Turrets don't move in Beta 4..

I know that there are placeholders in this game. So I am not sure if they are going to animate the capital ships/TE Flak Frigate, turrets to rotate or not. Also the TEC Capital Battleship (The one with the 4 Lasers in front) does not always shoot straight while using its lasers, facing the target, is this just another placeholder? It kind of defeats the purpose of the TEC Capital Battlesship visually having those 4 lasers mounted on the front of it.
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Reply #1 Top
True, turrets don't move. But even if they did I somehow doubt the antanae on the front of the Kol would rotate. I think they are just emitters, more like a Nod Obelisk of Light than actual long laser cannons.
Reply #2 Top
rotating turrets would just take a lot of resources and dont really add much to the game.
Reply #3 Top
but they look cool...
Reply #4 Top
As far as i know there are no turret animations. While nice for eye candy, like what was said they dont really add to the game. It doesnt bother me that they dont move.
Reply #5 Top

rotating turrets would just take a lot of resources and dont really add much to the game.
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Though not a big issue, even the first Homeworld had rotating turrets.

Reply #6 Top


Though not a big issue, even the first Homeworld had rotating turrets.


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Hmmm yeah so like homeworld where they had one planet/play area rendered at a time is comparable to a game with hundreds of planets hmmmmm. I tell you it gets pretty slow when you have 4 fleets of 150+ ships meet up for a dance party in a gravity well with maxed out planetary defenses. I'm sure I will care that the turret on one of the smallest crafts in the game rotates as I am enjoying the slideshow this will cause.
Reply #7 Top
That would make sense if the units didn't convert to small blips when zoomed out, which, as mentioned by the developers, is meant to prevent the game from turning into a slide show and also assist in unit accountability. The same as it was in Supreme Commander. Also, I doubt rotating turrets is really going to turn this game into a slide show.
Reply #8 Top
Except Supreme Commander (at least the demo I played) ran at like 20 fps on a great system before I even really built anything. Good to hear Sins runs great :D
Reply #9 Top
Besides, if turrets were to become a detriment on the games graphical prowess, perhaps there could be a way to turn it off in the graphical settings. But, anyway, none of this is really a big issue, or worth arguing over.
Reply #10 Top
You don't spend that much time in SoaSE zoomed in close enough to notice things like that.

It would be nice to have as an option that can be turned on/off though it wouldn't be top of most peoples wish list.

We'll know more soon enough, the whole question of ship animations (like rotating sections & turrets) and animated texture effects are a bit of an unknown atm.

Its all far too exciting  :LOL: 
Reply #11 Top
From what i gather animations (both texture, and model) can be done, but were left out on the ships to make the game accessible to a wide range of systems
Reply #12 Top
Yea, sins actually has to be able to on a crappy system like mine :P
Reply #13 Top

That would make sense if the units didn't convert to small blips when zoomed out, which, as mentioned by the developers, is meant to prevent the game from turning into a slide show and also assist in unit accountability. The same as it was in Supreme Commander. Also, I doubt rotating turrets is really going to turn this game into a slide show.
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If your goal is to zoom out, then why care if the turrets rotate?
Reply #14 Top
hmm thats a bummer I liked to zoom in on my frigates and destroyers and watch the gun turrets allign before letting of a salvo.

Hopefully it wont detract that much.
Reply #15 Top
Its not like supcom where the actual trajectory/angulation of the turrets determines how the projectile fires and then the projectile is given momentum and basically tons of physics which is why it slows down PCs.

In Sins , rotating turrets would only be as performance draining as moving turrets in Homeworld and Homeworld 2 because projectiles are fired from bones, and turrets are independant of projectile fire but just turn to look like projectiles are firing from them.


Reply #16 Top
Just because it's "less" of a big slowdown doesn't change the fact that it's a slowdown :P
Reply #17 Top
That would make sense if the units didn't convert to small blips when zoomed out, which, as mentioned by the developers, is meant to prevent the game from turning into a slide show and also assist in unit accountability. The same as it was in Supreme Commander. Also, I doubt rotating turrets is really going to turn this game into a slide show
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Even if they aren't displayed, the positions and vectors of every model and particle have to be computed anyway, AFAIK. It's just the rendering (GPU) part that the zoom saves.
Reply #18 Top



If your goal is to zoom out, then why care if the turrets rotate?
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They convert to small blips even when up close. And you're telling me that ships 300,000 miles away are being represented in the same detail as ones in the current system?
Reply #19 Top




Even if they aren't displayed, the positions and vectors of every model
and particle have to be computed anyway, AFAIK. It's just the rendering (GPU)
part that the zoom saves.




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I understand, but even you admit that ships far away aren't as demanding on system hardware as those up close.
Reply #20 Top
Just because it's "less" of a big slowdown doesn't change the fact that it's a slowdown
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true , tho its negligable

Reply #21 Top
The demand on the CPU doesn't vary, the demand on the GPU does. So yes, zoomed out is easier on your graphics card because it doesn't have to render all those ships, but just the ships being present puts the same strain on the CPU.

true , tho its negligable
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It's not neglible to recalculate velocity/vectors per turret per ship constantly and render constant movement per turret per ship (if zoomed in enough) when you can have a couple thousand ships at maximum. Sure, it's unlikely to push the current top-end hardware to the limit, but you forget they want this game to remain very playable on low end hardware also.
Reply #22 Top
But I want moving turrets AND great system performance... *sigh* (being sarcastic but do actually want both)

Depending on how the average user does running the game, it would give the game a boost in features if they could make a update game that is SEPARATE from the regular updates to animate turrets so people can selectively chose to enable this option.
Reply #23 Top

But I want moving turrets AND great system performance... *sigh* (being sarcastic but do actually want both)

Depending on how the average user does running the game, it would give the game a boost in features if they could make a update game that is SEPARATE from the regular updates to animate turrets so people can selectively chose to enable this option.
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/Agrees 4sure! ^^
Reply #24 Top
It's not neglible to recalculate velocity/vectors per turret per ship constantly and render constant movement per turret per ship (if zoomed in enough) when you can have a couple thousand ships at maximum. Sure, it's unlikely to push the current top-end hardware to the limit, but you forget they want this game to remain very playable on low end hardware also.
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Actually it is. I can pm u reasons.
Reply #25 Top
This forum needs an eyeroll emote.