Space Engineers

Space Engineers

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Rextron Feb 4, 2022 @ 8:45pm
Any way to makes Custom Turrets not shoot your own ship?
So I have been testing the new custom turrets and i got a ship that i have been adding to it the turrets sometimes shoot the stuff i around them that is apart of the ship. So for these to work and not have that happen do you need to add restriction to prevent it or is there a mod or setting to turn off subgrid weapon damage to the main grid? the main reason is i want to use them as anti fighter turrets and point defence systems so having them be put into snug spots that they don't get a clear view from is where i mainly put them as they are so small for the most part. Any help with this would be great.
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Showing 1-15 of 17 comments
Dan2D3D  [developer] Feb 5, 2022 @ 12:24am 
Hi, I think that option is in the world advanced settings or in the Options button from main menu, verify both and you will find.
Rextron Feb 5, 2022 @ 6:26pm 
I have looked through the Options and I am not sure if it is a setting that I am miss understanding or just something else as the only setting in the advanced world setting that relate to this that I can find are Friendly Missile Damage and Sub-grid Damage (Which I have both disabled). So could you tell me what setting I am looking for?
herrschaftg35 Feb 5, 2022 @ 6:33pm 
There is no setting that will prevent it from happening. Disabling the damage for all grids or subgrids are your only options which is basically cheating. Best to move the turrets to where they are not likely to shoot each other or the parts of your ship.
Rextron Feb 5, 2022 @ 9:28pm 
Originally posted by herrschaftg35:
There is no setting that will prevent it from happening. Disabling the damage for all grids or subgrids are your only options which is basically cheating. Best to move the turrets to where they are not likely to shoot each other or the parts of your ship.

Yeah that's what i thought dam. There isn't much point in using the ball turrets on ship compared to a normal turret then. They would just get shot off by the ship they are on and if you have to space them as to not have the ship intersect with its firing arc. Doesn't make them useless just you need to make the ship around them not as a small anti fighter turret to put onto any ship like i wanted to.
Dan2D3D  [developer] Feb 6, 2022 @ 4:55am 
You may create a world with ships ready to test and send all your testing to the ones working on the game asking them to fix this to your liking, well if you want to have a chance they change that.
+
They told the community they are waiting for Portal Feedbacks and bug reports to make the game better so don't be shy to participate.

Directly to the SE programmers :

Support Portal = https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)

You may use the Support Email to report if you prefer :
Email = support@keenswh.com
Last edited by Dan2D3D; Feb 6, 2022 @ 4:55am
Dan2D3D  [developer] Feb 6, 2022 @ 4:57am 
I will add :
I never had problem with that, maybe because my warships are not made like yours and why it is important to share a save with your creations in ready for them to try.
Last edited by Dan2D3D; Feb 6, 2022 @ 4:57am
Have you tried setting limits on the range of your hinges and rotors? They are still hinges and rotors. I haven't seen any of the new MOD API info... but maybe there's a way to choke the firing of the gun during certain position combinations that point the turret at bits of your own ship.
Does the controller comply with set hinge/rotor limits? Wouldnt that be the way to go so you restrict them from being able to even aim at your ship?
Rextron Feb 6, 2022 @ 6:34pm 
Originally posted by Ronin Planetary Industries (RPI):
Have you tried setting limits on the range of your hinges and rotors? They are still hinges and rotors. I haven't seen any of the new MOD API info... but maybe there's a way to choke the firing of the gun during certain position combinations that point the turret at bits of your own ship.

See the problem is not so much that they shoot my ship and that my ship shoots the rotor turrets off its self. And rotor limits would prevent the whole anti fighter purpose of the turrets. The idea of this was more asking if there is a mod as or they added sub-grid being treated the same as the main grid with regard to the turret AI.
Rextron Feb 6, 2022 @ 6:40pm 
Originally posted by Dan2D3D:
I will add :
I never had problem with that, maybe because my warships are not made like yours and why it is important to share a save with your creations in ready for them to try.

https://steamcommunity.com/sharedfiles/filedetails/?id=2745740775

This is the ship I am talking about. It does have a mod but it is the shield mod and the ship is fine without it nothing changes.

Thanks for everyone trying to help so far.
Last edited by Rextron; Feb 6, 2022 @ 6:43pm
Dan2D3D  [developer] Feb 7, 2022 @ 7:06am 
Got it!

I will try later cause busy atm and I will feedback here.


Note
If it is using the new controller block = it is new for all and keep in mind what the SE Devs said live on Twitch when the update came out :
-> They are waitng for new Portal Feedbacks so they can make it better.
Last edited by Dan2D3D; Feb 7, 2022 @ 10:44am
Could sensors work to some degree, like having a 50m sensor on the front that stops firing if it detects a friendly grid, maybe by powering down the guns or something. Then when it detects no grid powers them up again.... not sure if powering guns on/off messes with the scripting though.

That wouldnt help with the vanilla turrets but maybe if all turrets were player made then it could work as a safety system :)
Last edited by Karmaterrorᵁᴷ; Feb 7, 2022 @ 7:13am
MARRA92 Feb 7, 2022 @ 10:35am 
U might want to limit hinges max angle
Dan2D3D  [developer] Feb 7, 2022 @ 5:13pm 
Testing done = AI turrets using the controller block will shoot everthing in their way even friendly.

I pasted in an old Fire Raptor I made that was big enough to hide your ship with a few SPRT Drones and your AI turrets were shooting through my ship to destroy the enemy Drones :
https://steamcommunity.com/sharedfiles/filedetails/?id=2746679240

Conclusion :
You may report as a bug if not already in so create the Portal Bug Report of or a vote Feedback (Petition) so all can vote on it.
Last edited by Dan2D3D; Feb 7, 2022 @ 5:18pm
Rextron Feb 7, 2022 @ 5:20pm 
Originally posted by Karmaterrorᵁᴷ:
Could sensors work to some degree, like having a 50m sensor on the front that stops firing if it detects a friendly grid, maybe by powering down the guns or something. Then when it detects no grid powers them up again.... not sure if powering guns on/off messes with the scripting though.

That wouldnt help with the vanilla turrets but maybe if all turrets were player made then it could work as a safety system :)


The sensor idea works great thanks. wouldn't solve normal turret shooting subgrid ones but it lets me try and only use subgrid turrets on the ship and see it it works. thanks
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Date Posted: Feb 4, 2022 @ 8:45pm
Posts: 17