Turret AI not working

    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    Good long post below, just left it there in case there is some useful info in it.
    Issue seems to be the connection between the AI and the weapon computer. I had to remove the weapon computer and AI. Then install AI and after that the weapon computer. Upon linking the weapon computer with the barrel the turret started working. Note that the other way around did not work (so weapon computer and then install the AI) .
    The turrets that did work in the part I wrote below were probably the originals and I guess the AI control of the turrets was lost when I created the others via blueprints.
    I only need to check if slaving the weapon computers to the AI also breaks the AI control but that will take some time as the pirates just finished their target practice :( .
    Done, slaving the weapons computer stops the AI control of the turret as well. Tried it several times and each time the turret stopped working, removing the AI and weapon computer and installing it again made the turret working again.

    -------------------------------------------------------------------------------------------------------------------------------


    I know this is not the 1st one about this but unfortunately i could not resolve the issue with the existing threads.
    As the title says the AI turrets on my ship are not working properly. I use pirates for target practice but it goes the other way at the moment.
    I can operate my turrets by hand and fire them.
    As suggested in one post I used :" /start_ship_ai -1 " this worked for 2 turrets which makes it even weirder as the other 10 are just copies of those 2.
    After that I started messing around with a fraction module and such but that doesn't seem to do very much.
    In an other post it was suggested to check if the x,y,z planes of the stand and the barrel are the same. So i unhinged one, it checked out (was ok) and put it back in the same manner. I had removed the AI and replaced it again, now it worked. As an experiment i selected the AI (C) and then the canon computers (V). This stopped the turret permanently. Even undoing the selection and taking the turret apart didn't get it to work any more.
    I checked the planes for some more turrets but they are all ok.
    So what did I miss?
     
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    Good long post below, just left it there in case there is some useful info in it.
    Issue seems to be the connection between the AI and the weapon computer. I had to remove the weapon computer and AI. Then install AI and after that the weapon computer. Upon linking the weapon computer with the barrel the turret started working. Note that the other way around did not work (so weapon computer and then install the AI) .
    The turrets that did work in the part I wrote below were probably the originals and I guess the AI control of the turrets was lost when I created the others via blueprints.
    I only need to check if slaving the weapon computers to the AI also breaks the AI control but that will take some time as the pirates just finished their target practice :( .
    Done, slaving the weapons computer stops the AI control of the turret as well. Tried it several times and each time the turret stopped working, removing the AI and weapon computer and installing it again made the turret working again.

    -------------------------------------------------------------------------------------------------------------------------------


    I know this is not the 1st one about this but unfortunately i could not resolve the issue with the existing threads.
    As the title says the AI turrets on my ship are not working properly. I use pirates for target practice but it goes the other way at the moment.
    I can operate my turrets by hand and fire them.
    As suggested in one post I used :" /start_ship_ai -1 " this worked for 2 turrets which makes it even weirder as the other 10 are just copies of those 2.
    After that I started messing around with a fraction module and such but that doesn't seem to do very much.
    In an other post it was suggested to check if the x,y,z planes of the stand and the barrel are the same. So i unhinged one, it checked out (was ok) and put it back in the same manner. I had removed the AI and replaced it again, now it worked. As an experiment i selected the AI (C) and then the canon computers (V). This stopped the turret permanently. Even undoing the selection and taking the turret apart didn't get it to work any more.
    I checked the planes for some more turrets but they are all ok.
    So what did I miss?
    Is this on a multiplayer server I can join to observe the behavior? Post server ip and time I can meet you there. Otherwise, you can load up the dev version and I can join you on the official test server.
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    Is this on a multiplayer server I can join to observe the behavior? Post server ip and time I can meet you there. Otherwise, you can load up the dev version and I can join you on the official test server.
    It is on single player. I had made a blue print of the ship before I headed for a fire test at the pirate station (and found out that only 2 or 3 turrets were working). I just created this ship and it has the same issues.
    So in short:
    The original ship was lost (perhaps still somewhere out there).
    1st Copy is now fixed
    2nd copy has the same issues

    Now lets see how to get on with the dev version.
    Downloaded the dev version 0.149 and copied it into the starmade dirrectory. However starmade tries to connect using the 0.1488 version so it is refused. Sorry for being a noob at this, but how to resolve this?
     
