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I prefer to lower all my turrets range and lure the enemy so it can come closer, because they miss a lot on long range moving enemy ships and lose all my ammos on those missed long range shots = End up no more ammos once the enemy ship is getting closer.
+
The sad part is that they keep shooting all in their way, even my other ships/stations and friends ships, also keep shooting at the soil (Voxel) till the enemy ship is completely destoyed that empty my ammos way faster in survival.
That said, Ilike it a lot to control handmade turrets, moving arms on stations and ships or "Crane" like setups, also for solar panels to track the sun. (edited)
___
Note
Weaponcore users told me that Mod deletes some Vanilla options on the CTC block.
-> 6 normal Gatling turrets is still the minimum to be able to win a battle against SPRT Stations having enemy Drone Spawner with minimum of damages done to our Warship and/or small block Fighter on close combat (100m). and easier to build for sure ;)
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Normal turrets will save more ammos if not set too long range, well compared to CTC AI shooting all in their way.
The part? Well, there's the Custom Turret Controller, alongside associated Rotors and the Lasers themselves something Mk1A from a weapon pack.
I just use one CTC AI so far and I will surely try different setups at some point :)
The one I've worked on is Rail Gun on station top and not the best cause I must limit its angle for not shooting at the station roof and it keeps shooting when the enemy ship drops out of range (under limited angle) when hidden by the staton roof :
https://steamcommunity.com/sharedfiles/filedetails/?id=3196628604
Looks like there are a lot of different gameplay, and I think it's one of the reason why SE is my Favorite sandbox game on Steam.
Thanks for sharing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3191775905
https://steamcommunity.com/sharedfiles/filedetails/?id=3191775721
=
Not much ammo used and I can loot the Debris of enemy ships very close to my station :)
(edited)
I have Blueprinted all parts of my CTC turret so I can rebuild in new survival worlds and I can tell it's easier in space (no Gravity), need a lot of practice to attach all parts without problems on planet :
https://steamcommunity.com/sharedfiles/filedetails/?id=3196627879
https://steamcommunity.com/sharedfiles/filedetails/?id=3182320744
My custom turret was upgrade to have three fixed lasers - each is 1x1x3 - and it worked well. I then added the much larger - like 3x3x5 IIRC - Mk2 version of that laser, it's huge. Now the turret has quite a lot of bounce, I assume due to the added mass. I have the rotors moving quite slowly, but need some more tweaks I think. I've seen guns FAR larger than the one I created.
Didn't get chance to play at all yesterday, perhaps later today!
Note: when the turret stops working, it won't even track targets, let alone shoot. It's like it doesn't see them until I shoot them myself.
You may post in your STR to help :
Custom Turret controller Wont stay on Target
https://support.keenswh.com/spaceengineers/pc/topic/42410-custom-turret-controller-wont-stay-on-target
EDIT
Reported Bug = Something related to long range.
I'm quite familiar with how it works now and am able to set up a custom turret with ease. As you'd imagine, I like to put the BEST weapons possible on these, to get the most out of it. As such, I'm using a modded "MK2A" laser. It's a fixed energy weapon - no ammo to worry about - and has an up to 8km range.
I mentioned previous issue where sometimes they don't fire at a valid, in-range target until I manually fire at the target at least once - then the AI takes over when I exit control. However, an in many ways more annoying problem is them constantly IGNORING any obstruction. Player blocks in the way? No problem, fire anyway! Luckily they don't damage own blocks. Terrain in the way? No problem, fire anyway! They don't to terrain damage so they cannot bore through to a *slightly* obscured target.
My Custom Turrets are constantly wasting time and power shooting at things they'll never hit. Currently, and entire hillside is in the way, but my three custom turrets are shooting into the hill.
Is there any way to improve this behaviour? I did wonder if it was the weapon controller freaking out because the modded-in weapons I'm using have very long ranges. However, I see this happen at regular (under 800m) ranges too, so I don't think it's that.
I did look at using one of the AI modules to influence the Base's overall custom turret behaviour, but they seem to be limited to just 2,500m.
Edit: This isn't limited to the Custom Turret Controller, regular turrets seem to suffer from the same issue, though not as often. For example, right now, there's a ship I shot down the other side of the hill. My turrets are firing lasers into the hill in an attempt to hit it, at the same time, the shot-down ship is spamming missiles into the other side of the hill attempting to hit me lol.
Is there any way - be it mod or some setting - to prevent a custom turret from trying to shoot obscured targets? The base wasting fire on a closer, but obscured target vs. the more distance one it can actually hit is a little frustrating.
= Best to avoid making too much CTC turrets
or
build only one at soil level setup to do one Job only like shoot large block ship and build your station and ships underground to be sure it will not shoot at your shtuff.
EDIT
I would also lower its range.