Hardpointing is easy. Turrets only need a HpConnect at the base (where the bottom will mount to the ship) and one HpFire01 hardpoint. Just use HardCMP to add them once you have the finalised CMP. I'm liking what I see so far. Just be sure to have the barrel able to rotate a bit. For gunboat turrets it's important that a barrel can go almost horizontally - same for any turret really. The "Gunboat" one you've listed here looks suitable as a forward cannon more then a turret.
Can you size the missile one up so that a cruiser and battleship variant is made as well? I'd also suggest replacing that front grate with something that looks like a launch tube. If you can get that done, I can get these models in for 4.87 I wager.
[Edit] By the way, Hessians submitted their own turrets? I've not seen such a request.
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The cannons can be done better though, for now I wouldn't consider them acceptable for the mod. The textures are 'off' and the cannons are just two tubes at the moment. They need more definition. Look to existing Rheinland cannons for inspiration.
The missile launcher gets my official green light, but 'bigger' tubes might be a good thing, as its currently only stable in a role play seance for the hellfire rocket.
Such as Transport mining turrets, cruiser and gunboat cerbs and last but not least, basic battleship missiles?
if a good hardpointer shows up i could remade all the turrets for the game
@Ãternus Doleo
for some reason the hardpointer doesn't work good in my win7 and i decided for a HIVE missile launcher because of the number of missiles a ship can shoot from a turret (i have shooten like 30 on a single mission) plus it looks better XD i have to modify the turret to give better frontal aiming that could be easly done by just lowering the vertexes... also, where i can get turret models so i can size them good with the current game's standart?
you know what? im just goint to take this away before someone feels aluded... XDDDDDD
<strike>If you want to keep the long barreled forward gun/turret increase the 'base' (give it something to pivot the guns on and something that the can be explained as a feeder for the energy) of the cannon or put it in a housing block.</strike>
Edit: Just noticed how the pivot works on your turret. I suggest instead of making the turret housing long with the guns laying ontop, make it so the guns are 'housed' in the turret. This design would make more sense for the reasons explained below.
The current design of the turret looks like you put tubes on a waterbed. I'm not saying its bad, but like the others it does look 'off'. Not to mention such a large surface area would be detrimental to the gun/gun housing as it would attract more fire due to its large surface area. That's why many modern guns are compact housing that's just large enough to contain the components and often slanted/curved.
This is a modern cruiser housing block for example.
While your box design missile launcher is fine, I suggest making it 2-4 large launch tubes(no grate). The 'infinite ammo' can be explained as internal reload mechanisms that feed new missiles to their tubes.
' Wrote:<strike>If you want to keep the long barreled forward gun/turret increase the 'base' (give it something to pivot the guns on and something that the can be explained as a feeder for the energy) of the cannon or put it in a housing block.</strike>
Edit: Just noticed how the pivot works on your turret. I suggest instead of making the turret housing long with the guns laying ontop, make it so the guns are 'housed' in the turret. This design would make more sense for the reasons explained below.
The current design of the turret looks like you put tubes on a waterbed. I'm not saying its bad, but like the others it does look 'off'. Not to mention such a large surface area would be detrimental to the gun/gun housing as it would attract more fire due to its large surface area. That's why many modern guns are compact housing that's just large enough to contain the components and often slanted/curved.
This is a modern cruiser housing block for example.
While your box design missile launcher is fine, I suggest making it 2-4 large launch tubes(no grate). The 'infinite ammo' can be explained as internal reload mechanisms that feed new missiles to their tubes.
it is based on the 3.46"/78 SK C/31 Naval weapons of the Z class kriegmarine destroyers...:Dso if it worked for them it will work for the rheinmarine (i know about naval guns too)
you know what? im just goint to take this away before someone feels aluded... XDDDDDD
I noted the 3.46"/78 SK C/31 design. Not bad. But its still too low quality.
The larger guns as well. They need substance to them. Right now they are currently 4 planes of infinitesimally thin material. You need to add a second layer, to give them bulk.
Four sheets of paper, a battleship gun, does not make.
Another big issue you have is all the lighting is set as smooth. I don't know if this is the program you are using, or the way these will show in game. The point is, the lighting better not work like that in game, otherwise we will just have a Falcatta glued to all of our caps.
' Wrote:it is based on the 3.46"/78 SK C/31 Naval weapons of the Z class kriegmarine destroyers...:Dso if it worked for them it will work for the rheinmarine (i know about naval guns too)
At the very least increase the box at the base of the guns to conceal where they 'end' right now it just looks sloppy as the guns are just 'floating' next to the box. I would say looks and functionality at a basic level trump historical accuracy. Especially since this has occurred after the 'modern' era of guns I've shown.
Also I hope you didn't overlook what I said about the missile turret.
' Wrote:At the very least increase the box at the base of the guns to conceal where they 'end' right now it just looks sloppy as the guns are just 'floating' next to the box. I would say looks and functionality at a basic level trump historical accuracy. Especially since this has occurred after the 'modern' era of guns I've shown.
Also I hope you didn't overlook what I said about the missile turret.