    Last edited:
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    I recommend copying your StarMade-starter.exe into a new folder then run it. When the launcher comes up click on options > installation settings go to the build branch drop down menu field and select dev. Click ok then in the launcher click update and install latest version.
    Afterwards you should have the correct version to attempt to connect to play.star-made.org:4242 .
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    I don't see a dev version. The drop down option from the Build Switcher are all releases up to the current version 0.19488
    Search newest gives me this version, Download normal automatically starts downloading it.
    I tried putting the zip file in to the directory and then search currently installed but that did nothing.
    Does it make a difference that I got the initial game via Steam?

    Ok used the other option settings, selected dev and downloaded the matching version and now it works.
     
    Last edited:
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    Got everything running, but the ship is too expensive to build.
    I use creative mode to design/build the main parts (exterior and turrets). It is currently my only large ship and I need it :)
     
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    Got everything running, but the ship is too expensive to build.
    I use creative mode to design/build the main parts (exterior and turrets). It is currently my only large ship and I need it :)
    If you are on the official test server the shop at 2,2,2 is free and infinite even if it says its empty, other than that give me a time to meet you there and I can admin spawn it in.
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    You will have to spawn it. Despite that all items are at 100% i can't spawn the blue print.
    Time zone i'm in is UTC +4
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    Interesting note. It is a bit difficult for me to run multiple versions of Starmade on my PC. I have made 3 copies in total:
    1 - The game I play (shortcut points to the Steam directory)
    2 - A complete backup of 1 (no shortcut, sart it by going to the directory)
    3 - Developer version (shortcut points to Starmade_dev directory)

    If I change the file setting (file locations and game version to play) in the starter for say nr. 1 then that also changes the settings for 2 and 3 even though the shortcuts on the desktop refer to different locations. It also means that if I change one of them to developer then all are changed. It looks like that the file path and settings are stored in a separate file and that file is the same for all 3 of them.
    Workaround will be to have one shortcut and change the file location in the Starmade starter depending if I want to play the developer or release version.
     
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    I should probably submit the settings affecting other folders as a bug.

    Also I'll need the blueprint name and you will need to make it public on the test server for me to load it, then i can have it waiting for you at whatever coords you want me to leave it .
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    Ok made the blue print available to others.
    I am at the shop 2,2,2 but i think you can test this without me.
    Name: Utility cruiser phase 02 construction
    I have also added: Decoy_001
    If you want to test it, it is simple. Spawn the ship then spawn the decoy as a pirate. As the decoy won't fire back or do anything. This will allow you to observe and play around with the weapons. Do it a few km away from other ships otherwise you might end up with some crossfire.
    As said some turrets do work; if you activate the AI on the secondary gun left front it will fire but others will remain passive.
    Just for info, i can't spawn the ship but i can spawn the decoy from blue print even though both are 100% completed.
    Also as I didn't understand the concept of linking weapons properly you will find a lot of missile computers without missile tubes hooked up on the secondaries.
     
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    Ok made the blue print available to others.
    I am at the shop 2,2,2 but i think you can test this without me.
    Name: Utility cruiser phase 02 construction
    I have also added: Decoy_001
    If you want to test it, it is simple. Spawn the ship then spawn the decoy as a pirate. As the decoy won't fire back or do anything. This will allow you to observe and play around with the weapons. Do it a few km away from other ships otherwise you might end up with some crossfire.
    As said some turrets do work; if you activate the AI on the secondary gun left front it will fire but others will remain passive.
    Just for info, i can't spawn the ship but i can spawn the decoy from blue print even though both are 100% completed.
    Also as I didn't understand the concept of linking weapons properly you will find a lot of missile computers without missile tubes hooked up on the secondaries.
    Examined your ship and it looks like you might have copy pasted on some turrets and on others you had the cannon computers controlled by logic. When you use logic to control a computer it removes it from the weapon menu as well as makes it unusable by the bobby ai. You can relink the core to the computers by pressing c on the core and v on the computers then you should be able to enable the ais and they should act according to their ai setting. If you have any other difficulties i can meet you on the test server and show you in person just name the time (including timezone) to meet.
     
    Joined
    Nov 12, 2015
    Messages
    16
    Reaction score
    1
    I think that it was caused by slaving the computers to the AI. I have solved the issue by replacing all computers and AI well actually that is more a work around.

    Many thanks for you support in this.