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Old 01-14-2004, 01:18 AM   #41
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Hmm, we need a lot of snowspeeders, they have only lasers against that giant monster !

Hey how many people will be able to use this thing, one pilot and ?
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Old 01-14-2004, 02:49 AM   #42
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Im sure Duncan will adjust the life of this to be fair.

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Old 01-14-2004, 11:04 AM   #43
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Quote:
Originally posted by Neo_Knight
Hmm, we need a lot of snowspeeders, they have only lasers against that giant monster !

Hey how many people will be able to use this thing, one pilot and ?
That would require modification, since as I made it, it only has one pilot that's using both weapons...


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Old 01-14-2004, 11:26 AM   #44
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Here are two pictures I took from rogue squadron (I thought it will be more reliable than force commander)




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Old 01-14-2004, 11:37 AM   #45
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One more from Force Commander (all the units are very close to each other)



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Old 01-14-2004, 02:20 PM   #46
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That looks Friggin awesome! may i use it in my desert capture the flag map when its done?

also, you got the size perfect. thats exactly how big it should be.

IDEA - you could make the atat be magsealed, so that player weapons (like blasters and the repeater) would just bounce off the armor, but other players could still destroy it with rocket launchers or the conc rifle, because those arnt reflected by magsealing.

when cosidering size, you have to look at the player size, and scale the model to that, so two or three players could realistically be standing in the cockpit like in the movie, etc...
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Old 01-14-2004, 02:30 PM   #47
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Stunning! It will be a real monster!
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Old 01-14-2004, 03:27 PM   #48
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why cant i send u the files????
but u need to edit the cannons on top and under the head
they must be on the sides of the head :/
my pc said : user unknown...
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Old 01-14-2004, 06:44 PM   #49
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Quote:
Originally posted by TIE-pilot

but u need to edit the cannons on top and under the head
they must be on the sides of the head :/
Good notice They should be like ears, not like hair.


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Old 01-15-2004, 01:45 AM   #50
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I don't know if thats possible but I think you should make that thing inly enterable from a higher point ...

some kind of docking bay for example

cuz it would look really stupid if someone would just stand next to one of it's feet and press enter to get in...


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Old 01-15-2004, 03:31 AM   #51
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if you do that, if someone jumps out in the middle of nowhere it's useless!


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Old 01-15-2004, 10:41 PM   #52
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Has anyone got a picture of it firing? If not, is the laser red or yellow (like the AT-ST)? I would love to make the weapon for it
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Old 01-15-2004, 10:53 PM   #53
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Quote:
Originally posted by ZH@o YuN
Has anyone got a picture of it firing? If not, is the laser red or yellow (like the AT-ST)? I would love to make the weapon for it
pretty sure it red but I could be wrong...

Just checked google and saw that it has red lasers along with some missles

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Old 01-16-2004, 12:42 AM   #54
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Oh-MY-GOD! That is going to be the best vehicle model released! You rule, oh yeah. I was thinking, I'm not sure how the vehicle properties operate, but if you could not garrison people inside the haul, it would be neat if a docking bay allowed the imperials or the team of the at at driver, to stand on top and fire at the ground soldiers/opposing air craft. And from an offensive postion, if it is possible to leap from aircraft, the opposing team could land on the roof of the at at and lob grenades, saber, ect at the atat roof/head and be out of harms way of the at at. I have'nt played multiplayer much, but if there is a such thing as freindly fire, any enemy trying to shoot the opposing force from the roof of the at at could risk hitting the at at itself and causing damage to it. O.k....I'll calm down now. Good work!
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Old 01-16-2004, 01:05 AM   #55
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Hey Duncan, were you going to apply specular textures to the AT-AT. I have been helping Manquesa out with his vehicles for specular textures, and they have turned out great and will be featured in the asteroids map.


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Old 01-16-2004, 12:49 PM   #56
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Quote:
Originally posted by Neo_Knight

Hmm, we need a lot of snowspeeders, they have only lasers against that giant monster !

Hey how many people will be able to use this thing, one pilot and ?
to fight with snowspeeders against this gigant monster will surly be one of funiest things. but how to set that is up to the map-mod creator. cause the ATAT will be a mod too i would like as much as possible liberty for the siege creators for ex. how they will use the ATAT is up to them.

i havent seen any vehicle that have usefull multible driver support. i dont even think its possible to let one player drive and an otherone to aim. if someone know how to do this, please let us know. but i think it makes no sense for a second driver if he cant do anything or only fire where the main driver is aiming.

