[MOD] Turret Fix - 75 ships

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xiriod
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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.

lLongshanks
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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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Gazz
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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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xiriod
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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.

Ravenholme
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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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xiriod
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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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Gazz
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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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OOZ662
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Post by OOZ662 » Sat, 6. Dec 08, 20:57

Gazz wrote:Back in Reonion
Wha'd you have for breakfast again? :lol:

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 22:52

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.
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kipstafoo
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Post by kipstafoo » Sat, 6. Dec 08, 22:53

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

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 22:59

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.
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ZincThallinide
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Post by ZincThallinide » Sat, 6. Dec 08, 23:00

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?

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 23:04

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?
It is a bugfix. Noone can "expand the firing arcs".

Misaligned turrets are broken because turret scripts stop working for no apparent reason.
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ZincThallinide
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Post by ZincThallinide » Sat, 6. Dec 08, 23:29

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 :)

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Gazz
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Post by Gazz » Sat, 6. Dec 08, 23:37

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...
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ZincThallinide
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Post by ZincThallinide » Sun, 7. Dec 08, 00:24

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

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Post by PaulP » Sun, 7. Dec 08, 00:44

Wow, you're really building this up fast Gazz.

At this rate it will be the Universal TC Turret Fix within a week :P

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