[MOD] Turret Fix - 75 ships
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What's up, peoples?
I ran out of ships here...
I ran out of ships here...
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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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There's also shipyards which sell all these shiny new ships - and then there are cheat scripts.
If I only did what takes minimum effort this thing here would not exist.
Buy a few ships, put a few lasers on them (don't need a full loadout) and check the turret arcs. I don't think that would be such a hardship considering you even save yourself a lot of aggravation later...
If yes, then it works.
If I only did what takes minimum effort this thing here would not exist.
Buy a few ships, put a few lasers on them (don't need a full loadout) and check the turret arcs. I don't think that would be such a hardship considering you even save yourself a lot of aggravation later...
Well, did it's lasers fire over the full turret arcs...?xiriod wrote:How about the Teladi Heavy Osprey's turrets? Do they seem fine?
If yes, then it works.
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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Err, does that mean they work or they don't work?ezra-r wrote:I'd say the Terran mobile mining ship turrets are wrong too since it makes no sense to have two turret slots for mining, the front is needed for defence instead of mobile mining, the turret left can host 2 of those special items for mining.
Can the laser fire anywhere over the full turret arc?
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 am not sure if it has been reported or not, but Rays guns fire throught the hull. Especially those mounted on top firing down. I am not sure if it can be fixed though.
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With boron ships that is practically unavoidable.plynak wrote:I am not sure if it has been reported or not, but Rays guns fire throught the hull. Especially those mounted on top firing down. I am not sure if it can be fixed though.
Front/side turrets fire straight down.
Boron ships rarely have any properly flat surface at the "borders" where you
- can put the turret mounting plate
- can let a laser fire down without hitting the ship.
So either the mounting plate is attached to thin air, or the turret body is stuck inside the ship... or the lasers fire though the ship.
Decide for yourself what looks worse.
As long as the lasers do fire, it does not concern me much.
This isn't broken. The ship can work in game.
But still - sometimes I take even the slightest misalignment as an excuse to move the ship's cockpit. =P
Look at the Heavy Hydra. Before, all you would see is a tiny brown spike at the bottom of your screen.
Compare that to the cockpit it has now.
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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Thanks, I just found it odd. Wnen I fly a M2 I simply park it somewhere and wath the show. Will try to live with it. I still have not tried this fix of yours as everytime I check, the number of fixed ships is higher
I will wait for the final version 


Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
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That wait might be as long as the one for the final version of MARS.plynak wrote:I still have not tried this fix of yours as everytime I check, the number of fixed ships is higher :) I will wait for the final version :)
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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There's no major uninstall procedure, so updating isn't difficult at all. All you have to do is delete the old cat/dat files (I keep a text file that lists what numbers correspond to what fake patches inside the program folder) and plop in the new ones, renaming them to the number of the ones you deleted. Next time you start the game, it'll load just like before and all you have to do is leave the sector to fix the newly redone ships.plynak wrote:I still have not tried this fix of yours as everytime I check, the number of fixed ships is higherI will wait for the final version
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No.. I mean, the front turret assignment does not have usable weapons, just the mining weapon (cant remember name now), tractor beam, etc..Gazz wrote:Err, does that mean they work or they don't work?ezra-r wrote:I'd say the Terran mobile mining ship turrets are wrong too since it makes no sense to have two turret slots for mining, the front is needed for defence instead of mobile mining, the turret left can host 2 of those special items for mining.
Can the laser fire anywhere over the full turret arc?
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Why should it be a bug that a dedicated mining ship can only equip mining lasers?ezra-r wrote:No.. I mean, the front turret assignment does not have usable weapons, just the mining weapon (cant remember name now), tractor beam, etc..
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 seems that when a turret-set (front, left etc set) is operated manually,
the turrets within that turret-set try to aim at a point 2km away from the camera, in the direction that the camera is pointing.
(the 2km seems to be the same, regardless of the installed weapon type)
This effectively defines each turret's firing cone.
But when in 'turrets attack enemies' mode, does each turret act (aim) independently,
or are they still restricted by the turret-set-camera's 'visibility cone' ?
If they are independent in this mode, presumably they regain their full firing arc effectiveness.
(so even badly orientated turrets would be fairly effective?)
the turrets within that turret-set try to aim at a point 2km away from the camera, in the direction that the camera is pointing.
(the 2km seems to be the same, regardless of the installed weapon type)
This effectively defines each turret's firing cone.
But when in 'turrets attack enemies' mode, does each turret act (aim) independently,
or are they still restricted by the turret-set-camera's 'visibility cone' ?
If they are independent in this mode, presumably they regain their full firing arc effectiveness.
(so even badly orientated turrets would be fairly effective?)
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The camera controls targeting. All turrets on a facing will only fire at a target picked by the camera. The camera does not check to see if the turrets can shoot at a target it is designating however, which is the bug Gazz is fixing in the first place by making turret arcs and camera arcs sync up.But when in 'turrets attack enemies' mode, does each turret act (aim) independently,
or are they still restricted by the turret-set-camera's 'visibility cone' ?
Changing weapon assignments requires modding the tships and/or the tcockpits file, which is presumably outside the scope of the turret fix.No.. I mean, the front turret assignment does not have usable weapons, just the mining weapon (cant remember name now), tractor beam, etc..
Last edited by Sandalpocalypse on Sun, 14. Dec 08, 00:19, edited 1 time in total.
Irrational factors are clearly at work.