Turrets

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spara
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Turrets

Post by spara » Tue May 12, 2015 7:02 pm

Is there something really, really wrong with turrets?

I've been tinkering BlackMonks and both the station with it's array of plasma cannons and it's defenders with their two plasma cannons are somewhat pathetic. I stand still next to the station and all the bolts coming from the station appear to be going at random directions. Occasionally one might hit me, but that's it. Then there are the defenders. They come to me point blank and their plasma bolts go way off the target. They seem to be shooting at something as there is a clear line of bolts coming from the ship's turrets, it's just way off.

So. What's the problem here. Are turrets broken and should be avoided? Is there something that I can do to make them work?

This is in both 1.80 and 1.82. Tested with the original BlackMonks from the wiki.

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spara
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Re: Turrets

Post by spara » Sat May 16, 2015 6:39 am

I did a little more testing and I'm a little lost here most likely because of my lack of knowledge.

I currently have two issues.

1. Rotating station with turrets does not actually seem hit anything it tries to. This I sort of understand, but it would be nice if it was able to hit something. One might assume that the targeting systems have advanced enough in the age of space travel to make turrets situated on a rotating object to hit.
2. A monk ship with turrets only does not actually seem hit anything it tries to. Here's a picture of a typical situation:
Image
The ship is coming straight at me, but the turrets are clearly pointing off and it's firing a steady stream of bolts way past me.

I also tried with basic turrets and the result was the same. I'm not moving and the ship is attacking:
Image

Is there something fundamental here that I'm not understanding? Why aren't the turrets hitting?

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cim
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Re: Turrets

Post by cim » Sat May 16, 2015 7:24 am

I'm surprised if they're not working in 1.80.

There does seem to be some problem in 1.82 - the way turrets get their direction information is a bit strange. I'll look into it some more.

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Re: Turrets

Post by spara » Sat May 16, 2015 7:56 am

cim wrote:I'm surprised if they're not working in 1.80.
To be more exact, I did the initial test with 1.80 and 1.82 and the second test with 1.82. The first test was with normal BlackMonk station that I flew next to, stopped, fired at and waited. Both the station and it's defenders were unable to destroy me. The second test was done with blackmonk defenders spawned via debug-console.

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cim
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Re: Turrets

Post by cim » Sat May 16, 2015 8:09 am

Found it - should be fixed in tonight's build. I haven't tested with a rotating station yet, but so long as it's not rotating faster than the turrets track, it shouldn't be any different to firing from a ship which is turning ... which they can now do.

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Re: Turrets

Post by Getafix » Sat May 16, 2015 9:41 am

cim wrote:...should be fixed in tonight's build...
...perhaps even earlier. :wink:

I have just started validating the Oolite Nightly Build Backup VMs for Windows and Linux.
If there are no problems, a new "nightly" (or should I say "morningly" :mrgreen:) with this fix will be available starting at around 11:20am (UTC) for Windows 32bit and then Windows 64bit, Linux 32bit and Linux 64bit will sequentially follow with a delay of around 20 minutes each.
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]

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Re: Turrets

Post by Cody » Sat May 16, 2015 10:30 am

Good morningly indeed!
Their dreams a tattered sail in the wind

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spara
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Re: Turrets

Post by spara » Sat May 16, 2015 1:07 pm

Turrets work like a charm now, I got obliterated very quickly :D . Thanks.

There seems to be quite a bit turret debugging left in filling the log though.

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Re: Turrets

Post by another_commander » Sat May 16, 2015 1:15 pm

spara wrote:There seems to be quite a bit turret debugging left in filling the log though.
Pull revision 001c069 and you should be clear of debug log messages.

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