Turret AI broken on player ships
-
- Mercenary
- Posts: 106
- Joined: Tue Apr 29, 2003 12:09 am
Turret AI broken on player ships
Under the minimalist E build, the turret AI seems to be broken for player-controlled ships. While the turret AI can be activated and will shoot at targets while the player is in the turret, the turret will shut down as soon as the player returns to the main cockpit.
-
- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
odd-I didn't change this at all
can you use shift-P to force it to target your target
and o to toggle wether it's on or off?
can you use shift-P to force it to target your target
and o to toggle wether it's on or off?
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
-
- Mercenary
- Posts: 106
- Joined: Tue Apr 29, 2003 12:09 am
Shift-p adds another set of crosshairs around the target but doesn't direct the turrets to do much of anything. 'O' will turn the turrets on but they seem to deactivate when I return to the cockpit.
Here's an example. Start the following mission and fly to within 2000m of the mining base. Turn on the turrets then return to the cockpit and designate the mining base as the turret target. On my install nothing will happen next: neither the missile or capship disruptor turrets will engage the target.
Here's an example. Start the following mission and fly to within 2000m of the mining base. Turn on the turrets then return to the cockpit and designate the mining base as the turret target. On my install nothing will happen next: neither the missile or capship disruptor turrets will engage the target.
Code: Select all
<mission>
<variables>
<var name="defaultplayer" value="blue"/>
<var name="mission_name" value="A bombing mission" />
<var name="system" value="sol_sector/polaris" />
<var name="description" value="Use your powerful weapons to\destroy the many cruisers!" />
</variables>
<flightgroups>
<flightgroup name="lilac" faction="a" type="vark" ainame="default" waves="1" nr_ships="1">
<pos x="10000" y="10000" z="0"/>
<rot x="0" y="0" z="0"/>
</flightgroup>
</flightgroups>
</mission>
-
- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
what is this "return to the cockpit" business
this can all be done from within the cockpit
shift-P
o to get them to turn on
o to turn 'em off
no switching required
this can all be done from within the cockpit
shift-P
o to get them to turn on
o to turn 'em off
no switching required
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
-
- Bounty Hunter
- Posts: 128
- Joined: Fri Jan 03, 2003 4:51 pm
- Location: Somewhere in the Multiverse
- Contact:
Let me take this opportunity to once again mention that I'd like an indicator of some sort on the hud to let me know when my turrets are activated. Sometimes, hitting o doesn't actually cycle the toggle, and I end up shooting at someone I didn't mean to.
When the toggle doesn't work, I have to target something then jump to an outside view and then hit o to see if my turrets continue to cycle around in search mode, or if they swing towards my target. This is the only way I know for sure if they are on or off.
And speaking of search mode, wouldn't it be less cpu intensive if when the turrets are turned off they "parked"? I.e., they just returned to center and stopped, rather than continuously turning around in a circle.
When the toggle doesn't work, I have to target something then jump to an outside view and then hit o to see if my turrets continue to cycle around in search mode, or if they swing towards my target. This is the only way I know for sure if they are on or off.
And speaking of search mode, wouldn't it be less cpu intensive if when the turrets are turned off they "parked"? I.e., they just returned to center and stopped, rather than continuously turning around in a circle.