Quote:
Originally posted by imyourfather

That would require modification, since as I made it, it only has one pilot that's using both weapons...
how did you do that? whats possible that way and what no?

and thanks imyourfather for the pics. they show that the ATAT has quite the right size. perhaps the ATST could be a bit sized up

Quote:
Originally posted by SD_Radical_Ed

That looks Friggin awesome! may i use it in my desert capture the flag map when its done?

also, you got the size perfect. thats exactly how big it should be.

IDEA - you could make the atat be magsealed, so that player weapons (like blasters and the repeater) would just bounce off the armor, but other players could still destroy it with rocket launchers or the conc rifle, because those arnt reflected by magsealing.

when cosidering size, you have to look at the player size, and scale the model to that, so two or three players could realistically be standing in the cockpit like in the movie, etc...
sure, SD_Radical_Ed, everyone can use my models.

right now the ATAT has the same veh file like the ATST and this one has some kind of magsealed protection. lasers are bouncing off but it takes small damage. it would make sense to have different weapon having different effect and amount of damage. the ATAT will be a very tought one and only destroyable with special/strong weapons or vehilces. if someone has suggestions or know how to do it, please post it.

Quote:
Originally posted by TIE-pilot

why cant i send u the files????
but u need to edit the cannons on top and under the head
they must be on the sides of the head :/
my pc said : user unknown...
try to sent me your files to this mail: duncan_10158@gmx.ch

the cannons on top and under, thats what i meant with wrong bone axis. its already fixed. a vehicles never shows up as expected the first time

Quote:
Originally posted by Pahricida

I don't know if thats possible but I think you should make that thing inly enterable from a higher point ...
some kind of docking bay for example
cuz it would look really stupid if someone would just stand next to one of it's feet and press enter to get in...
i dont think this will be possible, as RaSiN_HeCk wrote, it could cause problems when someone jumps out in the middle of nowhere. btw, if someone jumps out, he gets quite some damage cause he is falling from a high possition. what also probably want be possible is to walk between the legs or go under the ATAT trough. there will be the vehicle box that makes lasers or any other model going through the ATAT without any effect. we are working on this, so we will see.

Quote:
Originally posted by se7enraven

it would be neat if a docking bay allowed the imperials or the team of the at at driver, to stand on top and fire at the ground soldiers/opposing air craft. And from an offensive postion, if it is possible to leap from aircraft, the opposing team could land on the roof of the at at and lob grenades, saber, ect at the atat roof/head and be out of harms way of the at at.
O.k....I'll calm down now.
Yes, you should calm down now
we should stay realistic, is it possible to stand on a walking vehicle, does the engine allow that? it sounds very cool but i dout its possible.

Quote:
Originally posted by Andy867

Hey Duncan, were you going to apply specular textures to the AT-AT. I have been helping Manquesa out with his vehicles for specular textures, and they have turned out great and will be featured in the asteroids map.
i dont know what specular textures exactly, so i dont realy know if we gone to apply them. Mark (Scouttrooper) is probably doing the skins, if you could give us some hints, Andy867, would be great. every suggestion or help is welcome!


there is also another point i d'like to take up again, death animation. they are more difficult then i tought, i know the onces from Ep. V but they doesnt reals fit for a destruction caused of missile hits. what you think, how should they look?
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Old 01-16-2004, 12:56 PM   #57
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Whoa! Pretty soon the battle of hoth will be good to recreate.
Keep up the good work. Oh! Are you going to put insides it would be cool to walk around inside even add a few snow troopers.
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Old 01-16-2004, 02:00 PM   #58
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ok i thing it is aleready done

ok i hope u have the sounds now
and please give me in the credits back then ok?
please write not "TIE-pilot"
please write in the readme "Dark Fox" ok?
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Old 01-16-2004, 03:07 PM   #59
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Quote:
Originally posted by Casper
Whoa! Pretty soon the battle of hoth will be good to recreate.
Too bad nobody is making it


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Old 01-16-2004, 08:57 PM   #60
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Quote:
Originally posted by imyourfather
Too bad nobody is making it

Emon sort of was but vanished...

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Old 01-16-2004, 09:54 PM   #61
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Quote:
Originally posted by Lil Killa
Emon sort of was but vanished...
I know that. He just pops in from time to time to show that he's not dead


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Old 01-17-2004, 04:55 PM   #62
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Quote:
Originally posted by Duncan_10158
the ATAT will be a very tought one and only destroyable with special/strong weapons or vehilces. if someone has suggestions or know how to do it, please post it.
This is set by the "toughness" entry in the .veh file.

I will try to explain it as well as I can...

