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Old 06-03-14, 03:15 PM   #1
merc4ulfate
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better remove all the fish to make room for all that ammo
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Old 06-06-14, 05:22 PM   #2
Karle94
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Disect it all you want. You dont need a rotating animation, if you have seven barrels, place them where each muzzle starts in the .dat file, the muzzle flashes will rotate, giving the impression of a rotating barrel. Silverwolf did make rotating gatling cannons, but they were rotating all the time. If you want animations, then that`s the way it have to be. And feel free to use any gun you want.
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Old 06-06-14, 09:38 PM   #3
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I just got done building the .dat .sim and .cam and .upc files for my mod... I think i've worked out in S3D the whole rotating barrels and animations thing, but my mod doesn't seem to show up on the submarine selection screen in the game (normally a upc file problem). I used the same format for the UPC files as always, maybe I've named some parts wrong in the .dat file.
I built the .dat file from scratch using the 20mm oerlikon file as a template/guidline.

As far as making the barrel rotate when firing only, there should be a way to link the barrel rotation animation to the firing, just like the 40mm bofors barrel recoils when firing only.

As far as ammo storage goes Merc, I would imagine the sub could reasonably hold a full drum plus one full reload, 1350 rounds plus 1350 rounds. that would allow for a total of roughly 40 seconds of firing , surely enough to save the sub from at least a half dozen planes, as long as the radar is tracking like a Phalanx should and not manned by a SH4 AI crewmember.
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Old 06-07-14, 08:36 AM   #4
Karle94
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If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.
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Old 06-09-14, 12:14 PM   #5
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Quote:
Originally Posted by Karle94 View Post
If you take away the crewmember the gun will not work, also, there is no way to make any weapon shoot at radar contacts, or in any way, be affected by the radar. Visual is the only way to target a plane and ship. I don`t see how you can make the recoil mechanics look like rotating, it is hardcoded and as such, unmodable.
Well I added the crewmember and also a CTD at the same time. now it CTD's on the splash screen with the mod enabled. After the fact, I also found that my UPC file tree was missing a folder, but with not being able to get past the splash screen I cant see if that fixed my issue of not showing up in the office sub weapons screen.

As for radar targeting, I was never expecting to make that work, however, I might try making a crewmember special ability to increase gun accuracy as high as possible (similar to the battery recharge fix).
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Old 06-09-14, 03:47 PM   #6
Karle94
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There already is a special skill/perk that makes the gunner`s performance better.
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Old 06-10-14, 12:12 PM   #7
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Yeah I know there is the tin can crossover, I will adjust the values until it reaches phalanx accuracy and add that to the mod.
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