Amazingly Realistic Immersion Mod

Hi, unless I’m not following what you’re saying, it sounds like you might be using the original ini file from post #1. The additional steps for total hud removal are from page 31 on Post #614. This is why you can’t find that ‘global’ code you mention above, it only exists in the revised .ini from post #614.

The #614 post has an evolved set of code/commands that adds a few different things, one of which is total hud removal (and this is the feature some of us can’t get to work for some reason). Total hud removal does not feature in the .ini code from post #1.

The ‘tron’ lines removal gets rid of the big 3/4 circle and star / planet name around your selected target. These are not to be confused with the planetary orbit lines and planet horizon lines, which are a feature you can find in the Elite Controls menu as a toggle on/off (I assign it to a stick button) called Orbital Lines (or similar).
you are correct in that i have been using the original .ini file from post #1 as that's typically standard protocol in all the years i've been computing, lol. weird thing is that F1 only toggled the blue tron-effect of the planet. it doesn't affect the 'big 3/4 circle and star / planet name around your selected target' on my screen.

maybe this will fix the HUD issue finally. going to try it now. THANK YOU for replying!!!
 
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i am happy to report that my F1/HUD issue has been resolved by using the new .ini file posted on page 31 (post #614) of this thread. a very special thanks to u/Xavoras for pointing me in that direction, and Old Duck for all the time and effort he has put in to helping to make our little game that much better.

a couple of notes, though:

  • the canopy glass STILL has scratches all over it that can be seen when the light from a close sun is hitting the canopy. while i can now cycle through (3) modes of the F1 command - none of them removes the scratches. i tried this in my Phantom and both Krait's. i assume that it's impossible and i will just live with them.
  • when in my ship i sometimes notice a shader effect kinda popping on and off of my canopy (Phantom). it is cyclic and happens every 6 or 7 seconds. happens on every one of the F1 presets. also, when i boarded my carrier - i see a number of light sources and wall panels kind of glitching. i assume this is a shader adjustment that is affecting these things. i followed the directions and put the shader tweaks in their respective folder and will go mine for the next hour and try stuff out. i understand this is all still a work in progress.

for now though, i'll step back and watch the thread for updates or new tweaks. thank you to everyone that tried to help me out.
 
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the canopy glass STILL has scratches all over it that can be seen when the light from a close sun is hitting the canopy. while i can now cycle through (3) modes of the F1 command - none of them removes the scratches. i tried this in my Phantom and both Krait's. i assume that it's impossible and i will just live with them.
Here's a picture comparing HUD full on vs off. BTW, the scratches tied to the HUD is Frontier's doing, not mine. I'm guessing this is because the HUD is assumed to be projected onto our canopy, since you can't see the HUD when the glass is broken, thus what we are really turning off is the glass itself. (attached files)

when in my ship i sometimes notice a shader effect kinda popping on and off of my canopy (Phantom). it is cyclic and happens every 6 or 7 seconds. happens on every one of the F1 presets. also, when i boarded my carrier - i see a number of light sources and wall panels kind of glitching. i assume this is a shader adjustment that is affecting these things.
Well that's interesting... I've experienced this as well, but I assumed it was because of my fooling around with atmospheric planet stuff. In fact, deactivated my custom ambient light shader (which is not even in the list of shaders shared in this thread), and I haven't noticed the strobe lighting since. Hmmm.. Well, if anyone isolates a specific shader as the cause of this problem, let me know! There does appear to be some sort of "trigger" for it, because when it happens to me, it just "starts" at some point into the game, but once it starts, it's persistent. But like I said, I haven't noticed it since going back to the default AL shader..
 

Attachments

Technique (just a pointer how it can be done) for creating a slider like behaviour of a F-Key (example 'boost faint stars')
Easy if you want to test/cycle-through a range of values, and maybe later decide on the sweet spot value. Or keep the slider.

d3dx.ini:

Code:
[Constants]
y = 1

...

[keyToggleF4]
Key = VK_F4
run = CommandListToggleF4

...

