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Chinese version of Ares
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Collegia Titanica
Civilian


Joined: 14 Feb 2018

PostPosted: Wed Mar 14, 2018 2:40 pm    Post subject:   Reply with quote  Mark this post and the followings unread


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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Mar 14, 2018 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this feature very much.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Wed Mar 14, 2018 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

The creators of that patch may give Multiple Turret code to AlexB right? Its better join efforts...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Mar 14, 2018 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Mar 14, 2018 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Augusto wrote:
The creators of that patch may give Multiple Turret code to AlexB right? Its better join efforts...


From what I understand it's unlikely, it's been made "closed source" against the ARES license agreement, and even if Alex just copied the code, I doubt the original coder would support or fix it if a future feature broke it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 23, 2018 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't be hard for Alex to add this.
My suggestion would be to add a key to show/render the Passengers of an OpenTopped unit (similar how the carryall still shows the passenger).

Since OpenTopped allows already to use vehicles, all it then needs is a dummy tank unit, where the chassis looks like a turret. Add this "turret" via InitialPayload and use AlternateFLH to define the turret places on the main unit.

Render layers might be a bitch though. Especially when you have multiple "turrets" on a ship with a high superstructure, where you want the turrets to be rendered behind the superstructure but on top of the deck.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Mar 23, 2018 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could make for some interesting tank bunker-esque logic.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Mar 23, 2018 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Shouldn't be hard for Alex to add this.
My suggestion would be to add a key to show/render the Passengers of an OpenTopped unit (similar how the carryall still shows the passenger).

Since OpenTopped allows already to use vehicles, all it then needs is a dummy tank unit, where the chassis looks like a turret. Add this "turret" via InitialPayload and use AlternateFLH to define the turret places on the main unit.

Render layers might be a bitch though. Especially when you have multiple "turrets" on a ship with a high superstructure, where you want the turrets to be rendered behind the superstructure but on top of the deck.

I suggested the same thing last week #Tongue and Alex said he's not this is the best way to go.
To keep consistency, fake turret should be always rendered on top of the body as this is the default rendering order for all VehicleTypes.

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