Possible to have a turret rotate to face enemy?

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posted on September 20th, 2018, 2:54 am
Like the header states, is it possible to mod the game to have a turret rotate while stationary and face the enemy while firing?
posted on September 20th, 2018, 4:30 pm
There have already been topics that mentioned Rotating Turrets and I've done a forums search for them but there really isn't much information. You might have to do a word search within these to find what you might be looking for. I had to just to find "rotating" in some of these.

https://www.fleetops.net/forums/features/rotating-turrets-5096?hilit=Rotating%20turrets

https://www.fleetops.net/forums/features/turret-idea-6058?hilit=Rotating%20turrets

https://www.fleetops.net/forums/modifications/torpedoes-from-the-side-12404?hilit=Rotating%20turrets

https://www.fleetops.net/forums/armada/future-tense-semi-official-statement-12091?hilit=Rotating%20turrets
posted on September 20th, 2018, 4:34 pm
On further searching, I found this in the Guide.

It actually has a section on making Rotating Turrets:
http://guide.fleetops.net/guide/modding/tutorials/tips-tricks
posted on September 20th, 2018, 5:27 pm
the dominion hyperspace artillery ship is built by a constructor, could you make it so it doesn't have engines (make its movement speed 0 or something) but can rotate and re-skin it as a turret with a different weapon?
posted on September 20th, 2018, 11:10 pm
Thanks for the help guys, I'm gonna try and do that later tonight.
posted on September 20th, 2018, 11:17 pm
hellodean wrote:the dominion hyperspace artillery ship is built by a constructor, could you make it so it doesn't have engines (make its movement speed 0 or something) but can rotate and re-skin it as a turret with a different weapon?


Are all the physics in the odf file for the ships, or is there another odf file that handles all the physics for ships and stations??
posted on September 20th, 2018, 11:17 pm
USSJasmine wrote:On further searching, I found this in the Guide.

It actually has a section on making Rotating Turrets:
http://guide.fleetops.net/guide/modding/tutorials/tips-tricks


Thank you, I will check it out.
posted on September 21st, 2018, 2:38 am
I used the guide from the site and also altered the odf files, but the turret does not rotate at all.



unitname = "Weapons Platform"
tooltip = "Weapons Platform"
verbosetooltip = "Very Powerful weapons platform. Only operates near Power Plant"
hotkeylabel = "GAME-HOTKEY-Q"
race = "dominion"
scalesod = 0.5
buildtime = 15
dilithiumcost = 200
latinumcost = 100
biomattercost = 2
worthxp = 92
recycledilithium = 74
recyclelatinum = 29
recyclebiomatter = 8
recycletime = 36
maxhealth = 300
curhealth = 300
healthrate = 1.917
maxshields = 700
curshields = 700
shieldrate = 2.137
shieldgeneratorhitpoints = 123
engineshitpoints = 0
weaponshitpoints = 123
lifesupporthitpoints = 0
sensorshitpoints = 123
attackpower = 1.000
intrinsicvalue = 1.000
eventselect = "DominionPhaserSentrySelect"

weapon1 = "cardphaser1"
weaponhardpoints1 = "hp01"

weapon2 = "cardphaser1"
weaponhardpoints2 = "hp05"

weapon3 = "cardphaser1"
weaponhardpoints3 = "hp03"

weapon4 = "cardpulse1"
weaponhardpoints4 = "hp01"

weapon5 = "cardpulse1"
weaponhardpoints5 = "hp05"

weapon6 = "cardpulse1"
weaponhardpoints6 = "hp03"

beneficialbuild = 0
"dbase12.odf" 1

beneficialbuildradius = 700


physicsfile = "turret_physics.odf"
trekphysicsfile = "turret_physics.odf"


maxspecialenergy = 80
specialenergyrate = 0

enginesTargetHardpoints =
lifeSupportTargetHardpoints =
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp07"
sensorsTargetHardpoints = "hp08"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09"
criticalTargetHardpoints = "hp01" "hp07" "hp08"
weapon1iconpos = 72 50
weapon2iconpos = 72 70
classlabel = "craft"
footprintbuffer = 10.0f
fireball = "x_large_explosion"
has_crew = 0
transporter = 0
is_starbase = 1
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
weldingradius = 1.0
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 0

extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_dom_hitM"
shieldhitcritical = "shield_dom_hitcritM"
shielddown = "shield_dom_down"
posted on September 21st, 2018, 2:39 am
and from the turret_physics file:

combatspeed = 20
impulsespeed = 0
physics = "smooth"
warpspeed = 0
combatphysicsfile = "basic_smooth_combat.odf"
tooclosetoturn = 100;
pathleaddistance = 400;
forwardaccel = 0.3;
backwardaccel = 0.3;
turnomega = 0.01;
turnalpha = 0.12;
pitchomega = 1.0;
pitchalpha = 0.1;
rollcoupling = 5;
turnomegafractionatrest = 1;
turnalphafractionatrest = 1;
pitchomegafractionatrest = 1;
pitchalphafractionatrest = 1;
pitchdefault = 0;
pitchdefaultspeed = 0.5;
turncontrolsquared = 0;
turncontrolangle = 20;
forwardcontroldistance = 70;
posted on September 21st, 2018, 3:08 am
Looks like you almost have it. I think it's one of three things. In the turret odf I believe you have to have a positive value for engineshitpoints and/or hardpoints for the engines.

Lastly, in the turret physics file try changing warpspeed to -1. I have those 3 things in mine and they rotate perfectly.
posted on September 21st, 2018, 6:16 am
rifraf wrote:Looks like you almost have it. I think it's one of three things. In the turret odf I believe you have to have a positive value for engineshitpoints and/or hardpoints for the engines.

Lastly, in the turret physics file try changing warpspeed to -1. I have those 3 things in mine and they rotate perfectly.



thank you!!! I will go and test out what you have just said.
posted on September 21st, 2018, 7:15 am
rifraf wrote:Looks like you almost have it. I think it's one of three things. In the turret odf I believe you have to have a positive value for engineshitpoints and/or hardpoints for the engines.

Lastly, in the turret physics file try changing warpspeed to -1. I have those 3 things in mine and they rotate perfectly.


Changing the enginshitpoints got it to work and I messed around with various values and it moved and such. However I want the part that shoots the weapons to face the enemy while firing, what values do I need to change???

I've included a picture of the turret that I am trying to do this with.

Attachments

card turrets.png
Card turret
card turrets.png (1.4 MiB) Viewed 570 times
posted on September 21st, 2018, 4:44 pm
picard456 wrote:
hellodean wrote:the dominion hyperspace artillery ship is built by a constructor, could you make it so it doesn't have engines (make its movement speed 0 or something) but can rotate and re-skin it as a turret with a different weapon?


Are all the physics in the odf file for the ships, or is there another odf file that handles all the physics for ships and stations??


unfortunately it was more of a suggestion of something to try that I thought might help, I don't know much about modding, sorry
posted on September 21st, 2018, 4:44 pm
I'm at work and can't see my file, but I think maybe change one of the following in the physics file:

tooclosetoturn = 100;
pathleaddistance = 400;

IIRC my value for pathleaddistance is 1. I don't remember what I have for tooclosetoturn though? Try those two and if that's not it I'll have to check this evening after work.
posted on September 21st, 2018, 7:33 pm
rifraf wrote:I'm at work and can't see my file, but I think maybe change one of the following in the physics file:

tooclosetoturn = 100;
pathleaddistance = 400;

IIRC my value for pathleaddistance is 1. I don't remember what I have for tooclosetoturn though? Try those two and if that's not it I'll have to check this evening after work.



I'll try that now and post here how it goes.
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