[MOD] Turret Fix - 75 ships

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Gazz
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Post by Gazz » Fri, 5. Dec 08, 19:39

TSM wrote:Your more than welcome to sign your NDA and help beta test in future if you think you could do a better job :wink: or maybe even report the bugs in question :roll:
I've been Lead Tester for Battlecruiser 3000 AD. I did my time in the trenches. =)

I never said or implied that these haven't been reported/logged, just that the modeler royally messed up what should have been a... cut/copy operation.

And report it? What for? I can fix it.

PaulP wrote:This fixes the side turrets perfectly. There is still a small dead zone in the back turret, any chance you can fix that too? It's only a little sliver on the left and the right sides, but I think it might be to blame for my back turret sometimes being on but not firing when things are off to the side.
Turret scripts can deal with a "little sliver" like that. However when 50 % of their firing arc is just plain missing...


Added Xenon Q, J, K.
Q was pretty bad (Tiger still holds the record!) but J/K only received a small upgrade to coverage. Their up/down turrets were only firing sporadically.
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Ravenholme
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Post by Ravenholme » Sat, 6. Dec 08, 01:11

I think I've heard someone complaining about the Shrike having terrible deadzones (Only given a nonsensical 90 degree arc). I think more Teladi ships may be affected in this way

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Post by Thrandisher » Sat, 6. Dec 08, 01:51

Damn,there goes my easy xenon killing now!

Thanks tho, makes it more of a challenge now.

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Post by xiriod » Sat, 6. Dec 08, 02:35

While we are on the subject of bad turrets :) The Boron Angel aft turret really only has 50% coverage. It is a boarding ship, a bit crucial with some form of defense. Hehe. If you have time, maybe....? The top turret was weird too though.

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 06:43

asser69 wrote:Damn,there goes my easy xenon killing now!
Thanks tho, makes it more of a challenge now.
It's not that bad, really.
Like with most ships, the top/bottom turrets could only cover about 60% of their intended angle.

Even the old Collossus and Python were like that! I gotta admit, I never looked closely before and this would explain a lot of "turret script XYZ does not always work" bugs...
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Malakie
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Post by Malakie » Sat, 6. Dec 08, 07:45

Gazz wrote: I've been Lead Tester for Battlecruiser 3000 AD. I did my time in the trenches. =)

THAT had to be fun..... :roll: Not the easiest person to convince of a problem in his code.


Regardless, I would say I would love to see some of the BC ideas implemented in X3TC though... planetary bases and first person capability is a big plus in that game and one reason I did stick with the series from day one - even through all the, shall we say tough times...

Also, thanks for doing this ship fix.. I hope you do any that are found as many of us out here who are not modders do appreciate it...
Take it light.....

Malakie

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Post by lLongshanks » Sat, 6. Dec 08, 10:41

Gazz, Will this work with your complex cleaner?
Scripts I use.

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Post by xiriod » Sat, 6. Dec 08, 14:10

Wow Gazz, you've really been a busy bee. Much praise and thanks to thee :)

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 15:19

lLongshanks wrote:Gazz, Will this work with your complex cleaner?
It works with every mod that does not change the physical look of ships, such as the model or number or placement of turrets.

"Internal" changes to TShips such as speed or cargo space are no conflict.
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Post by Ravenholme » Sat, 6. Dec 08, 15:35

Could you please look at the Shrike? It's firing arcs are ridiculous. (90 degree)

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Post by xiriod » Sat, 6. Dec 08, 15:40

Hehe, Gazz, you've certainly done it now. Requests are going to come in from far and wide :) Maybe Egosoft will give you some bonus reward for doing this, they sure should just implement your changed in to a patch for sure ;)

While we are on the subject. I have a Zephyrus. When I go to the turrets the view is at the middle of the ship and the turrets are at a distance. Is that normal? So half the time I can't see what I am shooting at. I am not sure if this is one of those things you are looking in to now so that's why I ask.

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Post by lLongshanks » Sat, 6. Dec 08, 15:54

Gazz wrote:
lLongshanks wrote:Gazz, Will this work with your complex cleaner?
It works with every mod that does not change the physical look of ships, such as the model or number or placement of turrets.

