[MOD] Turret Fix - 75 ships

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

PaulP
Posts: 186
Joined: Tue, 18. Nov 08, 00:50
x4

Post by PaulP »

Its the engine noise.

It only happens in the new view point. Turning left, rolling right, or strafing right all plays the sound. I can only assume the viewpoint is near one of the thrusters.

I guess I can just turn my volume down :P
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

devir wrote:Why are we blaming the codecs?
Because that's a known issue with X3 and can cause garbled sound?

If it was just the engine sound it would be... engine sound.
Not "static noise".


But its also true that you always hear engine sound in the Hyperion. The volume depends on the cockpit position and is indeed higher at the new position.
I never noticed it even with effects at 100%. I had to set the volume to AC/DC to even hear that it's there.
The music at 65% and voices at 80% were always clearly audible in comparison.


I uploaded another version with a changed Hyperion. The engine sound should now be about as loud as it is in vanilla. To avoid a noticable range offset with the cockpit lasers I had to move them, too.

As a nice touch the lasers are arranged exactly as they appear on the cockpit laser display.
Invaluable for not just using different laser groups but symmetrical ones. =P
Last edited by Gazz on Fri, 19. Dec 08, 22:22, edited 3 times in total.
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.
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

PaulP wrote:Its the engine noise.

It only happens in the new view point. Turning left, rolling right, or strafing right all plays the sound. I can only assume the viewpoint is near one of the thrusters.

I guess I can just turn my volume down :P
Strange though. I only have this some times, very seldom. But almost always after I have been in a small ship and docked with the Hyperion. So I wonder if this is a bug-ish thing that isn't entirely this mod's fault.

When I had my Boa, in my first game, I had this every so often too. And then I docked a lot of ships manually.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

xiriod wrote:Strange though. I only have this some times, very seldom. But almost always after I have been in a small ship and docked with the Hyperion. So I wonder if this is a bug-ish thing that isn't entirely this mod's fault.
Hmm. Does the sound persist if you save/reload?
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.
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

Gazz wrote:
xiriod wrote:Strange though. I only have this some times, very seldom. But almost always after I have been in a small ship and docked with the Hyperion. So I wonder if this is a bug-ish thing that isn't entirely this mod's fault.
Hmm. Does the sound persist if you save/reload?
It bothered me in my first game, but I quit that fairly early on so I can't remember if I tried that. In this game though, it doesn't bother me all that much. And it goes away after a while. I am not sure if it is because I jump, dock, reload or any such action. I will monitor it next time it happens.

But it would not surprise me. Just now I had a build mission, and only the landing struts of the station was visible. When I put it down, the the texture of the planet in system just disappeared and I looked at a lovely whiteish-pink ball in space :)

Saving and reloading fixed that though.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Well, I tried it and the engine sound stays with the Hyperion.
It's origin is the center of the ship so the new cockpit is farther away from that, minimising the disturbance in the force.

However - as soon as I docked with the Hyperion at a station, the engine sound got a lot louder and stayed that loud after launching.

Save/reload in space did indeed fix that so apparently it's not a mod issue.

This "feature" is quite irregular, though. Sometimes it happens, other times not. Sometimes with having fighter(s) docked with the Hyp, other times - you guessed it.
Last edited by Gazz on Fri, 19. Dec 08, 22:50, edited 7 times in total.
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.
User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM »

not possible its a surround sound issue?
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
Corpse_Maker
Posts: 174
Joined: Sun, 9. Apr 06, 23:24
x3tc

Post by Corpse_Maker »

I have a quick question... if i want to uninstall this mod, how do i do it?
PaulP
Posts: 186
Joined: Tue, 18. Nov 08, 00:50
x4

Post by PaulP »

Just disable the mod or delete the files. Then jump any ships that have been affected out of the system (without you) and back in, so the ship is refreshed. Then it will be back to normal.
Corpse_Maker
Posts: 174
Joined: Sun, 9. Apr 06, 23:24
x3tc

Post by Corpse_Maker »

So there is a way to disable it? Is there in menu "disable" option?
PaulP
Posts: 186
Joined: Tue, 18. Nov 08, 00:50
x4

Post by PaulP »

Did you use it as a mod? If so you can just unselect it. IIRC you hit a button on the right side (I forget what it's labeled as) to set it to select no mods.

Or you can just delete the files.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Edited Nova Raider/Prototype.

Purely cosmetic change that aligns the actual lasers on the ship with the laser display in the cockpit.

