Turret Tribulations

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    Ive been doing as you suggested actually, and working on the turrets, ill post the latest version today, when im done, these ones for my first ship reaching over 200 meters long. they *should* be alot better, theoretically, once i get everything worked out, and after a little work i figured out how to work the stupid template thing for copy and paste(How did i not know how to do that?) so should be easier!

    As for the AI problem, i double checked that, and all are activated. Dunno why they arent tracking and shooting however still. Shouldnt turrets drain power from the ship, or station, once they run out of their own though?
     
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    That...i dont even know what to say xD


    Well, heres the turrets in question that i talked about yesterday, *and* a screenshot of what the behavior they are displaying. Note: the third screenshot is an entirely empty sector of space with an isanth i spawned in.



    Default sitting position.


    And empty sector



    I would really love to know why they are acting this way...

    Edit:

    And now this happens!



    turrets stopped, and the pirate stopped moving.
     

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    I think turrets are currently bugged. I sent in a bug report already because of turrets doing what you described. I had power on a ship it was docked to, so the power would not have been the problem. They still sit there and do nothing sometimes, while firing single shots sporadically. Also, It seems there are problems with the targetting when there are multiple targets. They don't tend to track well and the AI needs improvement. Turrets should track the closest target, not stay on one target until it moves away, and something else comes right up to it with no effect.
     
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    I think turrets are currently bugged. I sent in a bug report already because of turrets doing what you described. I had power on a ship it was docked to, so the power would not have been the problem. They still sit there and do nothing sometimes, while firing single shots sporadically. Also, It seems there are problems with the targetting when there are multiple targets. They don't tend to track well and the AI needs improvement. Turrets should track the closest target, not stay on one target until it moves away, and something else comes right up to it with no effect.
    What I have discovered with these recent 'turret tribulations' is that every instance of the issues I have had have been the result of me either building the turret wrong, or failing to appreciate just how much power weapons these days currently draw. The Wiki is horribly out of date in this regard. Whatever the Wiki says, double that and you'll get closer to what your turret actually will need to function. In numerous instances during my building, I found my turret was pulling 'ALL' the power out of the ship it was docked to, completely draining it's batteries, despite the ship having a power generation rate of one million and ten million in battery storage. Turrets can draw ridiculous amounts of power depending on how you build them.

    Traverse problems were almost invariably problems with the orientation of computers, the orientation of the ship core vis-a-vis the direction of the weaponry, the orientation of the rails and turret axes, occluding blocks from other structures, be that other turret parts (base hampering the barrel or vice versa), or the ship itself. I even had instances in which while working on my ship proper, blocks got placed during advanced build 'inside' the workings of my turrets. Needless to say, this too causes problems.

    In short, be careful about calling something a bug until you are 100% certain you know the intricacies of all these details so well, that you 'know' it is a bug and not a user error.