[MOD] Turret Fix - 75 ships

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Gazz
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Post by Gazz »

What's up, peoples?

I ran out of ships here...
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fud
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Post by fud »

Good!

Now I can update yours with my TP mod. :)
Lancefighter
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Post by Lancefighter »

indeed, installation time!
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Cadvan
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Post by Cadvan »

not good.
There are still a lot of ships not testet.

Keep going guys, report all errors and test everything you have.
xiriod
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Post by xiriod »

How about the Teladi Heavy Osprey's turrets? Do they seem fine?
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Gazz
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Post by Gazz »

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...

xiriod wrote:How about the Teladi Heavy Osprey's turrets? Do they seem fine?
Well, did it's lasers fire over the full turret arcs...?
If yes, then it works.
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ezra-r
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Post by ezra-r »

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.
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Gazz
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Post by Gazz »

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.
Err, does that mean they work or they don't work?

Can the laser fire anywhere over the full turret arc?
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Cadvan
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Post by Cadvan »

the terran mining base can only mount mining lasers in 2 turrets.
but these turrets work.
so no need to fix that gazz.

the matter that these turrets can not mount weapons but only mining-lasers are a decision egosoft made. gazz is fixing broken turrets, not egosoft decissions about weapons ;-)
plynak
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Post by plynak »

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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Gazz
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Post by Gazz »

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.
With boron ships that is practically unavoidable.

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.
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plynak
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Post by plynak »

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 :)
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Gazz
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Post by Gazz »

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 :)
That wait might be as long as the one for the final version of MARS.
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dimstog
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Post by dimstog »

Gazz wrote:
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 :)
That wait might be as long as the one for the final version of MARS.
MARS is going to get even better ? Wooohoo!
Things are generally simple.
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OOZ662
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Post by OOZ662 »

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 :)
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.
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Cadvan
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Post by Cadvan »

whoever wants the final version should help us testing

at present there are all terran and argon ships testet.

still teladi, boron, paranid, split, pirate, khaak left
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ezra-r
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Post by ezra-r »

Gazz wrote:
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.
Err, does that mean they work or they don't work?

Can the laser fire anywhere over the full turret arc?
No.. I mean, the front turret assignment does not have usable weapons, just the mining weapon (cant remember name now), tractor beam, etc..
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Gazz
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Post by Gazz »

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..
Why should it be a bug that a dedicated mining ship can only equip mining lasers?
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exogenesis
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Post by exogenesis »

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?)
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Sandalpocalypse
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Post by Sandalpocalypse »

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' ?
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.
No.. I mean, the front turret assignment does not have usable weapons, just the mining weapon (cant remember name now), tractor beam, etc..
Changing weapon assignments requires modding the tships and/or the tcockpits file, which is presumably outside the scope of the turret fix.
Last edited by Sandalpocalypse on Sun, 14. Dec 08, 00:19, edited 1 time in total.
Irrational factors are clearly at work.

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