Hey Keith. could you move somewhere closer please … you know… so we could see… 
Rogue system is using the “internal surround screens cockpit” method, basically you are in the center or so of the ship but you have a great view of whats around you. More games should do it that way, it’s far more believable and gives you great field of view without sacrificing any cockpit control bits and bobs you might want to put inside the viewscreen sphere.
You’ll have different camera views if you find the visibility to restricted, which I don’t, there will ideally be cockpits of vastly different designs to cater to different aesthetics and preferences.
Will we be able to “install” different cockpits onto the same ship, depending on our preference? Or are the cockpits shipbased ala Elite?
That looks promising because of the large field of view.
I do like the idea of being in the center of the ship. As a devotee of the spherical spaceship, that would work just fine.
I don’t care for the physical control panels, but I assume that’s a Rule of Cool thing. Gotta have switches, lights and dials or it’s not high tech.
The solution for me is probably VR, but that’s rather moot for now.
No, that is not the intent. Each ship will have a unique cockpit design. The only way I see modular cockpits happening is if we don’t raise enough capital to have unique cockpits, and we have to go with a universal. However, for me personally that is last resort territory. I’m not a fan of the centered spherical see through virtual cockpit idea, never have been.
Here’s another one
source: https://twitter.com/inovae_keith/status/611565731780673537
It’s a space station. I’m very much hyped.
About the previous one, JB was probably right, the top left corner does look like a saturated planet.
That’s a space station all right, but does someone recognize the style? (‘Great’ is an exact but invalid answer.) It looks more SFC, but not like any station I remember seeing on the forums…
Also, apart from the two green triangles, there doesn’t seem to be much HUD - though that could also be a choice for the Kickstarter (not letting a HUD between the spectator and the landscape). I wonder how advanced/conceptualized it is atm.
Also, it seems to run fine on a laptop, which is encouraging for performances.
I really dislike any space sims where the cockpit takes up half the screen and has pillars across important parts of the screen. Spaceship cockpits don’t have to look like 1970’s helicopters’.
It doesn’t take up half the screen, that’s quite the exaggeration IMO. I designed the cockpit to have 80-85% visibility when looking forward/dogfighting. That would be the goal for all the I:B cockpits. For the KS video we pulled the camera back a bit to show off more of the cockpit details, for the prototype we moved the pilots had a bit closer to the glass where I had originally designed it to be.
It’s quite possible we will have a HUD only camera for those people who despise cockpits. Our team does not despise cockpits, therefore, if funded appropriately, we will include immersive unique player ship cockpits. I imagine for those who hate cockpits they can play on servers where they are turned off etc.
I wouldn’t place much emphasis on that. That’s a gaming laptop.
I did a search for “gaming laptops” and the first hit I got was a NewEgg laptop with the following specs:
NVIDIA GeForce GTX 970M 3GB
4th Generation Intel Core i7 4710HQ (2.50GHz)
16GB Memory 1TB HDD
A 970M is apparently on a par with a 770. My desktop slightly beats the processor, but has a 660Ti.
They don’t have to be, but this is an intentional choice on their part. That’s the look they want for this faction. Perhaps they’ll sneak some concept pieces into the Kickstarter to make it clear that the game visuals won’t be defined by this one style.
It is. He was engaging in hyperbole.
It’s not that I hate cockpits. I hate stuff that blocks my view of the game world, particularly when it doesn’t need to be there. That includes HUD and UI. EVE Online is atrocious at this, piling garbage all over the screen. The goal should be to let the player see the game world. Beyond that, put only as much stuff on the screen as is needed to perform the task at hand. If a player wants to put up more stuff, that’s great, let them do that.
Naturally, if gameplay demands occlusion then so be it. For example, it may be that being unable to see below me or behind me is important to gameplay, forcing to me to turn my ship, etc.
Yes i was exagerating but even if you say there’s 85% visible there’s a huge difference between these (exagerated ofc):
_
Sorry if i sound a bit hostile, i’m not, but i think it’s important to give feedback, right? 
The top one is really bad and annoying with structure getting in the way, the bottom one is nice and out of the way.
That is so very subjective to the individual I think.
In any event, the cockpit you will see in the KS campaign is what it is at this stage, and it will give an indication of our intentions (though I will preface it was designed in a development environment devoid of prototype testing in the actual game world where feedback was being tested, and adhered primarily to the art style of the concept art, it was also a science experiment in terms of being constructed during the development of the material system, so we do have areas we’d like to improve upon). If we raise enough to include modding support right out of the box, the subjectiveness of cockpit visibility can be dealt with directly by those who deem it critical to immersion/game experience. In the meantime, our team will select the visibility/usability/immersion criteria we deem acceptable and apply that to all the player cockpits, understanding that we cannot please everyone.
I will add that our intention during alpha is to have weekly, maybe even daily builds for player feedback. This can and probably will include things like cockpit/HUD optimizations and hardpoint coverage etc. We’d like to start off with mock-up meshes for the assets and work from there utilizing player feedback where we deem applicable.
In my opinion, every style is acceptable if it is logical when contextualized. I mean that effectively, the design looks a little bit like the helicopter of Tomahawk on Amstrad (joke)…
… but as long as there is a reason, I think it’s acceptable. We just need to know why this assumed choice 
Just a small question…
What about the visibility out of the cockpit when you… you know turn your view (head) around ?
… yeah yeah yeah i know i am obsessed with head tracking … but you should really try it.
It is pretty much cheapest, yet most joy
producing thing in years. (2m of thick wire,one cannibalized usb cable,3 IR-LEDs, and some shitty web cam)
In this particular cockpit you see a door, and would not want to be facing that way in a dogfight.
I, personally, really like this style of cockpit. It not only hearkens back to older games that I’ve loved (specifically TIE-Fighter, X-Wing, and X-Wing vs TIE-Fighter), but it gives the ship more of a “lived-in” feeling for me. That both appeals to me as a player, and meshes well with my in-universe character.
it reminds me of star citizen’s hornet cockpit as well as many others already mentioned like the x-wing. Its a nice design.
Uh, im not sure if this has been answered already, but is each ship getting it’s own cockpit or will there be one or a few cockpits which are divided between available ships?
[quote=“INovaeGene, post:26, topic:878”]
No, that is not the intent. Each ship will have a unique cockpit design.
[/quote] few posts above