[MOD] Turret Fix - 75 ships
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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.
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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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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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.
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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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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that is correct just overwrite the old and reselect in the mod package and your good to go.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?
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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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
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
There once was a buggy AI
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the subject discovered
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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.
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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
)

There once was a buggy AI
who decided her subject must die
when the plot was uncovered,
the subject discovered
that sadly the cake was a lie.
who decided her subject must die
when the plot was uncovered,
the subject discovered
that sadly the cake was a lie.
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As far as I can see I'm done here.
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.