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Old 06-07-14, 08:36 AM   #16
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   #17
Snarf
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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   #18
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   #19
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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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Old 06-12-14, 08:10 PM   #20
Snarf
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Okay, I fixed the CTD by removing the character animation and character instantiation but keeping the WM1 node. Now I have a new set of problems. I have an uncontrolled animation, it just wants to rotate through the sequence over and over without any ability to control its movement. The gun will not fire and not load ammo. The good news is that it is there, I can go to the station and see it on the sub. I think I need to scale it slightly larger, it looks slightly small next to the guy on watch. And lastly, I need to figure out how to get the texture to show up in game.
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Old 06-12-14, 08:45 PM   #21
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Okay, one problem down, I fixed the mapping of the .sim file, that gave me the ability to load and fire the weapon... I need to re-map the camera node to point with the barrel
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Old 06-13-14, 02:06 PM   #22
Snarf
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I've fixed all the bugs with the exception of no spinning barrels I haven't re-scaled it, but it fits nicely on the sub.

I added extra phalanx specific files to mimic higher penetrating modern rounds.

Everything works nicely, it looks decent (could use some texture and shading help) but it's not a black void anymore.

Time for initial release
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