Changed the base plate of cap turrets to better fit with their vertical rotation style.
For those who were wondering, turrets will have a 45° vertical arc with no clipping issues:
cautious consideration. What about ships such that have portside and starboard mounted heavies? Wouldn't the lack of a 90° vertical firing capability be a huge hinder?
cautious consideration. What about ships such that have portside and starboard mounted heavies? Wouldn't the lack of a 90° vertical firing capability be a huge hinder?
These new models are tuned to 45° because that's the vertical arc on the current Mortar and HMortar's models, so their performance ingame is gonna remain the exact same.
FL engine adds some leeway to the firing arc (roughly 35-40° from each side, both horizontal and vertical) past the model's actual rotation limit, which is why it may seem like some turrets rotate more than 45°. That arc is not part of the model's "physical" rotation limit, and if you look at them closely, you'll notice the actual model of the weapon never rotates beyond the 45° point vertically (with only a few exceptions, like battlerazors). In fact, almost all snub guns and hardpoints are set to -45 45 horizontally and 0 45 veritcally, but they can cover close to a 180° cone in turret view just because of this leeway.
After burying myself in UTFEdit for a couple of weeks and then some more, trying to get firing animations to work properly, it turned out all those people who were telling me getting animations working is not worth the bother were not being lazy, and in fact, were just being reasonable and sane. After all, there's a reason animations were cut from the original game, and the leftover code in the engine makes it so even when they do work they're too inconsistent to look any decent (not entirely sure, but it does looks like it's based on framerate, so if there's any FPS fluctuation happening, it makes it so the animation may or may not trigger or play out properly, which happens a lot when all those flashy cap projectiles are flying around the place).
So yea... Unfortunately, firing animations isn't happening. Gonna drop a texture on it and submit as-is.
I don't think this will fit well. Some bombers, like the Umibozu and the Challenger, have cylinders as part of their hull inside which SNACs are mounted. These snacs, being quite flat and wide, might stick out. Also, if the scale is real, then the battleship mortar is far too small. It should be as large as a fighter, which battleship Cerberus and Razor turrets are.
(11-11-2018, 09:05 PM)Thunderer Wrote: I don't think this will fit well. Some bombers, like the Umibozu and the Challenger, have cylinders as part of their hull inside which SNACs are mounted. These snacs, being quite flat and wide, might stick out. Also, if the scale is real, then the battleship mortar is far too small. It should be as large as a fighter, which battleship Cerberus and Razor turrets are.
The bomber thing is already taken into account (that's what the "Hardpoint Revision" on the To-do list is for), as for the caps turrets:
Quote:The 3D previews aren't up to scale. Snub versions will be slightly larger than the current models, and the cap versions will be roughly Battlerazor-sized.