Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on March 31, 2003, 10:48:19 am
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Here's a puzzler for you all - I've been looking to V's multi-part turrets in an affort to decipher their mysteries. It seems to me that there is little consistency as to which axes are uses to roate the turret submodels. The Hecate, for example, appears to have both bases and barrels rotating around Z. The Orion has bases on Z and the barrels on Y. Also, I was just looking at one of Aldo's models - the turret bases rotate around Z whilst the barrels use X.
And this is all despite Karajorma's tutorial stating that turret bases rotate around X and barrels around Z.
What's getting at me is that all these turrets work. Can someone please explain this stuff to me in idiot-proof terms?
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The really weird thing is on an old version of PCS I had to tell the turrets to revolve around Y. :D
It's beyond me too, that's why I said in the tutorial that it just makes ships that work :)
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Did anyone say Axe? (http://www.mgb-home.de/axe.gif)
:drevil:
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Setting the same axis for base and barrel never works for me.
Which sounds logical.
But there are several things on Earth ...
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can i just add to diamondgeezers list of rotating turrets, in mine i dont even have to say which axis to rotate under, and if i do it makes the pof unstable :confused:
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:wtf: :lol:
And that's offically bizare. Good work Dawrf, you've outdone me for wird FS2 errors :D
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I set BOTH the turret base and the barrels to rotate around y!
And the turrets work fine!:wtf:
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How Rare!
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What an odd thing to say...
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Well!
In StratComm's GTDn Archangel, many of the turrets don't rotate at all in ModelView, and yet work fine in FS2!