Turret AI baking in the sun

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    Hey there...

    I am building on a large Battleship quite a while now and today i wanted to finish it up by putting the turrets on. i designed a turret tested it by hopping in and shooting some things. it worked!
    now i wanted to try if the ai does its job...so i build a dummy and gave it to the pirate faction....well the ai did nothing. It didnt turn it didnt shoot..nothing. i checked everything double and triple and searched on google for an hour...cant find the issue.
    i cant spawn ai pirates as well...

    i got 2 axis, energy, ai and weapons are on the barrel axis, ai is turned on and set to turret as well as any. protection of the home sector is off...pirates should be enabled too cause i didnt change the cfg...

    any idea? is the ai dead because of the wip ai update?

    greetings CodeBlack
     

    StormWing0

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    Are their enough mass enhancers on the main entity and the base?
     
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    Are their enough mass enhancers on the main entity and the base?
    the turrets are pretty small...how much can i put without enhancers?
    EDIT: and i shouldnt be able to move the turret myself if they are too heavy...
     

    alterintel

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    you don't need mass enhancers to manually move a turret.
    I think the default amount of mass you can move without enhancers is 50.
    depending on how big the barrel of your turret is, you may need enhancers on the base of your turret as well.
     
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    you don't need mass enhancers to manually move a turret.
    I think the default amount of mass you can move without enhancers is 50.
    depending on how big the barrel of your turret is, you may need enhancers on the base of your turret as well.
    thanks ^^ ill try it :)

    EDIT: didnt work...barrels arent even above the 50....added some enhancers anyways...didnt do anything :(
     
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    StormWing0

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    the default is 5 mass, and enhancers up it by 5 per enhancer

    Also the AI hates it when the controls are reversed.
     

    DrTarDIS

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    is the turret factioned? are the pirates inside it's engagement range? do the "pirates" have atleast 1 weapon block? I seem to remember AI ignores ships that have zero threat.
     
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    is the turret factioned? are the pirates inside it's engagement range? do the "pirates" have atleast 1 weapon block? I seem to remember AI ignores ships that have zero threat.
    I made a quick test and my unfactioned turret shot a pirate ship consisting only of a core. This was directly next to my homebase, btw. What weapon does the turret use?
     

    StormWing0

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    I made a quick test and my unfactioned turret shot a pirate ship consisting only of a core. This was directly next to my homebase, btw. What weapon does the turret use?
    A turret can use any weapon, pulse as a primary for a turret might be a tad useless given the range but even it should work.
     
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    Be aware that every time you enter the core of an entity that has a Bobby AI attached it gets switched off, so check if it's set after you left the core of the turret.

    Greets,

    Jan
     
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    is the turret factioned? are the pirates inside it's engagement range? do the "pirates" have atleast 1 weapon block? I seem to remember AI ignores ships that have zero threat.
    - yes
    - yes
    aaaand yes
    ;D

    Be aware that every time you enter the core of an entity that has a Bobby AI attached it gets switched off, so check if it's set after you left the core of the turret.

    Greets,

    Jan
    i know...thats not the problem.
     
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    Reinstall the game in a different folder (you can keep the old installation), copy the blueprint of your ship to the new installation, start a new world there and admin load the ship. If the problem persists upload the blueprint here.
     
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    Well, the reinstall worked for me :D

    i hope it doesnt show up every time i load a blueprint. Thx for the help.