Wha'd you have for breakfast again?Gazz wrote:Back in Reonion
[MOD] Turret Fix - 75 ships
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Teladi Shrike fixed.
That ship was... FUBAR. Just FUBAR.
Except for the back turret I assigned new positions/arcs to all turrets and cameras.
Without exaggeration I can say that it is now an absolute jewel of turret performance.
It's a big target.
It's slow.
It looks like something you dragged off the junkyard.
But now it has the kick of a rabid mule.
That ship was... FUBAR. Just FUBAR.
Except for the back turret I assigned new positions/arcs to all turrets and cameras.
Without exaggeration I can say that it is now an absolute jewel of turret performance.
It's a big target.
It's slow.
It looks like something you dragged off the junkyard.
But now it has the kick of a rabid mule.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Hey Gazz,
Not sure if this falls under your list or not, but some of the ships have their turrets, how should I put it, misassociated? Look at the gun mappings Galleon. As far as gun positions being the "same", the "Right" and "Up" can pack the same guns, and the "Left and "Down" have the same layouts. I'm betting the "Left" and "Up" should be switched so the R/L and U/D match. See what I mean?
I'm betting the Galleon is far from the only ship like this, but seeing as though I have 4 in my fleet, it was the first one I checked. I imagine this change is probably in TShips or something but since I haven't bothered to dig into it and figure out the format of that file I figured I'd mention it here. ;P
Not sure if this falls under your list or not, but some of the ships have their turrets, how should I put it, misassociated? Look at the gun mappings Galleon. As far as gun positions being the "same", the "Right" and "Up" can pack the same guns, and the "Left and "Down" have the same layouts. I'm betting the "Left" and "Up" should be switched so the R/L and U/D match. See what I mean?
I'm betting the Galleon is far from the only ship like this, but seeing as though I have 4 in my fleet, it was the first one I checked. I imagine this change is probably in TShips or something but since I haven't bothered to dig into it and figure out the format of that file I figured I'd mention it here. ;P
This is in TShips and I'm not touching it.
Keep nagging in Tech Support.
The fixes I applied are upwards compatible with future X3 patches but TShips will surely get overwritten in future patches.
Keep nagging in Tech Support.
The fixes I applied are upwards compatible with future X3 patches but TShips will surely get overwritten in future patches.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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It is a bugfix. Noone can "expand the firing arcs".ZincThallinide wrote:I'm not quite understanding here..
Are these the firing arcs that Egosoft intended, and somehow the misspecified 'player view when firing from turret' angle made them not able to move their full extent, or are you expanding the firing arcs of some turrets?
Misaligned turrets are broken because turret scripts stop working for no apparent reason.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Wow, yeah, thanks for making these fixes then. I didn't even realize any of the turrets were misaligned, though some of them seemed weird, but.. how would I tell..
I'm surprised that misaligning the turrets would them stop firing, it seems like they would fire essentially 'through' your ship model, or 10 meters away, something like that..
I'm even more surprised that Egosoft never fixed the problem themselves, though.. turrets are required on capital ships, if you want them to survive..
Anyway, thanks again, now I can fly around in my BrickShrike and kill Xenon with even more ease
I'm surprised that misaligning the turrets would them stop firing, it seems like they would fire essentially 'through' your ship model, or 10 meters away, something like that..
I'm even more surprised that Egosoft never fixed the problem themselves, though.. turrets are required on capital ships, if you want them to survive..
Anyway, thanks again, now I can fly around in my BrickShrike and kill Xenon with even more ease
I'm especially proud of the Shrike fix. (practically a redesign)
It still looks like a brick but now it feels like one, too - for the enemy. =)
Stick Gauss into the side turrets and watch it go to town.
360° Flak/Flamer cover, awesome weapon selection for every situation, and of course - a large cargo bay. The laser generator isn't a major issue if you rely on Gauss.
It's a true pocket battleship - if only slightly faster than a real M2.
I'm even considering getting one myself now and I hate slow ships. =)
Guess that's what you get for hiring the lowest bidder for your brand new M7 design...
It still looks like a brick but now it feels like one, too - for the enemy. =)
Stick Gauss into the side turrets and watch it go to town.
