Author Topic: Pcs  (Read 6282 times)

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Offline TrashMan

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Isn't the max rotating suobjects for things like radar dishes?

Anyway, how can I get all of my turrets to work? Is there a exe file I can download or something?
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Offline EdrickV

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Quote
Originally posted by TrashMan
Isn't the max rotating suobjects for things like radar dishes?

Anyway, how can I get all of my turrets to work? Is there a exe file I can download or something?


As far as I can tell, the data for regular subsystems and turrets use the same structure to store their info and the game doesn't seem to care whether a rotating submodel is a turret or not when it comes to the maximum. That max number is used in collision detection code, so going over that might screw up collision detection. (And that in turn could cause a crash.)
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Offline tomcat

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Quote
Originally posted by Vasudan Admiral
well, one potential problem there is that unless you are using DTP's version, fs will only accept 10 rotating turrets. :(

That is a WRONG Information. FS2 accept more than 10 rotating turrets..Check the EA Nova from TBP 16 rotating multi turrets.
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Offline TrashMan

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Does anyone here know ANY way to get my 22 rotating turrets to work?
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Offline Vasudan Admiral

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well, thats the info i got from looking at the source code. and that can't really be inaccurate. do all 16 of those rotating turrets rotate and fire? (if anyone will test this, make sure to use the regular fs2 exe)
as for the turrets, have you tried renaming them yet?
and if you use one of DTP's fs2.exe versions, i think they would work for the rotating turrets. do a search for it.
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Offline tomcat

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damn ...didn't actualy play TBP?:) try and see.. Nova has 12 masive rotating turrets + 4 point defense turrets all with multi barel and rotating.
that 10 rotating objects is refering to Radar dish, solarpanel, rotation section . Turrets are a different thing.

and we are not using ANY modified EXE..yet.
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Offline Vasudan Admiral

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hmmm, intresting, looking through the code that actually calls/uses that, it seems you could be right. although wether by chance of design, no :v: ships have over 10 rotating things. be them turrets or otherwise.
although this:
Code: [Select]
// Don't check it or its children if it is destroyed or it is a replacement (non-moving)
if ( !child_submodel->blown_off && (child_submodel->i_replace == -1) ) {

would to me imply that subsystems can have children glued to them. afaik this is only possible with rotating turrets-the arms. correct me if i'm wrong someone? :)
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Offline TrashMan

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The battlecruiser actually had 10 turrets - my mistake.
I made 12 turrets on the Iowa non-rotational (the other 10 rotate around the y axis). Did the same on the Vanguard (it has 8 rotating missile launchers and 10 turrets, so I kept the missile launchers).
Now they both work fine.
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Offline TrashMan

  • T-tower Avenger. srsly.
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The battlecruiser actually had 10 turrets - my mistake.
I made 12 turrets on the Iowa non-rotational (the other 10 rotate around the y axis). Did the same on the Vanguard (it has 8 rotating missile launchers and 10 turrets, so I kept the missile launchers).
Now they both work fine. Have to test more.
I designed the Iowa so that it can attack 2 targets, focusing 75% of it's firepower on the first, and 25% on the second target. But that is only possible with ALL the turrets (and it looks damn cool).
If they don't work, then I'll search for some exe file or something...

I'll put all my ships for download over the next weekend.
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Offline IPAndrews

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80. 100. 53. 10. 995. 2000.
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Offline TrashMan

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Offline IPAndrews

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I thought I'd just chuck some more useless random numbers into the conversation.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.