Avorion

Avorion

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daeamarth Jan 8, 2023 @ 2:02pm
Auto-turrets: confused
I have a subsystem that allows for 8 arbitrary turrets and 6 auto-turrets. As I understand that means I can "automate" up to 6 turrets (XSTN-K II 8arb, 6auto). I have done so. They all have the same circular icon like point defense. I have also changed their mode. I have actually tried every single mode and placing them in different groupings etc. They never shoot anything no matter what unless I take control of them.

What am I missing?

FTR, my point defense turrets act exactly as I would expect and fire automatically.
Last edited by daeamarth; Jan 8, 2023 @ 2:03pm
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Showing 1-15 of 18 comments
Weaver Jan 8, 2023 @ 2:16pm 
Can you supply a screenshot of your Ship menu, first tab, where the weapons are displayed? That would help me to figure out what's going wrong. I am able to employ autoturrets just fine, so this is either a bugged mod or...forgive me...you have done something incorrectly. No shame if you did; I'm approaching 10,000 hours played and I'm still learning new things.

Show me the screen and I'll try to help you. ^_^
daeamarth Jan 8, 2023 @ 2:38pm 
https://ibb.co/g60HN33

Group 1 are all autos in this particular shot.

Seems like they should just work exactly like the defense turrets but while those are hammering everything in sight the others simply wont fire. They do overheat very quickly but I'd think the AI would still fire them.

And yes I have tried autofire and attack target as well.
Last edited by daeamarth; Jan 8, 2023 @ 2:44pm
Weaver Jan 8, 2023 @ 2:44pm 
Are you aware that Weapon Group One is set to Defensive mode? It should still target hostiles, but priority targeting will go to torpedoes and fighters instead. Select the Autofire option if you don't want that.

I need clarification on the rest of the post. Weapon Groups 2 and 4 are not set to any mode, which means they have to be fired manually. Is this the issue you're having?
daeamarth Jan 8, 2023 @ 2:45pm 
I have tried it in Autofire and Attack Target with no change in behavior. It just happened to be in that mode when I took that screenshot.
daeamarth Jan 8, 2023 @ 2:46pm 
I have 8 turrets. I can only set 6 to auto. Group 2 is user controlled.

Group 4 is a salvaging turret.
Weaver Jan 8, 2023 @ 2:46pm 
Huh. That is so odd. You are certain there are enough Gunners to crew the turrets?
Weaver Jan 8, 2023 @ 2:48pm 
Also, let's not dismiss the possibility that the entity itself might be bugged. Happens all the time. I recommend building a second identical ship and trying the exact same setup on it. If you have the same problem, it is probably not a bugged entity issue.

Try popping open the console (key: ' ) and see if there are any errors popping up.

Are you running any mods at all? Many of the mods on the Workshop have been broken by patches over the years.
daeamarth Jan 8, 2023 @ 2:50pm 
I have an XSTN-K VI in that top slot it explicitly states "Gunners Required: 0" and has the same little emblem I see for the autofire setting. It is also not complaining about lacking gunners. (yes these are all perma installed as you can see from the anchor icon).

Maybe I am misinterpreting what it means by this and I still indeed need gunners even though its not telling me I do?
Last edited by daeamarth; Jan 8, 2023 @ 2:51pm
daeamarth Jan 8, 2023 @ 3:00pm 
Just did another fight and still. They simply wont fire. I changed the mode repeatedly in the fight. Only "mouse" control works. No clue what I am doing wrong.
Last edited by daeamarth; Jan 8, 2023 @ 3:00pm
Aranos Jan 8, 2023 @ 3:10pm 
Where are the weapons on the ship? Maybe the auto-control is not able to focus any enemy for some reason. It does look ok on the screenshot though...
Have you tried removing the XSTN-K VI and/or the approach Weaver proposed about using a second ship with the same build (can't say this "happens all the time though...never had this happen to one of my ships)?
Last edited by Aranos; Jan 8, 2023 @ 3:11pm
daeamarth Jan 8, 2023 @ 3:26pm 
They are all dual barrel turrets. There is one up top, one below on the very bottom and the last is at the very front on the bottom. This last one is right next to the manually controlled turrets that are on the sides of the turret block. They work fine.

I have not tried removing the VI sub but will. I will also try switching the manuals to auto and see if those can fire.
Weaver Jan 8, 2023 @ 4:00pm 
Aranos brings up a good point: If the turrets are obscured at all, they won't fire and won't throw an error. It could be as simple as a protrusion of the ship pushing 0.0001 into the hitbox of the turret.

Try relocating the turrets? Also, did you try building an identical ship to see if the problem is limited to just that existing entity?
daeamarth Jan 8, 2023 @ 4:21pm 
I have not tried an identical ship.

What should be noted though is if I use those same turrets manually they work fine.
Weaver Jan 8, 2023 @ 4:31pm 
That's true, but if the ship you're on is bugged, then that could be affecting turret control. I had a bugged ship that simply would not jump. Had power, had crew, had captain, route was calculated and everything. I couldn't even jump manually. I had to turn off Safe Mode, select all, delete, then use the resources to rebuild the ship. Problem vanished instantly.

So sometimes it is worth a bit of troubleshooting. Dig a little. Test things that might be malfunctioning. As far as Avorion has come over the years, it does still have a lot of issues.
rickcarson Jan 8, 2023 @ 11:23pm 
Set group 1 to autofire, set 2 to autofire, set the point defense to a weapon group and set _that_ to defense. Set all the weapons in weapon group 1 to auto, set all the weapons in weapon group 2 to auto.

Fly to a known pirate sector. (for testing)

They should then automatically shoot at anything red, and the point defense will shoot down any missiles
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Date Posted: Jan 8, 2023 @ 2:02pm
Posts: 18