I mean besides the obvious "give 'em guns, a bobby AI, and make sure you turn it on".
I'm building a large ship where I'm going to need turrets simply because my turning radius will be measured in sectors, but I don't want obviously visible turrets because they spoil the aesthetic I'm going for. So the answer I'm looking at are recessed turrets, turrets docked in holes in the main hull with as little of the actual turret sticking up past the hull line as possible.
So my initial questions are:
1) How does a turret determine line of sight? I know a turret won't fire on something it can't "see", but where is that line of sight determined from? Is it from the core (which is always at the very bottom of a turret), is it from the Bobby AI (which I could place towards the top of the turret), or is it from the business end of the gun?
2) Are there ways to restrict the movement of a turret so that it will only fire in one direction and not bother trying to track other targets? Such as, if I made a tube into the hull of the front of my ship and put a homing missile turret in the back of the tube so that the mothership blocked everything but straight ahead, would the turret only fire on things directly in front of me? If I use a docking port instead of a turret port, would that lock the turret in place but still allow it to fire?
Namely I'm making a Star Trek themed ship, and I want to build things like fore and aft torpedo launchers as turrets, and have beam turrets that don't stand out against the rest of the hull. I've seen some pictures of where people have basically build square turrets filling the docking cube and then walled them up just outside of the docking box dimensions to where it looks like they shouldn't be able to turn (though I assume they just clip through the walls).
Just trying to get a grip on not just what the turrets can do, but how they do them so I can make better designs.
[DOUBLEPOST=1429824670,1429824298][/DOUBLEPOST]Oh yeah,
3) Does rotating the Bobby AI change which way the turret considers to be "forwards"? As in if I set it down normally and build guns pointing towards the front of the ship, I can see the pointy end turn to face the target before firing. Does rotating the Bobby AI and pointing it up make it look out away from the ship as the default instead of down the length of it, or would it consider whatever direction the guns fire in (as in, rotate the weapon computer) as the "front" of the turret?
I'm building a large ship where I'm going to need turrets simply because my turning radius will be measured in sectors, but I don't want obviously visible turrets because they spoil the aesthetic I'm going for. So the answer I'm looking at are recessed turrets, turrets docked in holes in the main hull with as little of the actual turret sticking up past the hull line as possible.
So my initial questions are:
1) How does a turret determine line of sight? I know a turret won't fire on something it can't "see", but where is that line of sight determined from? Is it from the core (which is always at the very bottom of a turret), is it from the Bobby AI (which I could place towards the top of the turret), or is it from the business end of the gun?
2) Are there ways to restrict the movement of a turret so that it will only fire in one direction and not bother trying to track other targets? Such as, if I made a tube into the hull of the front of my ship and put a homing missile turret in the back of the tube so that the mothership blocked everything but straight ahead, would the turret only fire on things directly in front of me? If I use a docking port instead of a turret port, would that lock the turret in place but still allow it to fire?
Namely I'm making a Star Trek themed ship, and I want to build things like fore and aft torpedo launchers as turrets, and have beam turrets that don't stand out against the rest of the hull. I've seen some pictures of where people have basically build square turrets filling the docking cube and then walled them up just outside of the docking box dimensions to where it looks like they shouldn't be able to turn (though I assume they just clip through the walls).
Just trying to get a grip on not just what the turrets can do, but how they do them so I can make better designs.
[DOUBLEPOST=1429824670,1429824298][/DOUBLEPOST]Oh yeah,
3) Does rotating the Bobby AI change which way the turret considers to be "forwards"? As in if I set it down normally and build guns pointing towards the front of the ship, I can see the pointy end turn to face the target before firing. Does rotating the Bobby AI and pointing it up make it look out away from the ship as the default instead of down the length of it, or would it consider whatever direction the guns fire in (as in, rotate the weapon computer) as the "front" of the turret?