As long as it is docked by rails it should be drawing power from what its docked to if it runs out of power itself. Power will be drawn through the rail to the docker not the other way around.
Sure, give me one sec to export it. How do I attach it through this forum?I'm assuming that is running out of power and thus not firing when it should?
Can you attach a sment file of the design to be checked out?
When you are replying there is a button 2 to the right of the post reply button which is called "upload a file".
I really suck at being artistic but I'm great with systems.
Did a quick redo on the internals of the turret. Even with all the extra internal regen it will run out of power.
Not the best but just a decent fix for the time used.
X Axis
534k energy
59k e/sec
Y Axis
826k energy
27k e/sec
Teleporter now on the y-axis so no matter what rotation it has you can teleport in.
Logic re-wired. Guns fire and recoil. Just activate the firing button and leave it on for continuous fire.
You now don't have to hit the fire button each time. Turn button off to stop firing.
A lot less mass enhancers that weren't having any effect removed. Power drain from mass enhancers 6.6k e/sec.
Could be balanced better but I left some extra in, just encase of redesign.
If you need to reduce the mass just start removing power capacitors. There is a lot of extra power storage so
that it will take a while before the gun has to draw on the ship power. Considering the firing rate if you don't
mind the turret drawing power from the ship/station shortly after firing you can remove all the power capacitors
to save weight or replace with a shield system.
additionally .. if you did place more than one bobby AI on the barrels (i wold assume so .. because they do not move all as one entity)
than that isnt going to work flawless either .. because they most likely wont target the same thing and fight over the movement controll
If you put a gun into the y axis part with the bobby AI. The bobby AI will rotate the turret and engage hostiles. Without the gun it won't have an engagement range and thus will not attack stuff.
You can activate the guns using an enemy detector which you can get from the community downloads. Essentially an enemy detector is a turret with a bobby AI that will rotate to engage hostiles. A rail is moving around the turret and if the turret moves the rail is blocked from moving and the logic detects that and sends an activation signal. They can be tempermental but I use them to activate heat seeker missiles.
Otherwise you can use a remote command on the main ship to command all the turrets to fire but some won't be able to rotate to bear on the target and thus end up firing in some other direction.