EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[MOD] Turret Fix - 75 ships
Post new topic This topic is locked: you cannot edit posts or make replies. Goto page 1, 2, 3 ... 17, 18, 19  Next
View previous topic :: View next topic
Author Message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
modified
PostPosted: Wed, 3. Dec 08, 14:46    Post subject: [MOD] Turret Fix - 75 ships Reply with quote Print

English / Deutsch

When I got a Terran Cutlass I noticed that the turrets were busted.
The modeler aligned turret + camera at differing angles. That ain't workin.

Anyway, I did not like the resulting big dead zones which break every turret script.
So I fixed it.


With a few small changes this mod has been included in the 1.4 patch.
All it does now is change some cockpit positions and rearrange cockpit lasers.
For the Nova Raider/Prototype and Chimera for instance, the laser arrangement is now aligned with the laser display in the cockpit.
The top left laser is actually top left - and not in some random position.


  • This mod does not require you to start a new game.

  • All existing ships will be fixed automatically.
    They have to change sectors once - without you.

  • Fixed ships:

    M7 Argon Cerberus
    M1 Argon Collossus
    M6 Argon Heavy Centaur
    M6 Argon Heavy Centaur Prototype
    TM Argon Magnetar
    TL Argon Mammoth
    M3 Nova Raider / Prototype (cosmetic changes)
    M2 Argon Titan
    M2 Argon/OTAS Boreas
    M6 Argon/OTAS Skiron
    TM Argon/OTAS Zephyrus
    TP Boron Angel
    M6 Boron Heavy Hydra
    M6 Boron Hydra
    TL Boron Orca
    TM Boron Pleco / Wels
    M2 Boron Ray
    M1 Boron Shark
    M7 Boron Thresher / Calamari
    M7 Paranid Agamemmnon
    M7 Paranid Deimos
    TM Paranid Helios
    M6 Paranid Hyperion
    M6 Paranid Nemesis
    M2 Paranid Odysseus
    M1 Paranid Zeus
    M2 Pirate Brigantine
    TM Pirate Caravel
    M7 Pirate Carrack
    M6 Pirate Centaur
    M1 Pirate Galleon
    TL Pirate Mobile Pirate Base Hauler
    M6 Pirate Osprey / Adler
    TM Split Boa
    M3 Split Chimera
    M7 Split Cobra
    Tl Split Elephant
    M6 Split Heavy Dragon
    M7 Split Panther
    M2 Split Python
    M1 Split Raptor
    M7 Split Tiger
    M1 Teladi Condor
    M6 Teladi Heavy Osprey
    M6 Teladi Osprey / Adler
    TM Teladi Pelican
    M2 Teladi Phoenix
    M7 Teladi Shrike / Neundreivierteltöter
    M1 Terran #deca
    M8 Terran Claymore
    M3 Terran Cutlass / Machete
    M6 Terran Katana
    M2 Terran Osaka
    M6 Terran Springblossom
    M1 Terran Tokyo
    M7 Terran Yokohama
    M7 Terran/ATF Aegir
    M3 Terran/ATF Fenrir
    M1 Terran/ATF Odin
    M2 Terran/ATF Tür
    M2 Terran/ATF Valhalla
    M6 Terran/ATF Vali
    M6 Terran/ATF Vidar
    M1 Terran/ATF Woden
    M1 Xenon J
    M2 Xenon K
    M7 Xenon Q
    M2 Yaki Akuma
    M7 Yaki Akurei
    TM Yaki Chokaro
    M1 Yaki Hoshi
    M7 Yaki Kariudo
    TL Yaki Ryu
    M1 Yaki Shuri
    Orbital Weapons Platform: Large
    Orbital Weapons Platform: Medium

    I'm not on a crusade to fix every ship in the game but if I come across one, I may add it to the list. At least that's what I keep telling myself.

  • If anyone wants to include these fixes in other mods, feel free.


Download: ZIP

Installation
Unzip into the TC main folder. The mod files will then be placed into the mods folder.

