[MOD] Turret Fix - 75 ships

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Gazz
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Post by Gazz »

To be honest, I have no idea what turrets do when operated manually.
They are designed to be operated by turret scripts so I don't really care, either. =)

I just don't think it matters unless you somehow manage to get X3 running as a 6x split screen.
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Sandalpocalypse
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Post by Sandalpocalypse »

Manual control does matter more in TC, because of special behaviors like PPC/PSG charging.
Irrational factors are clearly at work.
exogenesis
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Post by exogenesis »

So in manual-mode presumably the player is doing exactly what the turret scripts are doing,
i.e. just pointing at the target, except the target has a specific distance.

What would 6x split screen show you?

Heh, the fixed ship count went up by two as I was posting here, keep em coming.
AkrionXxarr
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Post by AkrionXxarr »

The Boron Shark (M1) seems to have some screwy turrets. From what I can see the it's either the top/bottom or left/right (or both) since the ship is round it's kinda hard for me to guess what side is suposed to be shooting what way.

I'm seeing a few pointing upwards and a few pointing outwards.
draffutt
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Post by draffutt »

small problem with the Aegir you fixed gazz

before:[ external image ]

as you can see the turret under the engine is in the correct spot before applying the turret fix.

after:[ external image ]

after apply the turret fix it looks like the turrent was turned around so now it is inside the engine of this ship.
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xiriod
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Post by xiriod »

Hehe. Have anyone of you flown a Magnetar lately? I capture one, and I got a strange surprise when I entered it. The cockpit is outside on the left side of the ship :D
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Post by plynak »

If I use this as a MOD package instead of a false pack, how do I update? Just overwrite the old files and select the MOD package again in launch menu?
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draffutt
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Post by draffutt »

plynak wrote:If I use this as a MOD package instead of a false pack, how do I update? Just overwrite the old files and select the MOD package again in launch menu?
that is correct just overwrite the old and reselect in the mod package and your good to go.



i have checked out the following ships:

Khaak carrier: everything seems to be in-order

Khaak corvette: everything seems to be in-order as well

Khaak Hive queen: everything seems to be in-order as well with this one

Khaak Destroyer: the only thing noticeably wrong with this is one of the front turrets is floating in space (there are 3 and its the left one). it is really noticable if you jump into the cockpit and look left. the other 2 (bottom and right from the camera are attached) otherwise the turrets appear to be working correctly and are quite effectively.

Khaak Guardian: You may want to look at this one. the turrets fire from a point in space rather then from one of these 3 round things that are turrets (the 4th round one is the cockpit). 2nd there are a few sections of the ship that are not covered even thou the turret(s) are visable but don't shoot.

Caravel: the front and rear turrets camera's need some tweeking. for instance when you switch to the front turret; the turret is off in the distance (well maybe not that far but you'll see when you switch to it). the rear could use some tweeking as well

Mobile Pirate base hauler: needs work, the rear seems to fire 10 degrees off center. all three top turrets are able to fire at targets underneath the ship
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aquemnun
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Post by aquemnun »

for some reason this mod will not work for me at all. it works starting from a new game but whenever i load it CTDs. I have made a save where i have got rid of every ship this mod fixes and it still doesnt work. ditto with the empty sector trick. add ons i have installed are

improved boarding hotkey
marine repair
external docking
cheat script newest version (to script back the ships i have lost)

I have also tinkered around with the yokohama a tiny bit to let it use SSC's on the left and right turrets instead of the up and down ones.

EDIT: disregard for now i appear to have got it working. i just need to fly my ships through a sector without me to see if it has fully worked
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Coffee-Man
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Post by Coffee-Man »

It won't work with the external docking mod, neihter with the one from fud or with mine (english-version comming some day :P).
The Turret-Fix and the external-docking mod both made changes to the scene-files of the ships, so only one of these mods can be used in the game.
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Sandalpocalypse
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Post by Sandalpocalypse »

if all you care about is the docking for a couple of ships, you can paste the scene file for those particular ships over the turret fix's scene file. you'll get docking at the expense of the turret fix. Or, if you arn't feeling up to that, you can use the turret fix as a false patch and a docking fix as a mod; all the docking fixes would overwrite the turret fixes in that case though, so you'd lose the benefit of the turret fixes for many ships.
Irrational factors are clearly at work.
aquemnun
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Post by aquemnun »

indeed i just found that out for myself. oh well. i only really used the yokohama's external docking so it wont be a huge loss (i'll see if a freind can add the external docking for it in the turret fix mod, then i get exactly what i need :lol: )
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Cadvan
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Post by Cadvan »

ok, now argon, khaak, otas, split, terran, xenon, Yaki are testet

still left
Boron, teladi, paranid, pirate,
draffutt
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Post by draffutt »

RYU: both of the top 2 turrets point straight up
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Cadvan
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Post by Cadvan »

Ryu left and right turrets have black spots, so he will work it over.

now we have 9 races tested
argon, boron, khaak, Otas, pirates, split, terran, Xenon, Yaki

missing teladi, paraniden

i think i will take now the paranid
draffutt
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Post by draffutt »

gannet: turret camera pointing in the wrong direction. it faces to the right instead of straight back.
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Cadvan
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Post by Cadvan »

ok, all ships are testet. not for looking part, but firing arcs.
gazz got the list over in german forum wich are still to be worked.
after he fixed them all ships can fire in all turrets clear.
then only optical corrections could be done.

thanks for help :-)
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Gazz
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Post by Gazz »

As far as I can see I'm done here.
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TSM
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Post by TSM »

Gazz wrote:As far as I can see I'm done here.
Nice Job Gazz and the other's that helped test :)
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OOZ662
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Post by OOZ662 »

Sweetness. :D

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