Unfortunately, it's not possible to change the fixed pilot head position independent of the cockpit as that is used as a virtual 'center' from which things are placed around that viewpoint, rather than the other way around. The program you used to convert the original model to DirectX format should be able to provide the translations needed to adjust it for centering and rotation. The sample cockpits included with the cockpit viewer program (available through the customizing kit: https://www.starwraith.com/evochronlega ... readme.htm and here viewtopic.php?f=21&t=12540 ) can also be used an overlays for alignment, centering, and scaling. And you can use that program to quickly gauge how it will look in the game as you make changes.
If you aren't able to get it the way you want, you can send me the X format model you are working with (including media all in a ZIP) attached to an e-mail ( starwraith.com > contact ) and I can look into rotating and aligning it.
I have updated the model for better alignment/scaling and have e-mailed the revised mesh files to you. However, it will likely take further modifications to get it to look the way you might want it to if you want the placement of the game's holographic displays aligned with the default screens of the mesh (which are currently very different). You can optionally use the default display frames (then just move the base frame around as desired), but you'll need to switch to the 1 and 2 index cockpit option rather than use the global object with a single mesh structure.
I included MQO versions of the mesh files in case you want to try that model editor. Or I can export it to a different format if you'd prefer something else. But it probably isn't needed if you don't mind the holographic displays being rendered over the background structures as they are and like how it looks in the game as it is.
Ok I downloaded MOQ and did a select all on the new lightfighter cockpit and did a 180 degree rotate and adjusted viewpoint to be similar as the previous heavyfighter but in the game it is weird.
It seems the scale is wrong and the emissive is being used for the glass.
If the alignment is correct at least, scaling should be fairly simple to adjust. As for texturing, that would likely be dependent on which image files are being used for each layer. If you post a screenshot of what you see, I might be able to determine what is happening. Or you can send the files to me (including the MQO) and I can take a look that way.