360° Flak/Flamer cover, awesome weapon selection for every situation, and of course - a large cargo bay. The laser generator isn't a major issue if you rely on Gauss.
It's a true pocket battleship - if only slightly faster than a real M2.
I'm even considering getting one myself now and I hate slow ships. =)
Guess that's what you get for hiring the lowest bidder for your brand new M7 design...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I thought the Shrike was Teladi's M2.. I'll need an escort, though, so why not, I'll throw in a few Shrike.. complete the motif.
X3 is fun but equipping the big ships is a lot of jumping around back and forth, and realistically I should build my own complexes and I probably will because, too much jumping around. It makes it that much more fun when you have a fully equipped fleet of death dealers, though
Working turrets = good
X3 is fun but equipping the big ships is a lot of jumping around back and forth, and realistically I should build my own complexes and I probably will because, too much jumping around. It makes it that much more fun when you have a fully equipped fleet of death dealers, though
Working turrets = good
*shrug*TSM wrote:Gazz can you make it to the Pirate M1 fires less of its turrets :lol: , I tried to board one was not a pleasant experience.
its looking good this add on when you found all the bugs I will install it :D
It can be installed or uninstalled anytime because it doesn't change any critical bit of game data.
BTW: The pirate M1 got an interesting cockpit camera. You will always see your own fighters start and land and your main guns firing broadsides. Real big ship feeling there.
Compare that to the old default where all you see is one lame antenna.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Out of curiosity, how did you fix the dead zones?
Do you mean like on the back of an argon TL
How there is only 50% coverage of the turrets cockpit rotation? or...?
(Cos I know there is also a blind spot that occurs when a ship is "inrange" of a turret, but the cockpit can't turn far enough, making a blind spot, that is a ring, at the edge of the turret-cockpit turning hemisphere)
Do you mean like on the back of an argon TL
How there is only 50% coverage of the turrets cockpit rotation? or...?
(Cos I know there is also a blind spot that occurs when a ship is "inrange" of a turret, but the cockpit can't turn far enough, making a blind spot, that is a ring, at the edge of the turret-cockpit turning hemisphere)
Basically that's it.
That ring = sloppy alignment of camera / turrets.
Except that with TC a lot of turrets were so badly aligned that this ring covers 50 % of the whole firing arc.
Try the Shrike and you'll see.
BTW: All of the Panther's turrets did work. Yay.
That ring = sloppy alignment of camera / turrets.
Except that with TC a lot of turrets were so badly aligned that this ring covers 50 % of the whole firing arc.
Try the Shrike and you'll see.
BTW: All of the Panther's turrets did work. Yay.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Just to make sure ; if I want to install the fix as a mod (not as fake patch), I just need to extract the archive in the program folder ? ie no renaming. But do I need to 'select mod package' when I launch the game ? And do I need to do it every time or just once ?
Sorry for those n00b questions, but it's my first time installing a mod (as opposed to scripts),
Thanks,
Fred
Sorry for those n00b questions, but it's my first time installing a mod (as opposed to scripts),
Thanks,
Fred
Now I have capped the GalleonGazz wrote:*shrug*TSM wrote:Gazz can you make it to the Pirate M1 fires less of its turrets , I tried to board one was not a pleasant experience.
its looking good this add on when you found all the bugs I will install it
It can be installed or uninstalled anytime because it doesn't change any critical bit of game data.
BTW: The pirate M1 got an interesting cockpit camera. You will always see your own fighters start and land and your main guns firing broadsides. Real big ship feeling there.
Compare that to the old default where all you see is one lame antenna.
no longer wating added these changes
Huefte wrote:you need to chosse it at start menu.
you need to choose it every time you update the file.
you don't need to choose it every start as long as you don't change/update the file
Or, you could just extract the cat/dat into the main folder, letting it create the subdirectories needed. Personally I prefer this instead of a dozen cat/dat's as false patches or mods. But that's me.
Ditto I had 9 until I downloaded modmanager earlierxiriod wrote:Huefte wrote:you need to chosse it at start menu.
you need to choose it every time you update the file.
you don't need to choose it every start as long as you don't change/update the file
Or, you could just extract the cat/dat into the main folder, letting it create the subdirectories needed. Personally I prefer this instead of a dozen cat/dat's as false patches or mods. But that's me.