[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 »

I'm noticing an annoying static noise while flying the Hyperion now, but I don't know what's causing it. Without the mod, it isn't there. With the mod, static. The weird thing is it isn't always there - just in certain sectors. No other ships have the issue, only the Hyperion with the modified viewpoint.

Any idea why the viewpoint change for the Hyperion would cause a static noise?
Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter »

all i can think of is the engines...

But only in some sectors? I dont know really
User avatar
Cadvan
Posts: 2951
Joined: Sun, 14. Mar 04, 05:05
x4

Post by Cadvan »

AkrionXxarr wrote:Awesome work Gazz. Question though..

Did you look over the khaak ships, or Deca (or springblossom) ? I don't know if anything is wrong with them so I was just asking if you thought about checking them. :)
Youn should read the topic. over in German forum we helped him a bit and testet ALL ships for problems. and gazz fixed what we found.

And if you only read the first post you will see that #deca and springblossom are fixed!
paulms1980
Posts: 933
Joined: Fri, 5. Mar 04, 17:23
x3tc

Post by paulms1980 »

that static sound i remember being in x3R when u had a ship docked that hadnt cut its engines before engaging the docking computer
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Post by plynak »

Hello Gazz, I have tried an Odysseus yesterday. Would it be possible to change front turrents to the same layout as the side ones? I mean two on the top and two on the bottom. 4 turrets in the line seems strange.
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
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Yeah, that shouldn't be hard.
Just change the orientation of the ones you want to
0.500; 0.000; 0.000; 1.000
and move them a little bit downwards.
That's the 2nd position value.

But I looked at it with 3 eyes and didnt find anything strange with it!
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.
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Post by plynak »

Thank you for the answer. However I have no idea how to do that :( Seem I will have to get used to four in the row then. It seems to me that the side turrets, having a thinier spread, hit small targets better.
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
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

Gazz wrote:
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?

It can not only equip mining lasers, just that a ship with more than one turret dedicated to only mining laser is a waste and that ship has a BACK turret capable of defending and using other weapons, but FRONT turret would need the same too.

Thats my opinion

And there is not such a thing as mining ship in X3, its a TL, with too many mining slots.
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

plynak wrote:Thank you for the answer. However I have no idea how to do that :( Seem I will have to get used to four in the row then. It seems to me that the side turrets, having a thinier spread, hit small targets better.

Hmm, I just spawned one and tried and I kind of agree with you. Though I have no idea how to move them down a bit either. So yes, a bit strange now.
pauld@isomicro.com
Posts: 36
Joined: Sun, 8. Jan 06, 17:13
x3tc

Insane A++

Post by pauld@isomicro.com »

Had a break for a while to play FarCry 2, not as good as the original but it was not done by Crysis. Any hoooooo, I just have to say you have done a fantastic job Gazz.

Having found new patch 1.3, I thought I would check all the scripts that I use and found the new MARS, I also thought I would install the Turret fix, for some reason I had not done so before. When I jumped my Hyperion to the next sector having enjoyed your work beating up on a "Q" much harder to kill now, I was gob smacked by the new viewpoint it makes real sense. I have two Eclipses and sometimes they take a long time to dock so I land up taking the outside view to watch em. Now I can watch from the Bridge as it were and know when they are docked - it's great. Reading through here you make the changes sound minor but aesthetically and technically its massive plus to the game; it's more realistic and more challenging.

Don't know how you find the time, but a huge thank you, and to those that gave their time to test it.

Paul
Life's too dull without X3
______________________________________
ASUS Striker Extreme Ver2.0 Nvidia 680i SLI, 2.66Ghz Intel Core 2 QUAD Extreme, 4 Gig Corsair CM2X RAM, 2 x BFG Nvidia OC2 8800GTX's 768 Meg SLI Mode, 4 x 16Meg Cache Seagate Barracuda 300Gig RAID 0/1, Creative Soundblaster X-Fi Elite Pro, Dolby 7.1 CreativeS700, Thermotake Tai-Chi Air Cooled Case, 2.2 KW PSU, WinXP SP-3, Iiyama Vision Master Pro 514 22" CRT.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

It's fascinating how people here appreciate the better view and added information value (Hyperion) but in the german thread there is constant crying (at least by 2 players =) about how I ruined X3.
...by moving the TM class cockpits...

I'm like... okay!
If you want things done your way, how about you do them? =P

Technically, moving the camera position is minor. It is, however, one of the most defining aspects of a ship.
When you fly one of "my" capital ships, you know which one you fly. With the Egosoft versions you often need to read up on name and ship class to find out.
Many cockpit cameras were just plain abysmal. There is so much you can do with those!
Teladi designs for instance are bulky and ugly, choosing the lowest bidder over the best design. As a result their view is on average a bit more obstructed than on other ships. =)


The Ody looks that way because much like a carrier captain would be concerned with fighters, an M2 captain probably wants to keep an eye on the turrets.
With the Ody being an "old" ship, it has no dedicated cockpit camera to move around so the mountain came to the prophet.
On Reunion 1.0 ships you can't (easily) move the cockpit without editing TShips as well.
Welcome to my world of trade-offs and workarounds!
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.
Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Post by Hieronymos »

Gazz,
great work. If I may presume to ask, would you give your permission for your mod to be incorporated into the DDRS mod when it ports over to TC? With full credit for your excellent work, of course!
Regards,

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

Post by PaulP »

Thanks paulms1980, my static noise WAS from docking ships to my Hyperion while still moving. I hadn't realised I needed to kill the engine and wait for the ship to completely stop before docking.

