From The Depths
CRAM Cannon AI Firing Problem
Okay, I'm sure this is just some 'noobie' problem I'm having, but I've run out of patience with this.

I absolutely CANNOT get my AI to properly aim my CRAM Cannon - as in, it won't elevate the barrel to properly hit anything, instead aiming DIRECTLY AT the target.

I've added EVERY detection type (yes, EVERY kind). I've changed the setting to 'prefer high angle/high angle only' & entered the correct maximum elevation degrees. I've tested the gun with manual fire and can both aim upwards AND hit targets.

I'm sure someone's gonna point out some stupid setting I didn't change or a checkbox I didn't click that will completely fix all this, but I've looked and I can't find it. Not on the turret, not on the weapon controller, not on the cannon barrel.

Please - for crying out loud - could someone lend a noobie a hand?
< >
Showing 1-15 of 15 comments
fleatoad Jan 7 @ 12:17am 
Make sure the firing piece is pointing forward. Upload your ship goto main menu, content, scroll down to upload and follow instructions.
Dunhill Jan 7 @ 8:53am 
so the issue is undershooting?

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
do you have multiple weapons on the turret?
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
Last edited by The man, the myth, the leg; Jan 7 @ 9:40am
Originally posted by fleatoad:
Make sure the firing piece is pointing forward. Upload your ship goto main menu, content, scroll down to upload and follow instructions.
The firing piece is pointed in the correct direction - unless maybe the piece was placed in upside-down. I can control the elevation of the barrel manually, but the AI just won't.

Originally posted by Dunhill:
so the issue is undershooting?

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

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?))

Originally posted by The man, the myth, the leg:
do you have multiple weapons on the turret?
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

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...)
Last edited by ThatDancingDudeByTheTree; Jan 7 @ 10:18am
UPDATE: Fiddled with settings, added another LWC to the CRAM Firing Piece and broke my setup before having to reset it. Added aimpoint card to my AI and moved my detection equipment around the turret. AI still refuses to angle the barrel properly.

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.)
Originally posted by ThatDancingDudeByTheTree:
UPDATE: Fiddled with settings, added another LWC to the CRAM Firing Piece and broke my setup before having to reset it. Added aimpoint card to my AI and moved my detection equipment around the turret. AI still refuses to angle the barrel properly.

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.)
about targeting weapons on diffrent targets
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)
Last edited by The man, the myth, the leg; Jan 7 @ 12:03pm
Originally posted by The man, the myth, the leg:
Originally posted by ThatDancingDudeByTheTree:
UPDATE: Fiddled with settings, added another LWC to the CRAM Firing Piece and broke my setup before having to reset it. Added aimpoint card to my AI and moved my detection equipment around the turret. AI still refuses to angle the barrel properly.

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.)
about targeting weapons on diffrent targets
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.
Dunhill Jan 7 @ 3:33pm 
Well, this is the first time I've seen something like this

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.
Originally posted by Dunhill:
Well, this is the first time I've seen something like this

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.
Dunhill Jan 7 @ 5:02pm 
Originally posted by ThatDancingDudeByTheTree:
Originally posted by Dunhill:
Well, this is the first time I've seen something like this

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.
I'm 90% sure that's a bug and not a feature; turrets on turrets work if actual turret blocks are used.

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.
Last edited by Dunhill; Jan 7 @ 5:03pm
Originally posted by Dunhill:
Originally posted by ThatDancingDudeByTheTree:

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.
I'm 90% sure that's a bug and not a feature; turrets on turrets work if actual turret blocks are used.

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! :)
Dunhill Jan 7 @ 7:39pm 
Originally posted by ThatDancingDudeByTheTree:
Originally posted by Dunhill:
I'm 90% sure that's a bug and not a feature; turrets on turrets work if actual turret blocks are used.

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! :)
You shouldn't use those flak guns in general. As you learn how to properly build guns, you'll notice just how useless these simple weapon are in general, not just the flak guns. But yeah, you can just give it a turret block, LWC and that's it.

There is. I think it's just CTRL+C and CTRL+V when hovering over the cards.
Originally posted by Dunhill:
Originally posted by ThatDancingDudeByTheTree:

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! :)
You shouldn't use those flak guns in general. As you learn how to properly build guns, you'll notice just how useless these simple weapon are in general, not just the flak guns. But yeah, you can just give it a turret block, LWC and that's it.

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.
fleatoad Jan 9 @ 10:45am 
You have a few problems going on here. You have 2 electric engines connected and 2 Main frames connected. Some of your blocks on the cram are not connected you can view this by holding shift and pressing p 4 times. Keep pressing p to get back to normal.

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
Wilgryf Jan 10 @ 1:53pm 
Originally posted by Dunhill:
Well, this is the first time I've seen something like this

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.
Yup, if you have multiple different weapons on a turret AI will aim ALL OF THEM at where the one with fastest projectile velocity (or hitscan) aims
< >
Showing 1-15 of 15 comments
Per page: 1530 50