Question on ship designs and how they interact with weapon animations

Anyone know if there is a way to control/not allow ships in the battle viewer to shoot their weapons from wherever the feel like it? For example make a custom ship that has some weapon looking parts on it but then in the battle viewer your ship will shoot lets say its lasers out not just from where the weapon is placed on the ship but from all over the ship making it look silly. I know its a small little thing but if anyone has figured out if it is possible to just have weapons shoot from where they are mounted on the ship i would appreciate it.

 

This issue went back to precrusade but i found if you deleted a few of the offending parts of the ship the issue would go away. Now in crusade it seems like ships need to shoot from non real weapon hull design pieces as you delete one another one will start animating the weapon shot.

 

 

Also #2 does anyone know what is up with the battleviewer in crusade? All battles the ships start right on top of eachother (no mods). I checked and all the items in battlebehavior seem to be in order. Is this just in the viewer or do we know if the battles are being simmed where range of weapons does not matter since everyone starts in range of everythng?

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Reply #1 Top

 I agree with your proposal.  Well, maybe not the part about not letting ships shoot in battle...they will shoot or not shoot based on their proximity to an eligible target and their own classification (support, etc.).

I've always thought it looked odd that GalCiv has always had weapons with muzzles didn't "aim" before shooting.  So you could have a dorsal-mounted beam or projectile weapon that would shoot sideways at its target.  Ugh!  I get it that the animation is not necessarily easy on this, but come on.  It's not GalCiv or GC2 anymore.  If my home defense firearm shot bullets sideways, the resulting breach in the firearm would kill me or at least maim my shooting hand.

The only weapons that might not need to "aim" are those weapons that have target-acquiring ordinance (missiles that can change direction, for example).  Or maybe some beam weapons that have no discernible "muzzle".  I'm thinking about the phaser emitters on the Star Trek: Next Generation's Enterprise D.  That ship had two big phaser rings; one each around the dorsal and ventral surfaces of the saucer section (and linear emitters on the other hulls too that we rarely/never saw deployed) that could emit single or multiple phaser beams and those beams could move along that emitter.

So yeah, I guess maybe I'm asking for a "little bit" more realism in how some weapons appear during battles.  *_*  

Reply #2 Top

Also mainly focusing on my 2nd point on battles starting with the ships on top of each other. I tried to mod this like in Gc3 but it doesn't seem starting positions mean anything.

 

Anyone have any luck or info on how i can actually make the starting fleets start apart and let the roles of the ships do their job in the viewer at least? I have no idea if battles are resolving properly since the bv isn't actually what is happening persay.

Reply #3 Top

Also i assume battles are resolving properly but the viewer is just crap which may explain why we have soo much downtime of ships doing nothing in the viewer since what we are saying is remotely what is happening anymore.