(05-19-2020, 10:20 AM)Save My Soul Wrote: Yah, I also confirm that Leeds jump gates doesn't work either. What was the problem with that gates? Why did you need to change the animation? Please, just return Gallic jump gates as it was before. Not only does it not work, it also look stupid with these front panels hanging in the air vacuum (apparently it held by the cosmic force, eh) and the size of the back parts, which no longer extends, into which "Valor" doesn't fit in size.
(05-19-2020, 11:53 AM)Treewyrm Wrote: Gallia jumpgates did not have functioning hitbox and now they do. You've got used to convenience that came with the lack of functional hitbox which is no longer the case. They ain't going to be reverted back to broken hitbox. I'll play around with nudging approach path hardpoints but that's it. Also animated panels aren't floating in the air, as a matter of fact I did not touch model mesh at all. Everything else about it like docking spheres and ranges are exactly the same as regular liberty jumpgate.
edit: path approach points were shifted completely outside the gate and at a fair distance from for caps, that ought to help.
Gallic jump gates just lost half of their opening animation. Only the front panels open, but the back parts of the gate remain stationary. Although before that update they were also animated and slides apart. And now not only does "Valor" get into it with difficulty (which is damn weird in terms of realism and RP when battleship just barely fit through the gate, eh), but also the front panels just hangs in space.