Ye the problem is down to your hierarchy.
Basically every sub part is given a SubGeomID in order of how it is alphabetically in the export scene setup. If you look in your .con's file code you can see what SubGeomID each part has.
If I look in the RHIB's .con file for example I will highlight the geom parts:
Code: Select all
GeometryTemplate.create BundledMesh boat_rib
CollisionManager.createTemplate boat_rib
ObjectTemplate.create PlayerControlObject boat_rib
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator EDMUNDFOVARGUE:Edmund_Fovargue
ObjectTemplate.collisionMesh boat_rib
ObjectTemplate.mapMaterial 0 col_armour 0
ObjectTemplate.mapMaterial 1 col_glass 0
ObjectTemplate.mapMaterial 2 col_rubber 0
ObjectTemplate.mapMaterial 3 col_cloth 0
ObjectTemplate.mapMaterial 4 col_card 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometry boat_rib
ObjectTemplate.addTemplate boat_rib_gunpod
ObjectTemplate.setPosition 0.0178/0.2274/2.7609
ObjectTemplate.addTemplate boat_rib_Steeringwheel
ObjectTemplate.setPosition 0.0545/1.2827/-1.3876
ObjectTemplate.setRotation 0/1.5727/0
ObjectTemplate.create PlayerControlObject boat_rib_gunpod
ObjectTemplate.hasMobilePhysics 1
[color=Red][b]ObjectTemplate.geometryPart 1[/b][/color]
ObjectTemplate.addTemplate boat_rib_Gunmount
ObjectTemplate.setPosition 0/1.4606/0.0016
ObjectTemplate.create RotationalBundle boat_rib_Gunmount
ObjectTemplate.hasMobilePhysics 1
[color=Red][b]ObjectTemplate.geometryPart 2[/b][/color]
ObjectTemplate.addTemplate boat_rib_mount
ObjectTemplate.setPosition 0/0.0264/0.0057
ObjectTemplate.create RotationalBundle boat_rib_mount
ObjectTemplate.hasMobilePhysics 1
[color=Red][b]ObjectTemplate.geometryPart 3[/b][/color]
ObjectTemplate.create RotationalBundle boat_rib_Steeringwheel
[color=DarkOrange][b]ObjectTemplate.collisionPart 4[/b][/color]
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
[color=Red][b]ObjectTemplate.geometryPart 4[/b][/color]
include boat_rib.tweak
The same also goes for sub part col meshes.
The order is also designated by your Geom1, LOD0 Mesh, providing you have all three Geoms like you do here.
As such if I'm working this out correctly from your pic, your:
Carriage is Part #1
Elevation Wheel is Part #2
Gun Base is Part #3
Traversal Wheel is Part #4
Gun is Part #5
As such for your 1p mesh, its using your Elevation Wheel's cords for your "gun" since that is the second sub part on your list, and the sight, well most likley using #3 if created at all since you need to really have the parts, with their same names in geom1 as well as geom0. This is also the same reason why your final lod is screwed up too.
It is also important to note that you should list your smallest parts, which wont be missed from the LODs (or at least, moving) at the end of your list so then you can remove them from your LODs ASAP to save on draw calls and if you still need something there, but not moving, you can just attach them to what was its parent mesh, providing that hasn't been removed in the lod too.
I tend to try and name my parts alphabetically as such, or if there is no names that work, prefix the last parts with a "z_*" (* being the items name if that isn't clear) so then its listed at the end, and counting backwards from z if need be for the parts to go before it. Might look a little odd in the code but it works perfectly fine

I would have thought your "wheels" are the smallest, most insignificant items and they should be on the end of your list, and wont be missed beyond lod2, possibly even lod1 if they are not turning.