Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Hades on August 30, 2007, 05:07:25 pm
-
Well the Main guns on the Deimos and anything with those Current battleship like guns, they don't turn realistic.Know what I mean?
-
you mean the barrels are intersecting with the base (thats normal)?
or the fact that the square base turns without a base to be mounted on?
thats normal. its mounted on the ship.
-
No I mean like when it turns left or right.
-
I don't get your point...are you refering to blob turrets?!?
-
Not the barrels, not the blobs, I mean the base of the gun.
-
does it move at all for you?
-
In game they move but, they does not turn realistic.
-
Please be clear...are you talking about the total turn time? If yes, we can't change it...it is part of the original table entry....
-
who cares if they dont move like navy guns?
the desing is probably different, including the movement mechanisms.
-
theyre jerky :D
dun-te-duh
technically they dont move like any kind of guns. seems they jump to their targets, and it seems they dont scan when not tracking anything. and they generally defy sane rules of mechanics. if they were real theyd stip some gears, considering how massive those turrets are. also they seldom fire things down their bore like they should, why use a turret when you can vector your shots magically. of course thats the way theyve always been and changing them would break missions and alter gameplay. id love to have turrets that work like, well, turrets. fortunately lua implementations are somewhat easyer to do than to change things in-engine. its re-inventing the wheel, but at least the wheel is round :D
-
You can still force the turrets to fire along the barrel line. Just use '$swarm: 1' weapons. Then you can also set the turret rotation time in the ships.tbl then that swarm setting really does start to have an effect..
-
i still consider using swarm a hack :D, not that it ever stopped me from using it. still that mainly only works for blobs flaks and missiles. the only way to get that effect with a beam is to use a type 4. but then that usually makes the turret miss alot. i always thought it strange that the big guns never fired the big weapons. sure the dish based beam cannons are somewhat explainable, but thats no reason not to have beams on multipart turrets.
-
this was one of the many things I fixed in the off axis turret/submodel code.
oh well...
-
IIRC type 4 beams tend to be inaccurate at certain target angles as AI actually uses calculated lead when firing those (instantaneous weapons -> misses a lot). But that can be fixed too.
-
this was one of the many things I fixed in the off axis turret/submodel code.
oh well...
will that ever get debugged and re-commited? and what about that hydraulic piston thing? is that still around? i was gonna use it in a model i was slowly working on. :D