Space Engineers

Space Engineers

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Sarkin Nov 1, 2016 @ 7:29pm
Designated Firing Arc
I don't know if this has been suggested. but it would be nice if we could designate a firing arc for our turrets.

I've run into the slight problem of turrets tracking and firing at a target to the point they end up shooting parts of my base that i would really like them not to shoot.

such as a Solar Panel on a wall back an to the right of them.

or planned construction frames . which can be a little annoying to have to continually repair due to your own turrets firing on them by mistake.

so being able to limit their arc of fire could help this greately . if theres already a way to do this knowing what it is would be nice. but as is i haven't found anyway outside of potentially blocking their line of sight

building on this i would also like to have a 3D representation to show me their current firing arcs so i can ensure over lapping fire. while ensuring that the guns are firing in the areas i want them to.
Last edited by Sarkin; Nov 1, 2016 @ 7:30pm
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Showing 1-7 of 7 comments
dga8705 Nov 3, 2016 @ 10:04pm 
Unfortunately this hasn't been added in yet. We have been asking it for it for forever. If they had a similar interface to the gravity generators or sensors, and you could even turn on and off firing arcs showing in game, like the gravity and sensor fields. For now, the only option is to block their line of sight and hope.
BRRM Nov 4, 2016 @ 3:39am 
This would be nice. they could also give it a perk of scaling the power usage by the arc amount.
360 = max power usage
180 = 50% power usage
etc...
Sarkin Nov 4, 2016 @ 7:37am 
Originally posted by BRRM:
This would be nice. they could also give it a perk of scaling the power usage by the arc amount.
360 = max power usage
180 = 50% power usage
etc...

to expand on it further being able to determine their fire rate would be nice to . them just firing continuously till the targets dead is a little annoying because it tends to waste a lot of ammo.

an perhaps determine 'when' they fire in terms of to hit chance.

i mean if the thing is a wolf behind a pile of dirt that got stuck an the chance of the turret hitting it is under 10-20% then i wouldn't want it firing an wasting bullets.

more variety in turret appearance would also be nice.
dga8705 Nov 4, 2016 @ 4:23pm 
I think the most important thing they could add would be a priority list for targetting. Not just targetting small ships vs large ships, but specific blocks on their ship. Maybe have an advanced turret that doesn't fire as fast or as far, but you could designate it to target certain blocks, such as engines or weapons first. Decoys would still have a high probability of getting targetted first.
Sarkin Nov 4, 2016 @ 4:27pm 
Originally posted by dga8705:
I think the most important thing they could add would be a priority list for targetting. Not just targetting small ships vs large ships, but specific blocks on their ship. Maybe have an advanced turret that doesn't fire as fast or as far, but you could designate it to target certain blocks, such as engines or weapons first. Decoys would still have a high probability of getting targetted first.

That would help a lot to. Ideally with different range at which to target things.

like with meteors i only want the turrets to target them if they're going to hit something i've built.

So if there with in say 200 meters target meteors. but if a Pirate or something is attacking or a hostile player then using the max targetting range would be nice to.
BRRM Nov 4, 2016 @ 5:29pm 
yes i like these ideas!
Lystent Nov 7, 2016 @ 10:16pm 
+1;
Turrets teamkill:
-team mates
-turrets
-whatever they are mounted on
-themselves (if that counts as a teamkill)
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Date Posted: Nov 1, 2016 @ 7:29pm
Posts: 7