Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
whatever is the default setting (I think prefer low angles) should be good
or you have an aim point card set to aim below water
if it's none of the above, post it on the workshop
LWC for a turret will always aim using the fastest weapon so if you have something diffrent it will probably aim using that and undershoot massively on the main gun
to fix that you have to add a LWC to each weapon on the turret
Low angles, high angles, doesn't matter what I set it to, it simply won't angle the barrels upwards to hit the target (in other words, yes - undershooting; I also haven't messed with aim point cards yet (maybe that's the issue?))
I did place a flak gun up top for AA defence, but I always use separate LWCs for each turret. I'm assuming maybe the default settings on flak gun's LWC is interfering with the cannon's aim somehow?
I'll try fiddling with the settings when I get the chance and see if I can find the fix. If not, I'll post it on the Workshop and come back.
Thank you everyone! (This is extremely frustrating...)
https://steamcommunity.com/sharedfiles/filedetails/?id=3402810827
Uploaded to the Workshop (above). Hopefully this is just me being stupid and overlooking something simple or some other aspect I just need to learn about first. Any help is appreciated!
(Side note: is there a way to get my flak gun to target independently from the main CRAM Cannon? The AA gun refused to respond to air threats independent of the main gun when I threw out both ships and planes for testing, even when I tweaked its targeting guidelines.)
yes, it is possible
either set up firing constraints on the LWC itself(but that is mostly used to limit range, not really good for making AA weapons).
better way is to have a second AI with a diffrent target prioritisation setup and have the AA guns listen to it(the transmitter on the second AI is on a diffrent fequency)
So do you think I just need to set up a second AI to handle AA targeting for the flak gun? I actually messed with both the AA LWC and the actual turret's LWC to try and set their priorities, firing range, etc, but then I ran into a problem with the turret triggering its own failsafe and refusing to fire at all.
I didn't actually try removing the top flak gun while troubleshooting. I'll test it again and see if that's the problem. If it's the case, I'll try setting up a separate AI for the AA system.
The AI decided it's actually aiming the octuple 40mm cannon, which is on the same turret as your cram cannon, but a few meters higher. Removing it fixed the undershoot.
Yeah, I ran the same test. I think because I haven't fully divided up my AIs and targeting priorities, the game went nuts cause everything was running off one AI. I'm working on making separate Mainframe sections with different targeting priority cards for my AA, CRAM Cannon, & torpedo turrets.
Said before to another user - this game feels more like I'm playing a programming language more than a game. But I like to tinker, so I'm up to the challenge!
Question: I think I remember hearing somewhere that detection is shared universally among individual crafts, right? I'm working on separating my AI/Mainframe spread, and I'm not 100% sure how detection works yet.
That is true about detection, yes. Make sure you use different channels. If you want backup AIs, make sure the AIs doing the same thing are on the same channel and have both a transmitter or receiver attached. Otherwise, you could be losing out on GPP.
So basically even though the prebuilt flak guns are self-turreted, I should still throw it on a turret base? I mean, it's one extra block, so not a major deal. (Should i worry about locking the actual turret block in-place?)
It might be a bug - I'm too inexperienced to tell. Thing is, I hate being the type to immediately call something a bug, especially since I've just now started deep-diving into a game. Though the nature of games like these, it's to be expected to some degree.
I've separated my Mainframe setups to 3 different sections - doubling up for redundancy. Tweaked settings on targeting priority chips and seems to be going smoothly. Though it's frustrating the settings menu for the targeting chip doesn't have a copy/paste button (is there a key command for that stuff?)
I've been using this Fortress build to slowly learn how to build different weapon types. Looking to tackle simple drone builds next so I can do fun things with magnet bombs.
At any rate, I think this issue has been resolved. Thanks for everyone's help! :)
There is. I think it's just CTRL+C and CTRL+V when hovering over the cards.
Yeah, I'm noticing just how little damage they output. I'm still working on builds for other weapons. Will probably rework things as I learn compact advanced turret designs.
There seems to be a problem with your 3m turret. I copied and pasted your gun onto a new turret and it works.
https://steamcommunity.com/sharedfiles/filedetails/?id=3404045596