratches) but the altimeter is disabled too, what makes a planet landing almost impossible (okay, I could use night view, but still...). I know, I could just use Hash=74a61bc54382d4d9 but this is turning off the scratches… so, anyone an idea?
 
Now I do have a question... I've landed on a planet base again after an eternity just now and noticed that the altitude display is gone - I figured out that it's bound to the cockpit surface Hash=e61a98e9d493cdea, therefore; if I use Hash=e61a98e9d493cdea then the HUD is disabled, the canopy glass visible (i do like the scratches) but the altimeter is disabled too, what makes a planet landing almost impossible (okay, I could use night view, but still...). I know, I could just use Hash=74a61bc54382d4d9 but this is turning off the scratches… so, anyone an idea?
My personal setup ties the "ILS" to the same button that toggles the rest of the HUD. This way I can toggle it on when I need it, and then turn it off otherwise. I default to scratches off, but turning on the HUD reenables scratches (it's just the way it is). Since I only use the HUD to get my bearings or land on a planet, this isn't a big deal to me.
 
My personal setup ties the "ILS" to the same button that toggles the rest of the HUD. This way I can toggle it on when I need it, and then turn it off otherwise. I default to scratches off, but turning on the HUD reenables scratches (it's just the way it is). Since I only use the HUD to get my bearings or land on a planet, this isn't a big deal to me.

I have deactivated the possibility to toggle in and out the HUD elements via keystroke, so I'm flying 'always HUD off'. Interesting is, that the orbital lines are preserved when using Hash=e61a98e9d493cdea, which at least does not make the panel option 'orbital lines on/off' useless. In principle this would be the perfect mix, if the altitude meter would not disappear with it... but in case of doubt I'd rather do without the glass than the altitude meter :)

btw; Did I mention how much this mod has increased my elite experience already? Thank you again for this (y)
 
I've added landing pad holograms to my HUD toggle.

HUD ON
Landing Holo Before.jpg


HUD OFF
Landing Holo After.jpg


d3dx.ini Code Snippet
Code:
; Remove all "outside" HUD elements - circles around planets, labels, etc. It makes looking out
; the window feel just like that. This can be toggled using the appropriate key.
; NOTE - two shaders affect this, 74a61bc54382d4d9 and e61a98e9d493cdea (the latter retains glass)
[ShaderOverrideCanopyHUD]
Hash=74a61bc54382d4d9
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideArtificialHorizon]
Hash=e61a98e9d493cdea
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideDSSTronPlanets]
Hash=abb57399a1eaf6ce
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideRingHotspots]
Hash=8c7b10af9d9d8ab1
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideHolographicPadNumbers]
Hash=06e4863398e91c7f
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideHolographicPadGrid]
Hash=9121d693d85655a5
if $showHUD == 0
  Handling=skip
endif

[ShaderOverrideHolographicPadGlow]
Hash=8c4c85e6fb05bd31
if $showHUD == 0
  Handling=skip
endif
 
Now we're really getting somewhere! Normally suns are too dim while galactic dust & core are too bright, but not any more! BTW that's just a "plain old star", not some super giant.

View attachment 177058

View attachment 177059

View attachment 177060

Unfortunately I'm really not ready to share the code that does this as of yet, as this requires editing replacement shaders instead of just turning shaders off, and I'm still a novice at this.
That image of the Milky way it's amazing!! This is how I've always wanted it to look like in Elite!!
 
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