How do turrets work in x3tc
I have several different weapons on board. When time allows I switch out weapons. The 'left' turret and the other turrets work fine. I've purposely moved so that the right turret is the closest to enemy ships and still nothing. Any thoughts or ideas? It's not what someone has done.. Roguey United Kingdom.
Very strange, you could try F1 to cycle through the viewpoints and see if the turret actually fires okay. What weapon have you put in the turret? You can see the sampled laser data in Smart's menu under DPS cache if curious.
Smart also includes a main guns additional ship command which adds automatic laser switching to the main guns, but it won't shoot automatically. For this reason make sure if you're using a laser in the main guns that Smart never shot before in that game, then use the training so smart can figure out the lasers DPS.
On the turrets Smart will intelligently select a target based on threat laser or missile boat strength modified by opportunity range and current shield. It then picks the best laser for the job, depending on type of target, its range and speed, and also whether hull or shield damage is preferred.
Target and lasers are re-evaluated periodically, and turrets will typically work together to take down a preferred target, depending on what else is in their own arc of fire. It also utilizes a special anti-missile mode where it shoots individual turret guns at separate missile targets, simulating independent gun turrets and provides a very effective defence against missile boats.
Conversely Smart also can shoot missile turrets, and will co-ordinate with other missile boats, to send a calculated amount of damage to the target sufficient to kill it, with a configurable degree of overkill to compensate for the target's missile defence.
Smart also tracks missiles incoming to all ships of the race whose ship it is running on it optionally can be enabled on NPC races , so Smart turrets running on any given ship can attempt to intercept missiles incoming to any other ship of that race.
Very nice, i don't think any of the other turretscripts have that much needed feature. And always the wrong missile types, like torpedoes at M5 and Barrage at capitals.
Smart will only shoot a missile from a turret if the missile is faster than the target ship max speed. If the target is of class fighter it'll select a swarm missile if available, otherwise it picks the most powerful missile with sufficient speed. Missile selection is performed as part of target selection, so if it turns out there's no appropriate missile for a most preferred target, it'll just go on and evaluate whether to shoot lower priority targets.
However if an M7M runs out of torpedoes Smart will start shooting flails at capitals, as long as it has sufficient missiles on board the ship to potentially kill the target. Ultimately the player needs to ensure the M7M has sufficient stock. I've toyed with putting caps on the potential amount of missiles required, or not shooting anything with swarm flags at huge ships, but ultimately left it as-is. Nobody has raised it as an issue, though I found many flails can interfere with performance at least on my previous hardware.
Gonna give this a try, thanks. May 17, Post by Sirrobert » Sat, 6. Post by OneFourTwo » Sat, Jul 17, Post by Malakie » Wed, 9. Aug 17, Post by CloneSargaent » Wed, 9. Post by Malakie » Thu, Post by CloneSargaent » Thu, Post by CloneSargaent » Fri, Post by X2-Illuminatus » Fri, Post by KRM » Wed, 2. May 18, Post by GageDragon » Sun, M2's have more turret mounts and can therefore equip more weapons, usually twice as many weapons as their M1 counterpart.
They also have a substantially larger Lasergenerator to power the weapons. The M2 can also equip more shields than the M1. M1's have the distinct ability to load up massive amounts of fightercraft. They are enourmous flying hangars.
As the M1 has less turrets, weapons, lasergenerator and shields than the M2, the M1 relies on it's fighter support to protect the ship and to attack the enemy. In a head to head battle between an M1 and an M2, the M1 will loose most of time since it is not designed for heavy capital battle. Whereas this is the speciality of the M2.
Keep in mind that in order for the M1 to be really usefull, you will need to be able to fill it up with fighters. This can cost from around million to more than million credits so choose wisely before placing your hard earned credits in one of these behemoths. Each race has it's advantages and disadvantages. But the difference between most of them is not large.
The Capital ships are fairly balanced against each other. There is however one ship that stands out in this equasion and that is the Paranid. The GSPG is a truly devasting weapon but think it through before buying and equipping the ship with this as it is an area-effect weapon.
Everything caught up in the blast radius will take damage and eventually be destroyed. Exellent for venturing in Khaak, Xenon or Pirate sectors but not very good when engaging an enemy in a race sector. You will probaly end up destroying passers by and your reputation will drop like an apple falling from a tree!! The Split Capital ships are the fastest, they can mount the most powerfull weapons in all turrets, but they are also the least shielded and the ships with the least turrets available.
They do however make exellent ships in combat because of their size. They are the smallest Capital ships and can dodge incomming fire easier than it's rivals. It carries a single 10 Gj shield.
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