You can assign prettier and generally more orderly laser groups...
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.
Commander Zane
Posts: 284
Joined: Thu, 3. Aug 06, 05:23
x3tc

Post by Commander Zane »

This has been driving me off the wall, the front turret on the Heavy Centaur is non-existant when on the model itself it has an armed turret in plain sight.
User avatar
Cadvan
Posts: 2951
Joined: Sun, 14. Mar 04, 05:05
x4

Post by Cadvan »

to add turrets wouldn't be anny more a fix.

this mod make the turrets running and moves some cockpits so you see the ship youre flying.

he said it a couple of times allready: he wont add/remove turrets or edit the loadout of them.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Easy there. =P

What he means that it has been driving him off the wall.
The dead turret is gone with this mod. =P
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.
Creston
Posts: 1409
Joined: Tue, 3. Feb 04, 21:48
x3tc

Post by Creston »

Gazz,

I just loaded an old savegame in which I'm flying a Paradid Deimos M7. I have to say that I'm not really sure that that new "cockpit" camera makes a lot of sense?

This is where the cockpit camera is in the Deimos originally :


http://i461.photobucket.com/albums/qq33 ... deimos.jpg


Which seems to make sense, according to the model. When you look at it in external mode, that is what stands out as "the bridge." While the camera is probably pointed a little too upward so you don't see as much of the ship as might be cool, it makes sense that that is where you'd be sitting.


This is where the camera is with your fix.


http://i461.photobucket.com/albums/qq33 ... mosnew.jpg


That's just a piece of the hull? There are some windows (I'm guessing) a little deeper in, but the sense I get from the camera is that I'm actually strapped to a chair sitting on that slanted piece of ugly textured hull. It's really not very pretty...


Here's the view from the cockpit itself.

This is what it looked like :

http://i461.photobucket.com/albums/qq33 ... iewOld.jpg


The camera is maybe a bit too far in front of the actual bridge compared to when you look at it outside. It should maybe be moved back a little. But it still looks nice, and it's a distinctive look that immediately identifies the Deimos. (which is what you're trying to go for with most of your changes)


This is the new view :

http://i461.photobucket.com/albums/qq33 ... ewView.jpg


Now, I'm sorry, but that's just butt ugly...


Obviously it's your mod, and if you think your view is better then by all means keep it right there, but to me it really doesn't make any kind of logical sense to have the bridge right there...

Creston
Corpse_Maker
Posts: 174
Joined: Sun, 9. Apr 06, 23:24
x3tc

Post by Corpse_Maker »

I have to agree with you Creston, some camera cockpits are whack on capital ships. So is the Cerberus/Akurei Hauler... camera cockpit is to the side of the bridge, and the windows.

Would be cool if this script was in two versions where one is Full and other had just the Turner fix.
ShadowWolf_Kell
Posts: 35
Joined: Sun, 3. Sep 06, 07:27
x3tc

Post by ShadowWolf_Kell »

Unfortunately, this mod has gone beyond the scope of it's title. Some of us just want a no frills turret fix mod without the extras. Perhaps splitting the mod up into two seperate versions might work out better?

The raptor has a serious turret detachment issue given they're all 50-100 meters away from the hull. I cannot stress how rushed it looks.
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

I have to agree with the rest here. I also agree that it is your mod, and you do as you see fit. But it is not technically just a turret fix any longer. Everyone welcomed the turret fix, and it was a true blessing. But there are real mixed feelings about the new cockpits. Personally I like most of the new cockpits except the TM's, but I have not tried them all. But that is beside the point.

So it's either live with real messed up stuff from the originals, or choose to have turrets fixed and cockpits changed. Which then makes this a 'turrets & cockpits' mod, not only turrets.

I have just started to make a few scripts myself, and already are people asking me to make things. So I do understand, and none of us are being ungrateful. We just wish, maybe even as a Christmas present, that this was just a turret fix and that a cockpit fix would be a separate module.

Either case, I wish everyone good holidays and merry Christmas :)
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

ShadowWolf_Kell wrote:The raptor has a serious turret detachment issue given they're all 50-100 meters away from the hull. I cannot stress how rushed it looks.
I looked at the Raptor again and it's true. The front turrets (not all turrets =) were not aligned with the hull.
It was 1m, not 100, so I simply did not notice it before.

The funny part is, that this is the original ES placement. I did not move those at all.


If you're talking about the top/bottom turrets, well show me a place on that ship where a forward/backward facing vertical turret base can be placed.
Seriously. Show me!

If you delete split_m1_scene.pbd from the mod archive you get the old Raptor back.
It has the top/bottom turrets aligned with the odd angles of the ship hull.
As a result, the turrets don't work.
Your choice.
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.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”