[MOD] Turret Fix - 75 ships

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ShadowWolf_Kell
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Post by ShadowWolf_Kell »

Gazz wrote:
ShadowWolf_Kell wrote:The raptor has a serious turret detachment issue given they're all 50-100 meters away from the hull. I cannot stress how rushed it looks.
I looked at the Raptor again and it's true. The front turrets (not all turrets =) were not aligned with the hull.
It was 1m, not 100, so I simply did not notice it before.

The funny part is, that this is the original ES placement. I did not move those at all.


If you're talking about the top/bottom turrets, well show me a place on that ship where a forward/backward facing vertical turret base can be placed.
Seriously. Show me!

If you delete split_m1_scene.pbd from the mod archive you get the old Raptor back.
It has the top/bottom turrets aligned with the odd angles of the ship hull.
As a result, the turrets don't work.
Your choice.
I discovered what the issue was. It's not that the turrets are disconnected from the hull, it's that AQC actually ommits displaying the base of the turret. You can see what I mean in the following screenshot. All the turrets except the far left one are too far to see the base due to AQC. Apparently you have to be quite close for it to kick in. As you move further away, even the rotation mounting disappears only displaying the top of the turret, which is what apparently gives it that disconnected look. Turning AQC off completely fixes the problem. Anyway my apologies. I was under the impression that they were actually not connected to the hull.

http://i177.photobucket.com/albums/w215 ... n00004.jpg
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Gazz
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Post by Gazz »

LOL!
Corpse_Maker
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Post by Corpse_Maker »

Gazz, is it possible for you to have a separate script just for the "turret fix"?

Thanks.
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Gazz
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Post by Gazz »

Sure. You extract 02.CAT and only take the models that disturb you. From those you copy the cockpit camera position over the ones in my mod.

Or modify them to whatever else you fancy.
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Vicrry06
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Post by Vicrry06 »

Do you know if Ego included the new cockpit positions in the 1.4 patch, or just the turret fixes?
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Gazz
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Post by Gazz »

Vicrry06 wrote:Do you know if Ego included the new cockpit positions in the 1.4 patch, or just the turret fixes?
Does that mean you won't apply 1.4 if I say "all of it"? =P
Last edited by Gazz on Mon, 22. Dec 08, 23:49, edited 1 time in total.
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firstmate
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Post by firstmate »

Awesome mod!


I am having 1 small problem though....

The Hyperion's new main gun positions on it's fins are causing some aiming problems. Because of the wide spread of the guns it is nearly impossible to shoot at anything smaller than an M7 with accuracy. Most of the time when I shoot at 'stuff' my rounds go sailing in a nice 'frame' past my target. The guns do however 'zero in' on a target when i have the aiming reticule directly over a hull, but this does not help when i'm leading shots or otherwise aiming by the auto-aim prompt. this has resulted in me being pretty ineffective against fighters, and to a degree, corvettes.

I dig the look of the guns shooting from the fins as it's all tie-fighterish, but performance-wise it's rough. I was wondering if you could place them in the 'mouth' of the ship itself or somewhere more central?

I love the new view i get on my Hyperion, makes it so much more fun to fly. I'm also enjoying the Skiron's new view too. perfect!
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Gazz
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Post by Gazz »

You probably use the "new" control scheme.

If you use "Boresight Fire" (or set it to the mouse button), auto aim will work as well as it did in Reunion - including for the Hyperion.
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firstmate
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Post by firstmate »

Gazz wrote:You probably use the "new" control scheme.

If you use "Boresight Fire" (or set it to the mouse button), auto aim will work as well as it did in Reunion - including for the Hyperion.
i do use it, and enjoy it as a personal preference. I'm not sure if i would be willing to forego that for the mod however :(
Vicrry06
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Post by Vicrry06 »

Gazz wrote:Does that mean you won't apply 1.4 if I say "all of it"? =P
No - just that post earlier about the Deimos is not particularly inviting and I do like where the seat is in my Orca and my Panther - especially the Panther as I have a good view of the nose which is frequently used to club fighters in that blind spot directly over the ship..
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Gazz
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Post by Gazz »

The Hyperion also has 10 turret lasers.
That is way beyond the firepower of any other M6.

