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Do you have munition detection? If possible passive radars, long range, vs radar-seekers (just to test if the targeting works properly).
Quite sure I've seen CIWS-controllers override even manual control, so this kind of surprises me.
and also sometimes it goes crazy and just points but does not shoot
as the goalkeeper has a 30 mm (36mm) rotating cannon and can shoot light aircraft or missiles at the moment, not both
here is the link of only the turret, it is not the most beautiful but it works at least in my game if you want to modify something, just do it, I did it for fun, it has a modified cannon (mod) only to allow me to have porllectiles with faster and more realistic
it should work without the mod but it will be less precise and it will have less projectile speed
(mod: Barrel Plus)
p.s this has the base of 3x3
sweet thanks.
on a side note
3x Triad UEF T2 Point Defence
2x Heavy S.A.M. Turret
make for some exellent coastal base defense esp in campain
by the way here is the turret with its own control system in case you want to review:
http://steamcommunity.com/sharedfiles/filedetails/?id=1271935719
AMCCs do indeed appear to be bugged on compound turrets. The way LWCs work is that the LWC on the parent or base object will control all turret spinblocks up to and including the first one it encounters with firing piece (including missile controlers etc.), as it's doing on your turret. Unfortunately AMCCs don't seem to be working the same way. I have posted a bug report on the official forums here: http://www.fromthedepthsgame.com/forum/showthread.php?tid=33092 , feel free to add to it or correct anything I may be mistaken about.
First the main issue of the thread, CAMS functionality not working. That seems to be a bug if not just poor or incomplete implementation of stacked turrets in regard to AMCCs. I managed to hack around this using the second AMCC which I tucked into the weapon turret better. This was achieved by setting the minimum range to engage on the LWC to 400 meters, I then set the maximum range to engage on both AMCCs to 400 meters. This is not purfect but it does help the hand off. Untill AMCCs are fixed properly on compound turrets not much else can be done.
Now the first issue I had was that the turret and base were built on a vehicle base and the guns recoil knocked it over all the time. I rebuilt the bas as a structure. It's good practice to build test platforms as structures (On land) or fortresses (On water) as these are not effected by recoil.
Speaking of recoil I also added two 1 meter recoil dampers eliminating that completely, I adjusted the Laser Targeter so that the shells detinate 5/10ths of a second early, and tuned the gun to a slightly modified shell. I replaced the head with a composite tip, the solid body with another flak warhead, and finally one gun powder casing with a base bleeder, this produced a faster and cooler firing shell with better burst damage and radius. This then allowed me to remove many of the unneeded guage coolers as the belt feeders can only feed just under 884 RPM anyway. I also moved the controllers to the base next to the main turret block as they work better there on compound turrets, and tend to be flaky when attached to base turrets.
Over all, set up properly these make rather good air burst CAMS turrets.
http://steamcommunity.com/sharedfiles/filedetails/?id=1273952203
Some things I would still do depending on how the turret is being used. One would be to change all the open clips to solid ones, this will help not causing lag as shells will not be rendered. I would also add a small shield to protect the clips when the gun aims up as they become very vulnerable. Also if these are not being spammed in an area or on a craft (At least 4 turrets) then I would look into removing one clip from each Belt feeder if you can find a way to keep as many inputs on each. Once these turrets are drained they are down for almost a minute while they reload. If you can reduce their down time they would be even better.
and for the time they are recharging can be solved by making one that the auto loaders have more ammunition to spend this should give enough time to those who have less to recharge and face the enemy while the large recharge
https://www.reddit.com/r/FromTheDepths/comments/3vaefz/advanced_cannon_calculator_spreadsheet_v3/
(can be done manually as well)
For shells, you might want to try out pure kinetic shells, maybe even with an stabilizer fin body. Accuracy and speed is important against missiles and at that low gauge flak does almost no damage anyway.