It didn't happen until after the camera switch, I guess the new camera view is so close to the docked ship's engines that it makes the sound.

When it first happened I thought my right speaker was going out, because it kept making static - but the left one didn't. Turns out, this was because I docked my Pirate Kestrel in the right docking port without cutting the engines, so the engine noise was blasting through my right speaker - which sounded a lot like static.

I guess this puts an end to my high speed fly-by docking. Now I have to wait a couple seconds to stop, else I hear the dreaded static. :D

On another note, I notice a lot of Paul's on this forum. It seems like the last few weeks half the people I meet have the same name as me. I meet two guys in a waiting room, Paul and Paul. Go to a dentist, the assistant? Paul. Go to my brother's house, the guy who works for him is over - his name? Paul. Looking in this page of the thread, I see two other Pauls. Introduce myself to a girl, her name? Paula. It's spooky.
PaulP
Posts: 186
Joined: Tue, 18. Nov 08, 00:50
x4

Post by PaulP »

Ok, false hope there... I thought it had stopped, but it still happens. I suddenly realised whats making it occur...

Every time I strafe to the right, annoying engine noise. Strafing to the left = no problem.

Every time I turn to the left, engine noise. Turning to the right is no problem.

I believe it's the camera position. I assume its really close to some of the maneuvering thrusters, since it only occurs when turning left or strafing right.

Gazz, could you look into this? Maybe move the camera a teensy bit, or something. The engine noise is really annoying. I really really like the larger view of the Hyperion, but I can't stand the staticy engine noise.
Aensland
Posts: 2
Joined: Fri, 19. Dec 08, 10:18

Post by Aensland »

Well, pretty good mod/fix. It has made combat really more interesting with certain ships. But i have a nasty problem since i have updated from Version 39 to v75.
I was Flying on my Centaur Prototype in Heretics End and wanted to change to my Skiron. Made it come to the sector, changed ship and made a jumpdrive to Zyrs Dominion.
The probem is that when the ship arrives to the Zyr West gate and normally it would go acrooss it and accelerate trought it, it doesn't. It remains at 0m/s and the gate sucks the ship backwards and makes it jump to the East gate of Famyly Zyarch and repeats on a loop the same jump within those gates :lol: ( i have then to shutdown the game process).
Tried making a Jump and Move to Position and it works but: there is no Skiron model on 3rd person; the crossshair says that i am at 67 km of a station that is really at 5 km; the targetting system has disappeared ( no reticule where the ships are headding) :shock: .
Been trying differente saves and different sectors with no succcess. So i have removed the mod (Installed as fake patch), loaded a game, changed sector and the Skiron model is visible and lets my jumpdrive without problems.
Hopefully this will help you debugging the Skiron.
P.D. Sorry for my English. :P
Eightbit
Posts: 50
Joined: Sun, 1. Jul 07, 03:22
x3tc

Post by Eightbit »

The only issue I could see with changing the piloting camera views would be that some ships have their cockpits upfront etc. And some people might appreciate that accuracy. But the stock views already ignore some of the graphical cockpit positions. So really no damage done imo.


I like it a lot so far grazz. Especially my shrike! The only m7 I have atm. But the new view actually seems to correspond with what could be the cockpit. And is super bad ass!
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Aensland wrote: Hopefully this will help you debugging the Skiron.
I can't see anything to debug.
The model works and I can change sectors with this or other ships just fine.
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.
Aensland
Posts: 2
Joined: Fri, 19. Dec 08, 10:18

Post by Aensland »

Reinstalled the mod and tried an earlier save.
It works and i can see for the first time the new cockpit view of the Skiron :) .
It seems i had four corrupted saves. I am happy to be of those that save really often, even in the same sector :roll: .
Thanks for looking at it.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

I have no idea how to reproduce any "static sound" when flying a Hyperion.

It just doesn't happen.

My guess would be the ever popular ffdshow/codec issue. People have all sorts of weird sound bugs with misbehaving codecs.
Maybe take a look at tech support...?
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.
devir
Posts: 100
Joined: Mon, 20. Mar 06, 23:20
x3

Post by devir »

Gazz wrote:I have no idea how to reproduce any "static sound" when flying a Hyperion.

It just doesn't happen.

My guess would be the ever popular ffdshow/codec issue. People have all sorts of weird sound bugs with misbehaving codecs.
Maybe take a look at tech support...?
Why are we blaming the codecs? I've run tons of games on my system over the past few years with a multitude of codecs installed and never ran into sound issues.

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