The bobby AI will attempt to rotate the weapon on available turret axis's to put a target within a couple of degrees of the front direction of the turret part with the bobby AI. If it doesn't manage to line up on the target it won't fire.
It doesn't require line of sight to fire.
As long as...
Cannons or you could call them mass drivers are already in game. Anything that fires a bullet in atmosphere will fly okay in space.
But did you mean a cannon specifically for planetary combat that is effected by planetary gravity and maybe slowed down by atmosphere? So you can have cannons...
A couple tricks for you. If you have a PD turret with CC and CB the turret will rotate to engage while the outside of CC range but within CB range. While the CB is in range the CC should also be firing even though its out or range, the bobby AI holds the trigger down for all weapons when one...
Using swarms as decoys does have some issues. Full 100% slave swarmers have the lowest velocity of all missiles. Any other missiles fired at the same time will race ahead of them. You also want your swarming decoys to not fly at the targets in the same bearing as the actual missiles if...
Not sure about the missing section. I think I've read about it happening somewhere but I though they fixed that already. What does happen is the logic sometimes breaks on the docked reactors. It happens more often when you have many of them (I have a total of 80+ so every time I log in some...
Okay can save you a bit of time here. To many computers controlled by one AI creates lag like having an AI for every computer... Mass numbers of both are bad for lag. To much lag and by the time the turret rotates to aim the missile is slightly to the side and it needs to reaim before it can...
Well at the moment the dock shield transfers if it is in operation it to is suffering the under fire penalty. I have tested this bit. While the main ship is under fire and the shield transfer module is transferring shields both it and the main ship is considered under fire for both of their...
Gotta ask just encase. Are those turrets docked to a station that has a warp gate from the video? And if so do you have enough power to fire all the turrets and run the gate at the same time?
It refusing to fire is the reason why I've shifted back to single bobby AIs, sometimes it does but sometimes it doesn't. As far as I can tell it seems to be lag related but I'm not sure.
Have you tried single AI bobby AMS turrets, If it still doesn't work link a sment of the turret design and...
There is a design trick. Gravity activated on a different docked object doesn't reset the gravity of the main ship just transfers the gravity to the new object if there both set in the same direction. So I use this difference to keep gravity on as I move around the ship.
For instance to...
With multi bobby AIs in one turret you have to set then up carefully.
1. One AI should be set to turret all the others should be fixed docked AIs onto that turret and they should be set to ship. Otherwise they fight for control over which way to move. The idea is that the turret AI controls...
I think sometimes I've had large masses of complicated logic corrupt a sector somehow. While I've observed it a while back hopefully its been fixed but it was so random I couldn't really pin point what created it. Weird logic pipes appearing in the middle of no where half a sector away. It...
Just encase is any of the logic connections outside of the copy area? It might have an issue with copying due to large amounts of links into and out of the copy area.
Also as a work around it might be possible to paste that section into its own ship and dock it to the main one and use wireless...
I didn't include the total shield numbers cause I was trying to point out how insane the shield regen could get. The titan WIP build I'm still working on is still under 400k mass, as said the current regen is 1.2mil /sec before combat nerf, with 60% ion effect. But as noted the shield module...
We did check the shield rechargers on a docked module does suffer the combat penalty while firing a shield supply beam at the main ship which is under fire.
If it didn't work that way you would see a lot of people making docked shield modules to get insane continuous recharge on shields.
For...
While were getting away from the original post the variations in how armour work effect what is effective in dealing with that armour.
Well you either end up wasting energy by firing large weapons that aren't effective for their power at wiping out large numbers of blocks or you end up using a...
Slight changes to the detection rail increases chances of detection for targets in the front and decreases chance of getting stuck and causing logic failure.
Building these things isn't an exact science. Only by testing a lot of collisions can you and find out new ways for rails to stuff up...
I don't think I'm explaining myself properly.
I don't doubt the shield transfer speed your testing or the efficiency. What I mean is that the while transfer isn't nerfed the actual regen from the shield recharges on the shield module that is doing the transfer is counted as under combat same...
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