As much as I like the new detailed cockpits emerging lately, as much unfortunately I have to stress that these cockpits don't adhere to game engine limits:
MeshWarning: FaceCount > 3000 (FaceCount = 3660); MeshName = "RightEq1.msh"; LodID = 0
MeshWarning: FaceCount > 3000 (FaceCount = 3256); MeshName = "RearEq2.msh"; LodID = 0
Comes true for
all detailed Asura cockpits, unfortunately.
Effectively this means that using these cockpits is possible only if you have a game with binary modified libraries (like BAT)
and if your PC is able to handle the game in "perfect" mode.
This renders these new achievements useless online and for people playing on e.g. laptops with CPU-integrated graphics.
You could argue that it's just a small audience that hits limits here, but then I argue back that the whole underlying issue is completely unnecessary if just one tiny, final little step would have been done in the creation of the cockpits:
All that would need to be done by the 3D modder (Asura) would be to cut those meshes which exceed game limits (see the two above) into multiple (two is sufficient) chunks that stay below the threshold.
It's really as simple as that: Cut the original 3D mesh in two parts, that's it.
Could be a breeze, but needs to be done before these pits can be used outside the BAT bubble, e.g. in Ultrapack.
![Cheers ]cheers[](https://www.sas1946.com/main/Smileys/akyhne/occasion14.gif)
Mike