From The Depths
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Showing 1-15 of 18 comments
Scorpionkiller19 Nov 30, 2014 @ 6:33pm 
instead of reciver place an AI mainframe

you have to place reciver on ai connector and connect that to a local weapons controller also your turret should be on 360 azi only turret
Last edited by Scorpionkiller19; Dec 1, 2014 @ 8:51pm
scorpion i feel your wrong there mate you can use any turret as long as the local weapons controller is within range of both the turret and the controler for the wepon being fied then it will control and fire the wepon or did i mistakenly missunderstand what you said
Hal Ramersby Dec 1, 2014 @ 9:08am 
360 azi only and 360 precision both work well, just the standard 360 turret glitches out all the time and becomes a wobbly idiot. Scorpion did not specify it but the weapon controller needs to be placed up to 2 blocks away in any axis from the turret block. If it's connected to the mainframe, the controller will spin the turret and fire it's weapon(s).
Scorpionkiller19 Dec 1, 2014 @ 3:12pm 
Originally posted by hal.ramersby:
360 Scorpion did not specify it but the weapon controller needs to be placed up to 2 blocks away...
that is because i loaded his workshop item and he already got that far




Originally posted by (POTO)(SSA) cj:
scorpion i feel your wrong there mate you can use any turret as long as the local weapons controller is within range of both the turret and the controler for the wepon being fied then it will control and fire the wepon or did i mistakenly missunderstand what you said

i was saying azi only will stop it from having the problem it indeed does have where it gets stuck on things i told you to get rid of the full 360 turret because it doesnt work for that turret in that spot and a azi only turret will fix that (you can quickly change your turret type by saving your turret as a subobject and then when loading it on the right side clicking the new type of turret you want)
mr blade12 Dec 1, 2014 @ 3:35pm 
yeah the gun keep getting stuck on the ship itself any ideas how to do a long ranged missile design because on the campaign AI brought out the airships and they are killing my fleet because of gun shoot a lot farther range than mine.
Scorpionkiller19 Dec 1, 2014 @ 3:44pm 
what is the name of the airship that kills you?
Scorpionkiller19 Dec 1, 2014 @ 4:12pm 
Ok heres what i was able to do to make your ship work better
http://steamcommunity.com/sharedfiles/filedetails/?id=349883480
mr blade12 Dec 1, 2014 @ 4:39pm 
orca
mr blade12 Dec 1, 2014 @ 4:39pm 
the airship orca
Scorpionkiller19 Dec 1, 2014 @ 4:59pm 
Check the workshop file i put i just updated it a bit and i was able to kill an orca with two of your ships although both of them took heavy damage
Last edited by Scorpionkiller19; Dec 1, 2014 @ 4:59pm
mr blade12 Dec 1, 2014 @ 5:39pm 
cool

Scorpionkiller19 Dec 1, 2014 @ 5:44pm 
i changed the expolsive warheads to frags gave it more power changed turret to azi only made it fully ai controlled fixed the auto loaders on your gun moved the ammo barrels to try to save the engine in a explosion i tried to keep the cost and look the same but i believe it costs more hopefully it works for you. AA missles would be better 4 blocks with at least one more fin, maybe two.

Let me know if you have any questions
mr blade12 Dec 1, 2014 @ 5:45pm 
ok
VbHD Dec 1, 2014 @ 7:56pm 
In my experience (with the 360 turrets) they do have this problem people mentioned, but, if you place the turret in a good spot, with a clear line of sight, and no obstructions near it, it wont go all 'retarded' on you.

Most of the time, people make the attachments to the turret itself too bulky, particularly close to the ground level the turret is at (where it needs the clearance most). Also, placing any blocks near the turret is a big no no. I put the weapon controller box undernearth the turret itself, to reduce any chance of collision.
Scorpionkiller19 Dec 1, 2014 @ 8:51pm 
Yes that is the problem but alot of people just like azi only turrets for being easier and more accepting for designs
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Date Posted: Nov 30, 2014 @ 6:13pm
Posts: 18