Toughness judges how much damage is filtered out when something hits the vehicle. If, for example, the toughness is "80.0", 80% of the damage will be removed as the projectile/laser hits the vehicle, so it will only recieve 20% of the weapon's full power. So, if a weapon that does a damage of 100 shoots the vehicle once, the vehicle will take 20% of the possible 100 damage, and take a 20 HP hit instead of 100.

Sorry if that's hard to understand, ask any questions if you're not sure!
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Old 01-17-2004, 06:10 PM   #63
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but dont forget:
the ATAT must be very sloooooooooooowwwwww
20 kmh in all terrain
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Old 01-17-2004, 07:00 PM   #64
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Quote:
Originally posted by Duncan_10158


i havent seen any vehicle that have usefull multible driver support. i dont even think its possible to let one player drive and an otherone to aim. if someone know how to do this, please let us know. but i think it makes no sense for a second driver if he cant do anything or only fire where the main driver is aiming.

It is possible, if you set up a gun as a turret. The driver won't be able to fire it, but another player could. Look at the .veh file for the yt-1300, that has the turret info. I'm just trying to figure out how to set up the bones for the turret right now. But basically, the driver will fire whatever main weapons it has and missles or whatever. Then a passenger could get in and control a turret, only problem is that the turret would be useless without a passenger. Although there is also an AI controlled turret. The whole thing is a bit buggy though.


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Old 01-18-2004, 11:43 AM   #65
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RE:

Isn't it that in the movies the head of the AT_ATs goes to the left and right?
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Old 01-20-2004, 08:22 AM   #66
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Okay I may be wrong here but I suspect this vehicle would be better suited to a STATIC MD3 model instead. REASON......Have you tried making a map that will accomodate this NPC? I mean I have an original PREFAB of one and it's to scale. But I mean come on you guys this thing is just too big in my opinion. I REALLY LOVE the idea but think it's just too unrealistic. I know you are all hyped about it and stuff but think in terms of map size here. I hear people making maps as big as 20,000 units. This is TOO big. Takes you 15 minutes to get from one end to the other without a vehicle and the framerate is terrible. I mean the terrain height alone would have to be at least 2000 units+. Kiss your FPS goodbye. Now we come to the animation part which the engine has to calculate. So lets say you have the bare MINIMUM of two ATATs moving along the ground in a HUGE map enviornment.......4FPS or lower?

Please...someone correct me and say I don't know what I'm talking about. At least this way I know that the ATAT model is a REALITY and I can look forward to a cool vehicle!!


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Old 01-20-2004, 11:46 AM   #67
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I still think that you made the AT AT two times bigger than it should be.


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Originally posted by yaebginn
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Old 01-20-2004, 02:48 PM   #68
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Uhm, wouldn't it be laggy if someone put it in a server?
I think that that jango is right , isn't it that the head moves from the left to the right ? I think the size is good.
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Old 01-20-2004, 05:07 PM   #69
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Alright, here is the first screenshot I hope you guys like it anyway, any suggestions are welcome.

ATAT - Screenshot 1

Last edited by Scouttrooper; 01-20-2004 at 05:34 PM.
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Old 01-20-2004, 06:32 PM   #70
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i have one suggestion release it now lol JK
looks good to me
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Old 01-20-2004, 07:35 PM   #71
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Looks good man. I know it's a WIP but the only thing I see is that the blasters need detail (better skin) and isn't there a red light somewhere on the front of the head, if so please incorporate that with a shader.


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Old 01-20-2004, 07:52 PM   #72
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I'm sure it isn't finished.


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Old 01-20-2004, 08:21 PM   #73
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Looks good Thats all I have to say.


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Old 01-20-2004, 11:52 PM   #74
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Have you tried making a map that will accomodate this NPC? I mean I have an original PREFAB of one and it's to scale. But I mean come on you guys this thing is just too big in my opinion. I REALLY LOVE the idea but think it's just too unrealistic.
I think you're wrong because that statement is hypocritical.

You're saying if we scale it so it's the correct size compared to a player, that'd it'd be unrealistic? isn't doing that realistic though? and if maps can be big enough to allow space ships to fly around in with out crashisng I'm sure at AT-AT will fit.

nice Skin btw, but I think you should make it look used, like rust on the feet/legs, and maybe blast marks on the hull.


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Old 01-21-2004, 06:33 AM   #75
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Well Raisin I did say correct me. I did state it would be cool. I didn't say it was a bad idea I said it's unrealistic. UNREALISTIC as in why put it in a map if your FPS hits the floor? And I haven't got an answer yet still. I want to know how you can have such large animated MODELS moving GREAT distances without KILLING the framerate. Cramming something this size into lets say the JKR maps would be silly. NOT enough room!!

