From The Depths
AI CRAM Turret Issues.
Hello there,
If it's not too much trouble I'm having a problem setting up the AI for the cram cannon. It's not firing by the AI and yet I can fire it. I read the Local weapon Controller and it says it's controlling one weapon but 0 of those weapons can aim at the current targets of the AI mainframe. The mainframe in question has 3 cards attached to it (Target priority, Aim Point selection and Naval)and is wirelessly connected to a 360* radar and a LCW with a one axis turret directly on top, followed by a firing piece on top of that. Like I said I can fire the turret but the AI cannot.
Any help would be greatly appreciated and would probably save another innocent keyboard.
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Showing 1-15 of 21 comments
khtulhu Aug 8, 2016 @ 11:25am 
Hi, I've not played around with the new detection stuff yet but make sure your wireless transmitters and receivers are actually connected. The game will let you place them in non-connected rotations which might be the issue. Also make sure the transmitters and recievers are both using the same channels. I spent ages trying to work out why a missile bank wasn't firing, it turned out the mainframe transmitter was on channel 1 and the receiver was on channel 2...
Last edited by khtulhu; Aug 8, 2016 @ 12:09pm
Fatboychummy Aug 8, 2016 @ 3:05pm 
Originally posted by Profesor_Pennyfeather:
Hello there,
If it's not too much trouble I'm having a problem setting up the AI for the cram cannon. It's not firing by the AI and yet I can fire it. I read the Local weapon Controller and it says it's controlling one weapon but 0 of those weapons can aim at the current targets of the AI mainframe. The mainframe in question has 3 cards attached to it (Target priority, Aim Point selection and Naval)and is wirelessly connected to a 360* radar and a LCW with a one axis turret directly on top, followed by a firing piece on top of that. Like I said I can fire the turret but the AI cannot.
Any help would be greatly appreciated and would probably save another innocent keyboard.
just having a radar won't allow the turrets to fire, you may need more detection equipment. Also, you say there is a turret DIRECTLY on top? That may be your problem. Hover over your radar and it'll say which directions are blocked, and cannot see.
Yeeter Boi Aug 8, 2016 @ 3:18pm 
Im having the same problems, my ship has detection equipment, everything is connected via lwc's and receivers, same channel, etc. and my crams dont fire. My missiles do though.
Last edited by Yeeter Boi; Aug 8, 2016 @ 3:18pm
Fatboychummy Aug 8, 2016 @ 3:19pm 
Originally posted by Illuminazi (Jaime):
Im having the same problems, my ship has detection equipment, everything is connected via lwc's and receivers, same channel, etc. and my crams dont fire. My missiles do though.
make sure your vehicle's AI also has enough processing power to engage the detection equipment.
Urban_L Aug 8, 2016 @ 3:26pm 
Originally posted by Profesor_Pennyfeather:
Hello there,
If it's not too much trouble I'm having a problem setting up the AI for the cram cannon. It's not firing by the AI and yet I can fire it. I read the Local weapon Controller and it says it's controlling one weapon but 0 of those weapons can aim at the current targets of the AI mainframe. The mainframe in question has 3 cards attached to it (Target priority, Aim Point selection and Naval)and is wirelessly connected to a 360* radar and a LCW with a one axis turret directly on top, followed by a firing piece on top of that. Like I said I can fire the turret but the AI cannot.
Any help would be greatly appreciated and would probably save another innocent keyboard.
Try putting a coincidence rangefinder or something on your turret (with AI connection, of course), improving the accuracy of the detection so the CRAMs can fire?
Last edited by Urban_L; Aug 8, 2016 @ 3:26pm
Yeeter Boi Aug 8, 2016 @ 4:17pm 
fatboychummy i do have the processing power for the detection.
Obscure Aug 8, 2016 @ 4:22pm 
It wouldn't be because of bad accuracy. My advanced cannons are all too happy to fire at the general area where enemy ships happen to be.

It could be detection range or he could have armored up sensor.

Or CRAMSs could just be broken right now.
The Paragon Aug 8, 2016 @ 5:38pm 
CRAMS are heavier and slower to aim than APS cannons. You'll need to improve your detection equipment with rangefinders or 90 degree cameras.
MizarLuke Aug 8, 2016 @ 6:00pm 
If your turret can't turn properly then it won't be able to fire, may not be your problem though
LoEM_1942 Aug 8, 2016 @ 6:52pm 
The best way I've found for detection is something on the vehicle for first alert, like cameras or radar, usually with more than one detection method, then put something like one of the gimbal trackers on the turret itself. I may be wrong, but using this it seems like they 'hone in' on the traget after a short bit and the accuracy ramps up pretty quick. Your turret could also be blocked from turning somehow (usually the case when I run into this problem), or you may not have enough motorized barrels/range of movement to get the elevation needed to line up the target. Might aslo want to look at the setting for the 'firing angle required to fire' as well. Too low and it'll be -very- picky about when it feels it can fire.
Zedd Aug 8, 2016 @ 11:01pm 
"Local weapon Controller and it says it's controlling one weapon but 0 of those weapons can aim at the current targets of the AI mainframe"

I'm having the same issue, plenty of processing power, lots of detectors and trackers, but the wireless receiver/LWC attached to my missible controller doesn't work. It's the Zero of these weapons can aim at current targets" part that throws me, maybe it's a bug I dunno. Other missible batteries fire just fine, those are set up the same way but they say Controlling 1 weapons and 1 of those weaps can aim" so they should work fine. I'm on the correct channel connected to the correct mainframe,, etc.
david.pearson Aug 9, 2016 @ 5:08am 
I've noticed this. I built a rather effective, cheap, cram cannon based boat which now will only lock on and fire close range. Once I move a way from tagets, it does the same thing, says that "0 of these weapons can aim at current targets..." - it's rendered the boat useless.

I have, in build mode, added every single piece of detection equipment to no avail. And once it starts firing it is pretty inaccurate, even with the detection equipment, and shots keep falling short.

It's frustrating!! These boats were designed to be fast and long range, so they can harrass the enemy from outside the main melee, but now they only work short range. I've messed around with teh algorithms, telling it to engage targets with no limit to range etc, but nothing.

What I have noticed happens is that when the enemies are starting to get to a range where it is willing to aim, the turrets keep waking up, starting to turn, then give up and park. They keep doing this, twitching from side to side, like the damn thing is shaking its head and mocking me! When the turrets behave like this, the local weapon controller keeps flicking between 1 and 0 weapons can aim at target...
GODKINGEMPEROR Aug 9, 2016 @ 5:30am 
Try to put the AI weapon controller on the turret base that you put on the hull, that should allow it to turn and shoot.
Mojack Aug 9, 2016 @ 6:39am 
asking somehting obvious, but perhaps you forgot :
to switch the weapon group to AI ??
(with mouse scroll)

If you have the weapon slot active, AI wont fire. (it is on manual fire)
Vectura Aug 9, 2016 @ 8:35am 
Make sure that you have also used to auto-adjust button in the Q menu for detection equipment, to increase your average accuracy.
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Date Posted: Aug 8, 2016 @ 10:27am
Posts: 21