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> and change drone's Target In Range Order to Broadside
Sorry, I meant to say Nose Forward there.
@AtomHeartDragon Thanks for the information, I never played with fixed weapons myself. I had, however, the same problem you described in regards to misplaced modules. I was able to solve it by manually changing the relevant value in the exported design. In my case it was a vertical misplacement only, so it wasn't hard to figure out which value to tweak; otherwise some trial and error might be required (you should backup your original/broken design).
Corrolary: fixed weapons are prioritized even if they are shorter range.
Also, check if drone blueprints didn't get corrupted on saving and the forward pointing guns are not pointing sideways.
This seems to result from floating point precision differences when handling component position and unfortinately there doesn't seem to be a single, reliable workaround.
Ships and drones change their orientation based on the longest-range weapon mostly (if not only), it doesn't matter if they have sloped, flat or no nose armor at all. I don't know how ships and drones orient themselves if they have only side thrusters.
So, here are the only two ways I know to fix that:
1) remove the turret from your longest-range weapon
2) make your own AI (with a different name, please), change drone's Target Out Of Range Order to either Homing or Nose Forward depending on how aggressive that particular AI is / your taste, and change drone's Target In Range Order to Broadside
Let me know if you need help with the second option. Cheers!
In other words, that gun is turreted. Stock drones have fixed weapons, that is why their Target Out Of Range Order was changed to Broadside in this mod. I reckon you had the same problem whenever the enemy got in range of your drone's weapon too, since all stock drone's Target In Range Order is Broadside.
> using a nose-forward AI package
I wrote in the description: "Changes that apply to all AI military doctrines are: -> Drone Doctrine -> Target Out Of Range Order: Broadside". "all AI military doctrines" includes the nose-forward ones.
@LoSboccacc
I found that value to be a sweet spot between conventional cannons not causing lag on my computer (50 projectiles/gun in 1.67 s) and most of the EM weapons not hitting the 99% cap too soon (1000 projectiles/gun in, worst case scenario, 33.33 s).
The most commonly found weapon on stock designs, the Autofire Railgun, can shoot 1000 projectiles/gun in 64.4 s. The Sniper Coilgun can fire 100 projectiles/gun in 53.6 s.
The times above might not be 100% accurate because the game engine has a refresh rate of 30 Hz, which caps weapons reload at 33.3 ms.
Conventional guns have low muzzle velocity, so they are more likely to cause lag than to hit your ships when the enemy ignores range.
why not something like 70-80% for the aggressive/reckless/ranged doctrines?