With PAC/HEPT these can deal with a lot of small targets.
They even take Frag Bombs for mid sized targets...


I don't know exactly to which extent the mod was used, either. *shrug*
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firstmate
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Post by firstmate »

Gazz wrote:The Hyperion also has 10 turret lasers.
That is way beyond the firepower of any other M6.

With PAC/HEPT these can deal with a lot of small targets.
They even take Frag Bombs for mid sized targets...


I don't know exactly to which extent the mod was used, either. *shrug*
i agree on the inherent effectiveness because of loadout. however, my control scheme + the mod makes my hyperion inferior in 'dogfights' compared to my Skiron. I have grown accustomed to just barfing a tightly packed ball of CIG's at m3's and having them pop in 1-2 clicks. now i gotta fling myself around in circles shooting round after round into space hoping for a lucky hit or my turrets to connect. against m6's before i could land every shot, now about half of my shots end up sailing off into the ether. this is due to the hyperion's current 'wide' primary gun positions.

i wouldn't change anything about your mod, other than the hyperion's gun positions.

i can edit the file myself (i think) with some guidance, to get the primary guns to it's vanilla position, but i dunno how exactly that would work or where the ass and elbow would connect...
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Gazz
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Post by Gazz »

Basically, you take the original scene file from 02.CAT.

Then you copy all "weapondummy" entries to the same file in the current CAT. Should be 06 I think.

The drawback is that there will be a substantial range offset between camera and guns.
That was the main reason for moving them. Well, and that I dig the new looks. =P

Maybe I even left the old positions in the current version. Don't remember.
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strude
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Post by strude »

Hey Gazz, congrats on making it into the patch. Since installing this mod I have only just started the Terran play and am quite a way off of having a cap ship to actually see your work. Making it into an official patch says something about the quality of your work so I'm looking forward to flying some of the cap ships you modified. Once again, well done!
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Gazz
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Post by Gazz »

strude wrote:Since installing this mod I have only just started the Terran play and am quite a way off of having a cap ship to actually see your work.
Oh, you will most likely see it far sooner than you might like...

All AI cap ships (even M6) will have much more fun now, blasting your annoying fighterness to tiny bits.
The huge comfy dead zones on many ships (like the Q) suddenly got a lot smaller and since this removes a lot of "turrets not firing at all" situations, AI turrets will appear a lot more active.
(when the patch message says "several ships" it means 90-95 % of all cap ships. =p)


Then again, the cap ships didn't actually get stronger - they got debugged.
They now have the firepower they were supposed to have from the beginning.
(...or in Reunion)


And all who don't like the 1.4 cockpit positions can now go complain in the Tech Support forum. =)))
MWAHAHAHAHA!
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Nadrek
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Post by Nadrek »

Congratulations on your journey from "maybe a handful of ships" to "everything's been tested and fixed where required" to "It's in the 1.4 patch, you know, the line item that says Gazz".

From all reports, this is a wonderful piece of work (if mildly controversial in a few respects).
Lancefighter
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Post by Lancefighter »

wait, its in an official patch and you dont even know how much of your work was used o.0

Ah well, props for getting into an official patch 8)
Coffee-Man
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Post by Coffee-Man »

Simply the honor Gazz deserves ;). Nice work!

Just to add how many capital ships were fixed by Gazz:

Every M1, every M2, every M7, the Cobra M7M (only M7M with a gun turret...so again 100% for this shipclass ;)), every TL excluding the paranid Herkules, ATF Atmospherelifter and the USC Miningship...

I would guess that's more than 95% ;).
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Cadvan
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Post by Cadvan »

the official patch only includes the turret fixes. the camera settings of cockpits are set back to vanilla :cry:
plynak
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Post by plynak »

How to proceed when installing the 1.4 patch. Should I disable the MOD or can I leave it and just install the patch?
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