[CommandListToggleF4]
y = y * 2
if y > 256
  y = 1
endif

shader d7d31815a45b4462-ps_replace.txt:

Code:
...

// get y parameter from d3dx.ini
float4 d3dx = IniParams.Load(0);

...

// Boost faint stars, using y from d3dx.ini
o0.a = (o0.a + d3dx.y/16)/(d3dx.y/16 + 1);
 
Technique (just a pointer how it can be done) for creating a slider like behaviour of a F-Key (example 'boost faint stars')
Easy if you want to test/cycle-through a range of values, and maybe later decide on the sweet spot value. Or keep the slider.
Thanks that will come in handy :)

MP
 
Technique (just a pointer how it can be done) for creating a slider like behaviour of a F-Key (example 'boost faint stars')
Easy if you want to test/cycle-through a range of values, and maybe later decide on the sweet spot value. Or keep the slider.

d3dx.ini:

Code:
[Constants]
y = 1

...

[keyToggleF4]
Key = VK_F4
run = CommandListToggleF4

...

[CommandListToggleF4]
y = y * 2
if y > 256
  y = 1
endif

shader d7d31815a45b4462-ps_replace.txt:

Code:
...

// get y parameter from d3dx.ini
float4 d3dx = IniParams.Load(0);

...

// Boost faint stars, using y from d3dx.ini
o0.a = (o0.a + d3dx.y/16)/(d3dx.y/16 + 1);
Testing for a preferential 'sweet spot' is a great addition (for me anyway). Thanks!
 
I'll have a go at that over the weekend. Cheers...
I see you also have a Digital full keys Yamaha keyboard. I also have one (different model though). That is yours in that video on your channel isn't it?

EDIT: Oh WOW! Just saw your star flares video...(y)
 
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Hey old duck, i have a feature request..

Next time you do some footage for obsidian ant, could you please watermark all over it "frontier, please fix the station services menu snap and the ground locating reticle for salvage missions". If you wanted to auction which bug would get watermarked for arx as someone else suggested, id be happy to play along.

The end.

Saw the carrier patch notes... thats it...
 

Craith

Volunteer Moderator
o7 Old Duck, amazing work you put in this. I always just skim-read the first post and though it was interesting it didn't do anything I was looking for. Today I read through all of it and it is awesome what you did to it.

I will have to have a look at it one of these days and try my luck on some of these mods.
 
you are correct in that i have been using the original .ini file from post #1 as that's typically standard protocol in all the years i've been computing, lol. weird thing is that F1 only toggled the blue tron-effect of the planet. it doesn't affect the 'big 3/4 circle and star / planet name around your selected target' on my screen.
That is how it usually is and the OP updates post 1 with the latest version, I myself fell foul of this and probably countless others. They will have tried it, found it didnt work and moved on.....shame.
 
Just out of interest, has anyone tried to dial back the lines / tones of Night Vision? It's very useful, obviously, but a little too "cartoony" and unrealistic* to me (*because I've been in many, many spaceships...!). Would be nice if the line-work could be softened, and the fill tones be softened a bit. I'd love to see if it could be made a little more filigree and subtle. Has anyone found these shaders and played with them at all? @Monkey Pants did something similar recently with Orbital Lines, which was a godsend...! Thanks :)
 
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Just out of interest, has anyone tried to dial back the lines / tones of Night Vision? It's very useful, obviously, but a little too "cartoony" and unrealistic to me (because I've been in many, many spaceships...!). Would be nice if the line-work could be softened, and the fill tones be softened a bit. I'd love to see if it could be made a little more filigree and subtle. Has anyone found these shaders and played with them at all? @Monkey Pants did something similar recently with Orbital Lines, which was a godsend...! Thanks :)
I agree with you about night vision, so much that I rarely, rarely use it. I'll try playing around with the shaders sometime, see if I can get rid of those TRON lines!
 
Looks promising! Will give this a go later when I’m back on my pc , thanks!

EDIT: whoops post seems to have changed since I first looked at this post...! Did it not work?
 
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