eggbeast 3685 Posted June 19, 2013 (edited) hi there clearly adding a LD to any helicopter turret - it works a treat: UH60 side gunner http://i162.photobucket.com/albums/t247/eggbeast/uh60lsr-1_zpsa90757ed.jpg Ah64 nose gunner http://i162.photobucket.com/albums/t247/eggbeast/laserpoint.jpg we've been working really hard to get a laser designator moving in a gunner seat of a 2-seater plane. This is for simulated TV guidance and early laser designation model for the unsung mod planes with 2 seats. we can get a working MG to move in the gunner seat: pic of MG firing from gunner seat: http://i162.photobucket.com/albums/t247/eggbeast/int_scope3-1_zps8491f967.jpg and adding a LD to a su34 - it mysteriously has LD pointing forward: http://i162.photobucket.com/albums/t247/eggbeast/su34laser-1_zps38e0f0ef.jpg now, in our plane, we can move a MG in the turret but the LD does not follow it... the LD just points at the floor from the centre of the plane EDIT: ok i tested it with an AI pilot and managed to lock the LD even though it seemed to not show up at the end of my cursor. i could lock my cursor to side, front and below plane - and i could bomb specific houses with this system - woohoo http://i162.photobucket.com/albums/t247/eggbeast/LDona6_zps27720693.jpg I also got the shrike to lock the laser and strike target http://i162.photobucket.com/albums/t247/eggbeast/shrike-1_zps2d73582c.jpg and the bullpup http://i162.photobucket.com/albums/t247/eggbeast/bullpup3_zps4db03039.jpg the key to this was controlling the memorypoint like this: memoryPointGun = ""; // was memoryPointGun = "machinegun"; class Turrets { class MainTurret: NewTurret { weapons[] = {"uns_GBU8Launcher","Uns_Mk82bLauncher","A6unsFuelauncher","LaserDesignator_mounted"}; magazines[] = {"Uns_12Rnd_Mk82_snake","A6uns_2Rnd_Fuel","Uns_3Rnd_Mk82b","LaserBatteries"}; memoryPointGun = "machinegun"; BUT some of the guidance systems we're working on follow cursortarget, and this is still fixed forward of plane ALSO now we can't use an mg in the gunner position... any ideas what we need to do to the plane turret to make this work? we need the cursor /target aim point to be following the camera crosshair of the gunner can it work? cheers EB Edited June 19, 2013 by eggbeast Share this post Link to post Share on other sites
eggbeast 3685 Posted June 20, 2013 ok no takers yet, so here's the full turret config we're using memoryPointGun = ""; class Turrets { class MainTurret: NewTurret { weapons[] = {"uns_MK82SnakeLauncher","Uns_Mk82bLauncher","A6unsFuelauncher","LaserDesignator_mounted"}; magazines[] = {"Uns_12Rnd_Mk82_snake","A6uns_2Rnd_Fuel","Uns_3Rnd_Mk82b","LaserBatteries"}; commanding = -1; minElev = -90; maxElev = 25; initElev = 0; minTurn = -120; maxTurn = 120; initTurn = 0; initFov = 0.95; memoryPointGun = "machinegun"; memoryPointGunnerOptics = "gunnerview"; typicalCargo[] = {"uns_pil2"}; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "Su34_Gunner"; gunnerInAction = "Su34_Gunner"; gunnerForceOptics = 0; gunnerOutOpticsModel = "\ca\air\optika_AH1Z.p3d"; // gunnerOpticsColor[] = {0.227,0.769,0.24,1}; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerOpticsEffect[] = {"TankCommanderOptics1","BWTV"}; gunnerForceOutOptics = 0; gunnerUsesPilotView = 0; hasGunner = "true"; hideWeaponsGunner = "true"; inGunnerMayFire = "true"; lockWhenDriverOut = "false"; maxHorizontalRotSpeed = 3; maxVerticalRotSpeed = 3; outGunnerMayFire = 1; proxyType = "CPGunner"; proxyIndex = 1; gunnerOpticsShowCursor = 1; showgunneroptics = 1; soundServo[] = {"",0.0031622776,1}; startEngine = "false"; enableManualFire = 1; class ViewOptics { initAngleX = 0; minAngleX = -120; maxAngleX = 120; initAngleY = 0; minAngleY = -90; maxAngleY = 25; initFov = 2; minFov = 0.1; maxFov = 2; visionMode[] = {"Normal","NVG"}; }; }; }; weapons[] = {"CMFlareLauncher"}; magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"}; a) how do you add a second machinegun to the plane model (pilot fixed gun + turret moveable gun) - in terms of config memorypoints b) how do you get the laserdot to follow the mg gun direction? I think this is because in heli turrets they have "gunbeg" and "gunend" memorypoints, BUT the plane gun only has machinegun origin in its config, rather than a start and end point. I guess the question is this: how can we put a moveable machinegun in the turret with a beginning and end point, so the laser and cursortarget will move where the gunner looks? Share this post Link to post Share on other sites
hcpookie 3770 Posted June 21, 2013 Just sent you a PM - I'll take a look at it. I *should* have some time this weekend :) Share this post Link to post Share on other sites
eggbeast 3685 Posted June 22, 2013 saw your post and good to chat earlier mate. i'll have a chat to Ap and see if the viewgunner solution works out, and some of the other pointers you offered! at the present time the LD does work in the gunner seat but it does not animate, so you dont see the dot traveling about, yet you can lock a LD at the end of the gunner optic - i need to show you this in the test server as the planes have not been released yet. Share this post Link to post Share on other sites
panther42 52 Posted July 2, 2013 Don't know if you've found a solution to your issue eggbeast, but check out this thread regarding fixed wing turrets: Fixed Wing - Multiple Turrets - Testing - Bug Which is included in this Bug: Bug #29050 Frozen AI gunners in fixed wing aircraft turrets Your issue may not be AI related, but maybe the config set up of Gnat's plane can help... Share this post Link to post Share on other sites
eggbeast 3685 Posted July 16, 2013 thanks man - it works well on our planes - due out in unsung 2.6 not sure this is same problem, but was interesting to look at that. Share this post Link to post Share on other sites