From The Depths
AI cannon help
I know how to make a work 360 turret.
But how do I add AI?
I know the basics, mainframe, card slot + card etc.
But there is no way of determining wether or not the radar actually detects something.
Also, I cannot tell if the cannons are AI or not.
Sure, the weapon controller says connected,but how do I know for sure?
Also, where can I find any tutorials for this?
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Showing 1-9 of 9 comments
MisterFlagg Aug 12, 2014 @ 5:05am 
A cannon is controlled by the 'local weapon controller' block (from AI menu). Place it near (max 2 blocks) the weapon / turret you wish to controll. If all is correct the controller block will show at mouse over:

controlling 1 weapon

The last thing is, you have to connect the 'local weapon controller' with your AI. This can be done with AI connectors (5 way or 6 way) from the AI menu. If you did it right, the weapon controller will show by mouse over:

connected to mainframe

I hope, this helps.

p.s. connections between AI and weapon controller can be wireless too... but this is for the next lesson :-D
Last edited by MisterFlagg; Aug 12, 2014 @ 5:06am
Ahh, thanks for your help.
I got it to work using wireless recievers& transmitter altho its not really accurate... Probaby the cannons themselves have bad settings or so.
I wish I could mark this as problem solved, but I dunno how.
MisterFlagg Aug 12, 2014 @ 7:54am 
To make the cannons more accurate, you can add more barrels (or reduce other values, but this isn't an option for most people ;-)). You can see the accuracy while mouse over the firing piece of the cannon. Personally I prefer an accuracy under 1.0

Good to hear, that it helped ... have fun.

Hansuki Aug 12, 2014 @ 10:49am 
Personally, Cannons are WAY less accurate than missiles, even with the AI controlling them. I find my AI controlled missile turrets to be much more reliable, albeit slower to fire and ammo consuming. Getting a cannon to not waste 50% of its ammo on missed shots means you have to invest heavily in gauges/barrels etc, or else use the slow turning precision turret base (basically fixing the cannon to one position). If using fixed cannons on AI ships, remember that the AI prefers to broadside targets, so avoid front facing turrets.
Last edited by Hansuki; Aug 12, 2014 @ 10:50am
I sort of improved it.
Like you said, more barrels and gauge increase accurarecy(how2spell?) .
Still, my ship only hits 10% of the shots.
In my opinion, the devs should make the cannons more accurate and fire slower.
In current state, the game promotes "machinegun artillery"...
From The Depths  [developer] Aug 13, 2014 @ 3:48am 
Increase gauge to fire more accurately and slower
In my opinion it should be possible to have small cannons fire accurarate, I think that would balance the game a bit.
What im trying to say is, (im bad at explaining myself), I would like to see smaller ships being a bit more effective, I hope I explained it well
-TA- Gilaric Dec 5, 2015 @ 12:26pm 
My cannon cant turn with a two axis turret. Please help me.
rditto48801 Dec 5, 2015 @ 9:46pm 
Originally posted by Gilaric | Doen Deag:
My cannon cant turn with a two axis turret. Please help me.
This is an old thread.
It might have been a better choice to make a new one, or find a related one that is not many months old.

As for your issue, there could be several causes. Without further information on your setup, or how you are trying to control the turret, I will just mention a few possible problems I can think of and their sollutions.

Turret obstructions.
Two Axis turrets will snag on everything/anything near them. If they try to tilt fore/back, but something is in the way, they will stop moving in general. Similar if it is trying to turn and the barrel bumps into something that prevents it from turning more.
If you built a Two Axis turret flush with the deck/surface they are on, then the whole deck is something for it to get hung up on all the time, in which case a One Axis turret is all you need, since it only rotates, and doesn't tilt at all. If using Custom Cannons, make 1/2 the barrels as Motor Driven, and 1-3 as Elevation barrels, and it will allow the barrels to aim up a lot, without needing the turret to tilt back to aim up.

If using Manual control for the turret.
If you can control/fire weapons on a turret, but not the turret itself, make sure they are both the turret and the weapons on it are in the same weapon group.
If you are not close to the turret, that can be an issue. In such a case, use a Fire Control Computer. When you are close to it, it will allow you to control all weapons on the craft. Weapon groups are usually a must in such a case.

If using a Local Weapon Controller (LWC) for AI control.
The LWC must be within 2 blocks (strait line) of the Turret block itself, and when it controls a turret, it automatically controls all weapons on that turret. I find it best to put the LWC under the block the Turret is on. Note: don't mix weapon types, such as cannons and missiles, on a single turret. It can confuse the game.
Also make sure the LWC is connected to the AI, either by connectors, or with a Transmiter on the AI and Reciver for the LWC, both on the same channels.
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Date Posted: Aug 12, 2014 @ 4:23am
Posts: 9