"Internal" changes to TShips such as speed or cargo space are no conflict.
Ok thanks, I wasnt sure if i could have multi Mods running at the same time
Scripts I use.

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Post by Gazz » Sat, 6. Dec 08, 16:01

xiriod wrote:While we are on the subject. I have a Zephyrus. When I go to the turrets the view is at the middle of the ship and the turrets are at a distance. Is that normal? So half the time I can't see what I am shooting at. I am not sure if this is one of those things you are looking in to now so that's why I ask.
Ravenholme wrote:Could you please look at the Shrike? It's firing arcs are ridiculous. (90 degree)
After breakfast. %&)"/§$&"§/)$!

Things like the TM (which uses tiny turrets) I can fix practically without ever looking at it in game but adjusting the camera position takes more time.
Last edited by Gazz on Sat, 6. Dec 08, 16:18, edited 2 times in total.
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Post by xiriod » Sat, 6. Dec 08, 16:05

Gazz wrote:
xiriod wrote:While we are on the subject. I have a Zephyrus. When I go to the turrets the view is at the middle of the ship and the turrets are at a distance. Is that normal? So half the time I can't see what I am shooting at. I am not sure if this is one of those things you are looking in to now so that's why I ask.
Ravenholme wrote:Could you please look at the Shrike? It's firing arcs are ridiculous. (90 degree)
After breakfast. %&)"/§$&"§/)$!

Sorry if we nag you Gazz :) You do a great job at this. Eat your breakfast in peace, and enjoy your Saturday. No need to hurry this. You do this of your spare time, we all understand very well.

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Post by Ravenholme » Sat, 6. Dec 08, 16:17

Yes, please have your breakfast and enjoy your morning. Didn't mean to bog you down with requests :oops:

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 17:12

Alright, the Zephyrus got all new camera positions now.

I'm by no means a cockpit fanboy but I do want to see which ship I'm flying without having to read the name of it.

The Shrike fer instance has a few antennas sticking out into the main cockpit view.
I see those and think "Shrike".
The Z had... nothing. Soooo boring. Ships should have a little character.


I'm looting at the Shrek and... ROFL!
They mounted the side turrets pointing downwards. That's so.... Hahahahaha!
Talk about shooting yourself in the foot.

To compensate for that they mounted the top/bottom turrets facing sideways.
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Post by xiriod » Sat, 6. Dec 08, 17:36

Hehehehe. Great work! I wish I had your skill, it seems like it is fun to do as well as extremely useful :) What applications do you use when you do this?

I tried to use the ship creator that came with an X3 editor or something once but that did not work at all in my game. I guess I did something wrong ;)

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Post by Gazz » Sat, 6. Dec 08, 17:47

xiriod wrote:Hehehehe. Great work! I wish I had your skill, it seems like it is fun to do as well as extremely useful :) What applications do you use when you do this?
X3 Editor to identify the paths in TShips.

Textpad32 and Brain to edit the scene files so they actually make sense.
A top turret that faces left does not make sense because it limits the firing arc to "things that are left of the ship".
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Post by xiriod » Sat, 6. Dec 08, 18:07

Sounds so simple when you say it though. It suddenly feels a whole lot better flying the Zephyrus now. Felt like I was flying a spacesuit before :)

I think many of the transports and such are cocked up when cockpit is concerned. In my first game i had a Boa TM, and that had the cockpit on top at the middle of the ship it seemed. hehe. If I could transfer some credits to you in-game I would ;)

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 18:15

xiriod wrote:Sounds so simple when you say it though. It suddenly feels a whole lot better flying the Zephyrus now. Felt like I was flying a spacesuit before :)
When the modeler has assigned a camera position that doesn't clip through any ship parts he can submit the model and close the task.
Making it look good takes extra work and experimentation and if you're not getting paid for that...

All I did is move the cockpit camera backwards by a few percent. That's it.
It is that simple.


Back in Reonion I put the Elephant cockpit where the classic trucker's driver seat would be. That was a pretty cool effect and added a lot more "transporter" feeling. HOOOONK HOOOOOONK!
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