[MOD] Turret Fix - 75 ships

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kennet0508
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i did =)

Post by kennet0508 »

i know, i put up a new thread here: http://forum.egosoft.com/viewtopic.php?t=236173

was an easy fix, its just.. it was my first time modding tships, so now i fixed it to left right / up and down are corresponding instead of left down / right up

:lol:
Walterses
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Post by Walterses »

ok im slightly confused here... does this script having anything different to a plain patched 1.4 version? cause i cant tell lol... says its included in 1.4 but shows there are updates to this script after 1.4 was released...
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
kennet0508
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changes

Post by kennet0508 »

Changes

Egosoft removed some of the altered cockpit layouts so basically from what ive learned is that

Egosoft Patch 1.4 has all turret changes and "SOME" of the cockpit placement changes

Gazz's turret fix has "ALL" the cockpit changes,

so all in all, gazz's changes makes for smoother flying as it feels more realistic in so many ways =)

but its Gazz's personal prefference that is the main difference

(This is what i think is the answer to the question, i am not gazz so i can not say if i am correct)
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Gazz
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Re: changes

Post by Gazz »

kennet0508 wrote:so all in all, gazz's changes makes for smoother flying as it feels more realistic in so many ways =)
To which some strongly disagree, of course.

For instance the new cockpit position of a carrier might not be optimised for using the ship as a battering ram or it might not be in the exact position that someone else percieved the only possible one on the ship.
(Don't laugh - those were actual complaints!)

Thankfully I have a very easy going policy for that sorta thing. My mod. My way.
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.
largoteg
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Post by largoteg »

Hi,

I've been told about the Gazz's turret hot fix, and here is my question:
I have a non-modified X3TC, in 1.4, and it appears that since few gale hours, the front turret of my advanced eclipse is no longer working, whatever the order I give to it, whatever the laser I put on it ...

Would anyone here know how to "work around" this pb ?

thank you in advance !
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Gazz
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Post by Gazz »

Since you have 1.4 already, this mod will not help at all.

My best guess is a locked up turret script from an overworked CPU.
The X3 load balancing shuts down scripts at random...

Either that or it's something more creative.

MARS is (largely) protected from these kind of lockups but it's the only turrets script that I know to have that feature.
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.
largoteg
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Post by largoteg »

so shall I understand that I have to install MARS on my 1.4 and check whether it works better ?
largoteg
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Post by largoteg »

Gazz wrote:Since you have 1.4 already, this mod will not help at all.

My best guess is a locked up turret script from an overworked CPU.
The X3 load balancing shuts down scripts at random...

Either that or it's something more creative.

MARS is (largely) protected from these kind of lockups but it's the only turrets script that I know to have that feature.
when you say "shut down", does it mean my saved games are somehow broken conerning the behaviour of my front turret ?

thanks in advance for any hints !
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Gazz
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Post by Gazz »

No. Only that this script is effectively frozen until the CPU load gets lower.

When this clears up depends on your CPU, background tasks, number and kind of scripts installed, your zodiac sign, number and type of ships in the sector and their occupation, and how many times you can sneeze in the space of one minute.

But as I said, this is a guess. Could be this or could be something completely different that I never heard of.
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.
cale_online
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Post by cale_online »

just to clarify (didnt wanna read 18 pages!)

i've got TC 1.4, so i dont really need this mod?
unless i want moved cockpits?
Lancefighter
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Post by Lancefighter »

this mod is rather obsolete as a turret fix.
Im also not sure if they did the cockpits or not... some, perhaps, some not.
cboath
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Post by cboath »

cale_online wrote:just to clarify (didnt wanna read 18 pages!)

i've got TC 1.4, so i dont really need this mod?
unless i want moved cockpits?
You don't have to read 18 pages, you know since 1.4 wasnt out when this thread was started.

You could simply read from your post backwards and find out that the turret fixes and MOST of the cockpit views were added in v1.4.
irR4tiOn4L
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Post by irR4tiOn4L »

I have a rather offbeat question, apologies if this is a bother because it probably isnt a 'bug', more a 'feature' (a most unwelcome one at that Egosoft!)

The Heavy Dragon's 4 gun, single turret is unable to fire directly to the rear in TC 1.4, despite the Dragon being able to do so and this being the primary task for a turret on a fast ship.

Does this mod 'fix' that so the Heavy Dragon is able to fire directly to the rear, or is that beyond the ambit of this mod and i must persist tolerating this 'feature'?
KaZTek
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Post by KaZTek »

This turret fix was added in the 1.4 patch. So if you have the current 2.1 patch, you absolutely dont need this, and if you still try to use it, you're obviously going to break something.
--
spectre900
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Post by spectre900 »

could you add a better pilot view fix for the Ageir? I very much like some of the view fixes for main/forward guns fire on some ships, but the Ageir dont apear to have a fix and is horrible to aim with. I saw it in the list but I guess it only changed some turrets?
oh, and if you wouldnt mind, maybe angle the side turrets slightly forward so they can fire at targets in front like the shrike? it allready has poor damage compared to other M7's after all.
cyanideghost
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Post by cyanideghost »

Any idea if these problems exist still in Albion Prelude?
I would love to see some fixes for alot of it.
I was expecting it to be alot more than the same thing, with new plots, but I guess I'm impressed with the game itself, if only they could make it work like Black Prophecy and Freelancer, with ALOT more realism (military tactics/real world type of concepts(You shouldn't be able to fight in a transporter craft, whoever saw armed transports taking out actual fighters?) this would be the ultimate.
For all its quirks, its the best game to date, has massive potential, I hope they fix the Planets so we can actually pass between them and see all dimensions of it.
</rant>
Anyways, thank you for your assistance and persistence in fixing these issues.
Wilson-MG-
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Re: [MOD] Turret Fix - 75 ships

Post by Wilson-MG- »

Gazz wrote:English / Deutsch
With a few small changes this mod has been included in the 1.4 patch.
Reading what Gazz wrote, I'm assuming it's been addressed some time ago. BTW, nice necro-post! :wink:
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Gazz
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Post by Gazz »

These changes were included in X3:TC as of the 1.4 patch.

The devs figured it was a good idea not to break all these ships all over again in AP so they did not change anything about that.

The only reason to use this mod at all is if you prefer some or all of the cockpit position alterations I assigned.

The End.
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.

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