this is great ! thanks! did you notice also that the teuta has on its 3d model what appears to be enough space for 3 L turrets? could you check it out? How did you make this happen? i mean in order to a hardpoint on a ship you gotta have the right coordinates. Did you add in coordinates at random and then check in game and move the hardpoint around enough times to get it right or is there some way to find the exact coordinates on a model?
I have noticed the missing L turret hardpoints on the Teuta, I had grander plans for it than just adding L turrets, but haven't had time to do my vision justice. But if you just want to add L turrets, it's fairly easy to do yourself though. You can use this mod as a reference for what you need to do.
And yeah, I just did the math based on positions of the other hard points. I used quaternions for the rotations, but I believe you can just use regular Euler angles which are much easier to understand.
There are official mod tools to import the ships into blender, which would be the best way to do it.
They do use the extra turret slot, but not all VIG ships have a full loadout with all turret slots filled. Starting a new game (with the mod enabled) and checking the property list shows that some VIG Barbarossas only have 2 L turrets, while others have the full 5. Just to double check, I also started a new unmodded game and confirmed that some VIG Barbarossas do not have a full loadout of L turrets, only filling 2 of the 4 slots.
If you're playing from a save that was created before you added the mod to your game existing ships will not have a new turret added to their loadout - so they will all be missing the turret. However any newly created ships after the mod was installed will have a chance to use the new turret slot.
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How did you make this happen? i mean in order to a hardpoint on a ship you gotta have the right coordinates. Did you add in coordinates at random and then check in game and move the hardpoint around enough times to get it right or is there some way to find the exact coordinates on a model?
And yeah, I just did the math based on positions of the other hard points. I used quaternions for the rotations, but I believe you can just use regular Euler angles which are much easier to understand.
There are official mod tools to import the ships into blender, which would be the best way to do it.
Starting a new game (with the mod enabled) and checking the property list shows that some VIG Barbarossas only have 2 L turrets, while others have the full 5.
Just to double check, I also started a new unmodded game and confirmed that some VIG Barbarossas do not have a full loadout of L turrets, only filling 2 of the 4 slots.
If you're playing from a save that was created before you added the mod to your game existing ships will not have a new turret added to their loadout - so they will all be missing the turret. However any newly created ships after the mod was installed will have a chance to use the new turret slot.
Example Images:
A VIG Barbarossa with all 5 L turret slots filled.
The information panel of the same ship as above, showing it has 5 L turrets. (By default, the Barbarossa only has 4.)
An example of a VIG Barbarossa that has the newly added turret, but other turret slots aren't filled. (Taking this image did make me realise that the shield location is over the top of the ship id/faction icon, so I will find a better spot for them and update the mod anyway.)