To use it with other mods zou need to install it as a "fake patch".

To install the mod as a "fake patch":
mods\Turret_Fix.CAT + .DAT files must be placed in your X3 folder and renamed so that their numbers seamlessly follow the existing CAT/DAT files in there and end up as the highest number.

Right: Cat/Dat 10, 11, 12, 13
Wrong: Cat/Dat 10, 11, 12, Turret_Fix

If you do select mod package at the X3 launcher window, this mod overrides all fake patches.
Use this feature with caution.


PS: The reason for this mess is not that the modelers sucked. Much to the contrary. They took care to align the turret mounting plates to all kinds of curved surfaces and generally made them look pretty. And that's exactly what prevented them from working in game.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.


Last edited by Gazz on Wed, 24. Dec 08, 22:29; edited 49 times in total
Back to top
View user's profile Send private message Visit poster's website
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
modified
PostPosted: Wed, 3. Dec 08, 14:52    Post subject: Reply with quote Print

Working as intended:

    TS Argon/OTAS Mistral SF
    M3 Paranid Medusa
    TS Split Caiman, all variants
    M6 Split Dragon
    TP Split Iguana (Leguan), all variants
    TL Teladi Albatros
    M3 Teladi Falke Angreifer/Verteidiger/Frachter/Prototyp
    M7 Teladi Gannet
    TL Terran Mobile Mining Base
    M7 Terran Skirnir
    M3 Terran Thor
    M7 Yaki Wasabi
    M1 Orbital Weapons Platform: Small



_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.


Last edited by Gazz on Sun, 14. Dec 08, 20:11; edited 15 times in total
Back to top
View user's profile Send private message Visit poster's website
fud





Joined: 25 Jan 2006
Posts: 6990 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Wed, 3. Dec 08, 15:37    Post subject: Reply with quote Print

You didn't have to change anything in Tships did you? I'm assuming it's just a scene fix?

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Wed, 3. Dec 08, 16:21    Post subject: Reply with quote Print

Correct.

Only adjusted the fudged up turret orientations so they may fire happily ever after.

Simple, effective, compatible with everything.


Things like the freaky left/right turrets on the Titan (or whatever ship it was) I'll leave to Egosoft. Messing with the base TShips is just well... messy. =)

Back to top
View user's profile Send private message Visit poster's website
fud





Joined: 25 Jan 2006
Posts: 6990 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Wed, 3. Dec 08, 20:30    Post subject: Reply with quote Print

I figured. Smile

You can just about adjust those things in notepad, without even needing max/etc.


What's wrong with the Titan? I remember in R, there were a couple ships that had the turrets flip/flopped, on the Orca maybe?

If there is a ship like that in TC, I can take a look at it.

You could, in theory, re-arrange the text in the bod file to match that of the Tships, with regard to the indexing of turrets/cameras. That'd be a way to do it with just a scene, rather than scene + modified Tships.

It'd be a pain in the ass, but doable.

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Wed, 3. Dec 08, 21:04    Post subject: Reply with quote Print

fud wrote:
You can just about adjust those things in notepad, without even needing max/etc.

I even consider it easier to just do that in a text editor.
In 3D you have to find and figure out the axis orientation and then adjust the turrets to the exact same angle.
With a text editor you look up the indices in TShips and cut/copy.
Guess it depends on what you're more comfy with.

Quote:
What's wrong with the Titan? I remember in R, there were a couple ships that had the turrets flip/flopped, on the Orca maybe?

Not sure if that was the titan but one or more ships had the wrong turret type assigned in some turrets.
Not really broken but weird when left/right turrets use different lasers. =)


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Back to top
View user's profile Send private message Visit poster's website
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
modified
PostPosted: Fri, 5. Dec 08, 18:58    Post subject: Reply with quote Print

Version 3.00 released.

Split Tiger: fixed.

Poor thing. Four of five turrets were broken. And seriously so.
WTF...?

Terran Springblossom: fixed.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.


