Normandy Community Task: Battleship Turrets

General discussion of the Project Reality WWII modification.
Simple-jack1969
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Re: Normandy Community Task: Battleship Turrets

Post by Simple-jack1969 »

Awesome ! I totally like this system

But i thought it'd be more powerful no ?
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AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

It is. But it's just the visual effect that can be a bit larger, that's all ;) .
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Rhino
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Re: Normandy Community Task: Battleship Turrets

Post by Rhino »

I think you may want to add barrels onto each barrel, as from the video it looks like the shells are coming out of the centre of the screen? Just looks a little odd is all and would also make for a nice little bit of shot spread :)
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Xavo|xXx
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Re: Normandy Community Task: Battleship Turrets

Post by Xavo|xXx »

And it looks like it's shooting from both barrels when there's only one projectile.

Otherwise that looks great, awesome work!
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AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

[R-DEV]Rhino wrote:I think you may want to add barrels onto each barrel, as from the video it looks like the shells are coming out of the centre of the screen? Just looks a little odd is all and would also make for a nice little bit of shot spread :)
I did define barrels, but for some reason it isn't working. Must have missed something I guess, but I can't figure it out.
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AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

Turrets are fixed now, thanks to Rhino. Only had to change "SingleFireComp" to "MultiFireComp". Looks sweet!
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CommunistComma
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Re: Normandy Community Task: Battleship Turrets

Post by CommunistComma »

Relevant:
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Gunner4712
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Re: Normandy Community Task: Battleship Turrets

Post by Gunner4712 »

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Nate.
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Re: Normandy Community Task: Battleship Turrets

Post by Nate. »

Great work!

Reminds me of Bf1942 :D
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speedazz
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Re: Normandy Community Task: Battleship Turrets

Post by speedazz »

Nice! But what if you run out of ammo, how do you reload that?
AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

Ammobags, just like you resupply mortars, AT- and AA-guns, etc.
Last edited by AfterDune on 2012-09-17 06:48, edited 1 time in total.
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Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

speedazz wrote:Nice! But what if you run out of ammo, how do you reload that?
You use magic ammo bags carrying arty shells :D
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Moszeusz6Pl
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Re: Normandy Community Task: Battleship Turrets

Post by Moszeusz6Pl »

I think that it would be better, to have ammo resupplying automatic, simulation other sailors bringing ammo to cannon.

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AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

Nope. It works the same as AT, AA, MG and Mortars. It requires teammates to drop ammo for you - or reload your own ammobag and drop it.

The turrets are quite powerful, you don't want someone spamming bombs all the time. That's why he needs ammobags (just like mortars). And that's also why he needs teammates to tell him if he's on target.

An automatic supply of ammo (=infinite ammo in-game) promotes lone-wolfing and gives you a feeling like: "I'll just spam a bunch of bombs here and there, I have enough ammo anyways. And I'm gonna keep doing that until I'm bored".
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Moszeusz6Pl
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Re: Normandy Community Task: Battleship Turrets

Post by Moszeusz6Pl »

I wasn't talking about giving them infinite ammo, but about adding one object, which would give ammo constantly to cannon. But ammo regeneration rate should by much slower than fire rate. So you have 12 rounds, you shoot 6 in 3 minutes. During this time only 1 round regenerate, so you have 7. If you will shoot all 12 rounds, you will need about 30 minutes to have full ammo again. This way, you can't take few guys to throw ammo at cannon, so it could fire constantly.

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Mongolian_dude
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Re: Normandy Community Task: Battleship Turrets

Post by Mongolian_dude »

I think the ammo count should be an unlimited amount of magazines but with something like a 2min reload time between each magazine.

This would prevent a constant barrage that would be possible with the ammo bag system or simple unlimited ammo. Especially with the map spotting-icons that tell you where your rounds are going.

Otherwise I fear its going to be ****ing horrible for ze germans with nonstop rounds ruining them whenever they get into contact.


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AfterDune
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Re: Normandy Community Task: Battleship Turrets

Post by AfterDune »

I'm not so sure of that. But, we'll test it in a beta first, before the real deal is released.
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rodrigoma
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Re: Normandy Community Task: Battleship Turrets

Post by rodrigoma »

'[R-MOD wrote: Otherwise I fear its going to be ****ing horrible for ze germans with nonstop rounds ruining them whenever they get into contact.


...mongol...
I doubt it would make the map that unbalanced to the germans as its right now just a massacre for the americans , (just like in the real deal) , if you have played in the 200player event you know you wanted something to stop that endless MG and pak fire :-P
Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

lol I imagine the germans hiding 24/7 in the dutch bunkers on the map :)
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AnimalMother.
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Re: Normandy Community Task: Battleship Turrets

Post by AnimalMother. »

That's awesome! Where did yu get hte ship models from? And has this replaced the ambient explosions that you had on the very first test build that added to the atmosphere as you hit the beach?


Is there any thoughts about implementing something similar into regular PR using a destroyer or something. Would be interesting on something like Pavlosk Bay to have the USMC with offshore idf options to help the initial landings. Just throwing stuff at the wall to see what sticks
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