Hi all! I inserted the line:
<bind key="r" modifier="none" command="NearestHostileTargetKey"/>
into the bindings section of the vegastrike.config file in the current SVN version i am playing. Saw this suggested in another posting but can't remember which thread or the author. Anyhow, worked a treat. Got into a melee with 27 Arean Merchant Marine fighters and an Arean Clydsdale and could actually find the ones that were getting behind and to the sides of my Milspec Goddard. Was really useful and gave the nearest one every time.
Was wondering about turrets? A PD Long is a wunderful device, however having started with Privateer Remake i do kind of miss the "fire at anything hostile" function that had. Think this was termed "fire at will".
Wouldnt use it all the time, especially in the current, rather crowded SVN, but seems a reasonable function to include in the turret AI. Any chance that it is actually in there but like Nearest Hostile, has no current key binding?? Would love to know the command to specify to try it out if poss.
Game shapes up really well so far guys. Well done.
Nearest Hostile Key / Turrets in Current SVN
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- Merchant
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- The Shepherd
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the turret AI is toggled on with "o" been there for a long time thing is that tuurets themselves may be broken see http://vegastrike.sourceforge.net/forum ... php?t=7628 for details
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- Merchant
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Turret fire at will
From the config file it seems that "O" (capital O, not zero) should set the turret to fire at will. Have not had a lot of success with this. Is it broken??
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- The Shepherd
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have you tried toggleing the turret AI with "o" then turnig on fire at will with "O"
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- The Shepherd
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there is an audible indacator when you toggle it on and off i remember toggleing it when ever i changed target.been awile and i've got 10 versions to go through to see if i can find if turrets are broken or not which are on my XP install i'am in my linux install ATM.
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my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
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have you tried having a look at the left VDU "m" the i have noticed that ECM is shown as on with a green animation so the cloak may also have an indicator as mortaneous said i don't use it.
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- Atmospheric Pilot
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I tested my turrets AI out for the first time, and found that there is no sound when they turn on or no indicator and I think that would be nice. I checked every screen and even switched between the turrets I have in place. But I did note that if you hit F6 and activate the AI the turrets will spin as they scan I would presume. Lastly I preformed a drive-by on a Aera Agesipolis not that that was any feet in itself but the AI worked.