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Vanilla+ does not conflict with vanilla weapons.
Think of it like a radar dish or a set of eyes. All it does is see things. The designator turret itself can see things up to 5km away. But that doesn't mean that turrets or weapons can reach that target.
It is up to the player to do something with that information through the use of the programmable block and in-game scripts as mentioned in the description like Whip's Turret AI Slaving, Rdav's Easy Auto Turret, Diamond Dome Defense, WHAM, Rdav's Guided Missile, or various radar scripts like Whip's Turret Based Radar and LiDAR Mapping.
An example of a mod script would be Modular Encounters Systems.
No mod scripts used! Unless Keen changes how weapons work, this mod will never break!
but then it useless if you don't use any targeting script....
@Sworn Please read the description.
From the description, since you mention a paint gun, I would assume this turret shot at something, and upon impact it would case a grid lock on it, is that it? Or my small Gatling turret will try to fire at 3km range?
Automatons changed something about how turrets target; seems max projectile range is now part of the calculation. Previously, max projectile range had no influence.
Though, I don't know what side would be decided on as the "correct" side for top-down. Personally, I orient the control panel down as that makes it easier to load on most ships, save for ones where that designator is placed really low to the ground.
Also, the icon for the designator turret cluster is the gatling turret+ instead of a designator turret+
Nothing major, just notable.
I could update it with an increased range, but that will lead to some funky behavior.
<TargetingGroups>
<string>Weapons</string>
</TargetingGroups>
It doesn't turn to face the target but it still designates.
As a general note to everyone, this mod still works as of the Warfare 1 update.