PLEASE!! Someone send me some screenshots of ATATs moving around in a HUGE map so that I know it's possible. LARGE MAP.....need TONS of room to turn around. Tell me its true...thats all. I'm just as excited as the next guy here.....don't keep me in suspense.

Tfighter...if anyone knows about scale its a modeller. It is the right scale. Watch the movie again a few times and you will see. 2 times higher? Yikes...not at all


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Old 01-21-2004, 09:46 AM   #76
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lauser, you are right if you say we dont know much about big models or vehicles in a large map, but as i put these first versions of the ATAT in game i didnt notice any 'KILLING the framerate' problems. fact is that this ATAT has about the same count of polygons like a playermodel in highest LOD, about 2600 if i remember right. it will have about 400 frames of animation, what is nothing compared to the 10'000 frames of a player model. the skin size is about the same as the one of a player (this could be a problem cause of the size of the model the surface is very big and the skin could look washed out a bit, perhaps we will size up the skin).

in fact, we will know if it works when we have a first time the ATATs walking in a map. i expect it to work perfect, but if there will be frame rate problems i can still try o add a LOD support.

Mark, the skin looks impressiv! keep up your great work and take a thought of RaSiN_HeCks suggetion, rust and blaster marks, you now.

Manquesa, did i get you right, its possible to let a second driver to controle gun turrets but they cant aim, right? if additional drivers could aim with their guns, that would be perfect for ex. for the federation gunship. perhaps also for the ATAT but i am planing to give the ATAT a very slow turning rate but the head can aim horizontal and vertical faster then the hole vehicle turns. i think this way the ATAT is more fun to play then just one driver driving and anotherone aiming the guns.
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Old 01-21-2004, 11:43 AM   #77
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Sounds like your having good progress.
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Old 01-21-2004, 03:28 PM   #78
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Good, I want to play with it , but I think you most work on new versoins later.
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Old 01-21-2004, 05:29 PM   #79
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Now hang on I didn't say you don't know much. I think you know what I'm saying. Try not to take it out of context. I would be willing to build a HOTH map to suit this GIANT. My partner would compile it on his machine since his does the best compile I've ever seen. 20,000 UNITS square sound alright? By 3000 UNITS in height? I'm just picturing the INSANE mapping that would go on to make such a map!!

UNLESS someone has made it already then nevermind.

Probably not to much detail in the map....mostly terrain and turrets. I'm also thinking this would be better suited to a SIEGE map. Maybe even EXPAND the default SIEGE map that comes with RADIANT!! Yeah!! All you would have to do is increase the size of the STARTING AREA and awaaaaaaaaayyy you go!! SWEET!! The rest or the terrain would have to be a model and then clipped to keep the framerate stable. Which RAVEN did anyways. Sorry I'll shut up now.

Let me know if this is a feasable idea...


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Old 01-21-2004, 07:04 PM   #80
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Quote:
Originally posted by Duncan_10158

Manquesa, did i get you right, its possible to let a second driver to controle gun turrets but they cant aim, right? if additional drivers could aim with their guns, that would be perfect for ex. for the federation gunship. perhaps also for the ATAT but i am planing to give the ATAT a very slow turning rate but the head can aim horizontal and vertical faster then the hole vehicle turns. i think this way the ATAT is more fun to play then just one driver driving and anotherone aiming the guns.
Yes it is possible but it's a bit buggy. Asteroids will be released sometime next week (unless something goes horribly wrong in our beta test this weekend), once that's released check out my Y-Wing Vehicle that's in it. The Y-wing has a turret on top and I currently have it set up to be AI controlled, meaning that the computer controls it, it automatically aims and fires at enemies. And when a passenger is in the vehicle, the passenger becomes the gunner (of the turret) and controls the turret (and yes he can aim it) There's a tag you add called bolt_gunnersview which you specify in the .veh file so I think you can actually name that tag anything you want so long as you point to it in the .veh file. But that tag puts a camera there where the tag is which will be the view of the gunner. What I was saying about not being able to fire is that the driver cannot control the turret, only a passenger can, which is why you'd want to set it up as an AI controlled turret for when you have no passengers. But the driver does still have the ability to fire 2 different weapons same as if there weren't any turrets.

But the whole thing is very buggy, the timing is off between the server and client pc's for that which makes the whole thing very Chuggy. Making it very undesireable to play that way. So we may not include the passenger controlled turret option with the y-wing because of that, but hopefully we can work it out.


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Ep. 3 Jedi Starfighter

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