Last edited by Gazz on Fri, 5. Dec 08, 19:21; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
xiriod





Joined: 06 Nov 2002
Posts: 1102 on topic

Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:18    Post subject: Reply with quote Print

Did the 1.3 patch ignore these faults completely?

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:27    Post subject: Reply with quote Print

I don't think I'd fix it if it wasn't broken. =P

Whoever created these models apparently had no idea about how turret dummy and turret camera work together.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Back to top
View user's profile Send private message Visit poster's website
xiriod





Joined: 06 Nov 2002
Posts: 1102 on topic

Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:34    Post subject: Reply with quote Print

Gazz wrote:
I don't think I'd fix it if it wasn't broken. =P

Whoever created these models apparently had no idea about how turret dummy and turret camera work together.



Well, you could've had the Steam version like me and decided to fix it before the patch comes out, soon[tm] Smile I guess some of the EGO ppl are doing too much space weed though.

Some say that the Q's turrets are screwed up as well, is that so?

EDIT: Oh, and some say it is possible to unpack and put these files in their respective directories in the main folder of the game and it will work in TC. True story? Smile

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:46    Post subject: Reply with quote Print

No, I'm not messing with Steam. It's incompatible with my zodiac sign.
If I break the DVD, I buy another. *shrug*

Unpacking the CATs is pretty regular procedure for modders.
If you delete the CATs after unpacking the game is running on the text files.

PS: Don't do this at home, kids!


Quote:
Some say that the Q's turrets are screwed up as well, is that so?

I bet that a lot of turrets are still borked which leads to interesting and very much exploitable dead zones.

I'm not actively looking for that crap. If someone has a captured one and can confirm a large dead zone with turrets, I might fix it.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Back to top
View user's profile Send private message Visit poster's website
xiriod





Joined: 06 Nov 2002
Posts: 1102 on topic

Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:51    Post subject: Reply with quote Print

Gazz wrote:
Quote:
Some say that the Q's turrets are screwed up as well, is that so?


I bet that a lot of turrets are still borked which leads to interesting and very much exploitable dead zones.

I'm not actively looking for that crap. If someone has a captured one and can confirm a large dead zone with turrets, I might fix it.


Hehe. I think it was something about one turret being able to cover two sides through clipping and that the back turret did not work correctly and thus made a weak spot Smile

Good work though! I guess you'll be up to v5.00 by the end of the day. Hehe.

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 19:52    Post subject: Reply with quote Print

Oh, I just choose a simple system.

Version number = number of ships fixed.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Back to top
View user's profile Send private message Visit poster's website
TSM
Not a Moderator




Joined: 01 Jul 2004
Posts: 1765 on topic
Location: Lancashire,UK
Thank you for registering your game
PostPosted: Fri, 5. Dec 08, 20:04    Post subject: Reply with quote Print

Gazz wrote:
Version 3.00 released.

Split Tiger: fixed.

Poor thing. Four of five turrets were broken. And seriously so.
WTF...?

Terran Springblossom: fixed.


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 Rolling Eyes


_________________
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
Back to top
View user's profile Send private message Visit poster's website
SpenzOT





Joined: 21 Oct 2008
Posts: 127 on topic

Thank you for registering your game
modified
PostPosted: Fri, 5. Dec 08, 20:11    Post subject: Reply with quote Print

You might want to check the Q. 2 false turrets (1 rear turret and a top turret), turrets that point in the wrong direction when firing (all turrets), turrets that do not fire at angles they should be able to (side turrets), 1 turret that fires at an angle it should NOT be able to (rear turret), turrets that are crooked on their mounts (all turrets).

The Q was a rush job I can already tell. It needs loving. Then again, I think the Q is beyond a mod fix. It needs a serious overhaul.



Last edited by SpenzOT on Fri, 5. Dec 08, 20:14; edited 1 time in total
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic This topic is locked: you cannot edit posts or make replies. Goto page 1, 2, 3 ... 17, 18, 19  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Sat, 21. Oct 17, 17:53

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2017
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.59460 seconds, sql queries = 29