Goddard and Turrets
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- Explorer
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Goddard and Turrets
I have difficult to use Turrets. Right, ] switch on and off, but, in 0.4.3, I can't find anyone hostile (only in 1 times I toasted a Hyena)... h don't work, time passes and the 16 pirate plowshares are shooting me with something with phase damage, so I leave and kill them with the "ordinary" way (well, the 3 Penetrator Guns I installed over the missile slots maybe help, when hit... maybe autotracking is not so useful with guns?).
So, any way to turn the AI on WITH something about "shoot anything hostile in range" turned on?
The "o" don't work. Or, it looks so.
Have I to learn how to compile and use SVN?
(or I have to wait 0.5.0? Maybe September 2007?)
So, any way to turn the AI on WITH something about "shoot anything hostile in range" turned on?
The "o" don't work. Or, it looks so.
Have I to learn how to compile and use SVN?
(or I have to wait 0.5.0? Maybe September 2007?)
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- The Shepherd
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@bpsl if i remember correctly you have to turn the AI on for each battle i guess it gets bored with nothing to do and goes to sleep do you hear a sound when you toggle the AI on you should.
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With AI on, I am NOT sure (in 0.4.3) turrets can find any hostile target. I think "no".
And I don't hear any sound... I have to press "o" more than once, seeing with F5 or F6, I guess AI is on, because it moves... but it get bored very early (and it's not the case to try when 18 enemy ships are approaching).
Only in a couple of cases, I got a target almost invisible with SHIFT-P, toasting it.
I hope next stable version there is something "AI on and shoot nearest hostile target", because it's impossible to switch turrets.
(hoping to get a new stable version soon, of course!)
BTW, yesterday I got a strange thing: I had noone around, I heard a collide sound, then armor (Aera Polyduranium) in one side got 0, hull 0, some damage around (reactor and so on. Ship dark red), like I got something big, like an asteroid (but I had NOTHING around). Oh, well...
And, BTW2, I am unable to dock a Aera Research: Rlaan (and/or others) kill it when I am approaching. Maybe someone wrote "FOLLOW ME" in the rear of Goddard?
And I don't hear any sound... I have to press "o" more than once, seeing with F5 or F6, I guess AI is on, because it moves... but it get bored very early (and it's not the case to try when 18 enemy ships are approaching).
Only in a couple of cases, I got a target almost invisible with SHIFT-P, toasting it.
I hope next stable version there is something "AI on and shoot nearest hostile target", because it's impossible to switch turrets.
(hoping to get a new stable version soon, of course!)
BTW, yesterday I got a strange thing: I had noone around, I heard a collide sound, then armor (Aera Polyduranium) in one side got 0, hull 0, some damage around (reactor and so on. Ship dark red), like I got something big, like an asteroid (but I had NOTHING around). Oh, well...
And, BTW2, I am unable to dock a Aera Research: Rlaan (and/or others) kill it when I am approaching. Maybe someone wrote "FOLLOW ME" in the rear of Goddard?
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I've used the Goddard turrets to great effect, and I've never experienced the need to move the whole ship to aim a turret.. they can pan and tilt in limited degrees, so they can target roughly a full hemisphere around the ship.
If you happen to be in the turret, then yes, your view swings with the turret in the same way as if you were turning the ship, but looking through one of the chase camera views will show that the ship is still going the direction you left it in and only the turret is moving.... that is unless you've uncovered another bug.
If you happen to be in the turret, then yes, your view swings with the turret in the same way as if you were turning the ship, but looking through one of the chase camera views will show that the ship is still going the direction you left it in and only the turret is moving.... that is unless you've uncovered another bug.
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As a Goddard pilot i must say, these are the first i've heard of them, not that there not there. Sure, to me (a Privateer Remake fan) the turret control is a little cumbersome but nothing like that has ever happened.
If all else does not work, do what some do, man them your self.
VS (at least in PR) caters for a switch that turns on the craft AI when you switch to a turret. We at PU are still trying to make it usable.
If all else does not work, do what some do, man them your self.
VS (at least in PR) caters for a switch that turns on the craft AI when you switch to a turret. We at PU are still trying to make it usable.
"The bullets come out of the slim end, mate!"
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Team Fortress 2
Sniper after dominating another Sniper
Team Fortress 2
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mortaneous wrote:I'd certainly like the ability to toggle the turret AI without having to jump into the turret, not that I mind manning a 10,000 MJ gun with a 10km range, but it's a bit tough to fly the ship and jump over to turn the turret on when I get ambushed.
Code: Select all
<bind key="P" modifier="none" command="TurretTargetKey" />
<bind key="o" modifier="none" command="TurretAIOn" />
<bind key="o" modifier="ctrl" command="TurretAIOff" />
<bind key="O" modifier="none" command="TurretAIFireAtWill" />
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OT:
MAS: It's already there; in PR/PU/WCU, Ctrl-W is Fire at Will; for all your turrets.
/OT
MAS: It's already there; in PR/PU/WCU, Ctrl-W is Fire at Will; for all your turrets.
/OT
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- The Shepherd
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In that case you have to fix it individually ie.click on it like you want to sell it because it is broke fix it first.Sometimes you have to fix it,sell it and buy it back for a repair to take 100%.Have fun
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