Space Engineers

Space Engineers

Rdavs Easy Auto Turret Script
 This topic has been pinned, so it's probably important
Rdav  [developer] 15 Aug, 2019 @ 11:01am
BUG REPORTS
Any bug reports or setup issues here please, helps me keep track of them better,
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Showing 1-15 of 30 comments
TridentZ 15 Aug, 2019 @ 1:43pm 
I've noticed something strange when adding the #LEFT# turret in dual rotor turret setups. The aim is off, really off in my tests. Is there any ideas?
Rdav  [developer] 15 Aug, 2019 @ 2:41pm 
just for one arm or for both?
TridentZ 15 Aug, 2019 @ 4:02pm 
For both actually, they're aiming at the same direction but there's nothing there, missing the target by 20M or so.. I will redo my tests since i only used a couple of Interior turrets for directional aim, dunno if that is affecting or not :S

Ohh while writing this I found out that the interior were set to small grids only, so when the rotors were finished with the few small grid I had on the target it were aiming at debries floating 20-30 meter or so, OR it destroyed the small grids and kept on firing since the large grid were still "there"

I will redo my test, sorry for this man!

Edit: I redid my tests and yes they are behaving very weird when placed at the tip on my pylons atleast, facing forward so that the gatling are aligned with the base when aiming straight forward, in contrary to 90 degrees when base rotor is placed on the hull.

Spinning around not being able to "lock in", and the angle of attack or dead area is very tough, both pylons almost cant fire at the target at the same time, even though when normal gatling turrets can do so without shooting the ship so to speak.
Last edited by TridentZ; 15 Aug, 2019 @ 4:36pm
Rdav  [developer] 16 Aug, 2019 @ 3:42am 
Originally posted by TridentZ:
For both actually, they're aiming at the same direction but there's nothing there, missing the target by 20M or so.. I will redo my tests since i only used a couple of Interior turrets for directional aim, dunno if that is affecting or not :S

Ohh while writing this I found out that the interior were set to small grids only, so when the rotors were finished with the few small grid I had on the target it were aiming at debries floating 20-30 meter or so, OR it destroyed the small grids and kept on firing since the large grid were still "there"

I will redo my test, sorry for this man!

Edit: I redid my tests and yes they are behaving very weird when placed at the tip on my pylons atleast, facing forward so that the gatling are aligned with the base when aiming straight forward, in contrary to 90 degrees when base rotor is placed on the hull.

Spinning around not being able to "lock in", and the angle of attack or dead area is very tough, both pylons almost cant fire at the target at the same time, even though when normal gatling turrets can do so without shooting the ship so to speak.
That seems odd! if you could upload a picture of your setup and what it's doing it would be a great help in trying to track down what's wrong!
Crusader 13 18 Aug, 2019 @ 6:54am 
I have a lot of mods which may be contributing, but, whenever there is a target to fire at, the turrets work great, aside from the turrets below attempting to shoot through the deck...

Anyway, When there is NOT a target, the turrets just spin around, and fire at random until there's another target. I have pirated a few ships that are scattered around my base, but I have complete control over them, so I'm not sure why the turrets are seizing.

I started with one modded turret but it was spinning, so I tried it with the rocket launcher, and it was still firing off into my base. I was able to take a video of it, and if I figure out how to put that here I will...

Edit: Sorry, just saw you wanted them here
Last edited by Crusader 13; 18 Aug, 2019 @ 6:55am
Rdav  [developer] 18 Aug, 2019 @ 7:16am 
Originally posted by Crusader 13:
I have a lot of mods which may be contributing, but, whenever there is a target to fire at, the turrets work great, aside from the turrets below attempting to shoot through the deck...

Anyway, When there is NOT a target, the turrets just spin around, and fire at random until there's another target. I have pirated a few ships that are scattered around my base, but I have complete control over them, so I'm not sure why the turrets are seizing.

I started with one modded turret but it was spinning, so I tried it with the rocket launcher, and it was still firing off into my base. I was able to take a video of it, and if I figure out how to put that here I will...

Edit: Sorry, just saw you wanted them here
should be just posting up a link :)

I think I know what they are doing however,
the spotting turrets are trying to fire at space pirate scrap around your base
However because they can't directly see it, they only target it for a short duration, then return to idle, hence the back forth
You can check if it is this issue by going into the terminal of the script and it will alternate between 'IDLE' and TARGETING ~location of a supposed 'target'~ (you'll need to scroll down to see it though)

Happens a lot on bases on the ground or based on asteroids located on voxel normally, but just finding the loose scrap around your base and making sure all pirate blocks are belonging to you, even just could be something as small as an LCD hidden away or floating through space,

As far as stopping them shooting through your ship, try setting some rotor limits to stop them aiming at things they shouldn't, This should work reliably and be easily tunable
Crusader 13 18 Aug, 2019 @ 7:49pm 
Originally posted by Rdav:
Originally posted by Crusader 13:
I have a lot of mods which may be contributing, but, whenever there is a target to fire at, the turrets work great, aside from the turrets below attempting to shoot through the deck...

Anyway, When there is NOT a target, the turrets just spin around, and fire at random until there's another target. I have pirated a few ships that are scattered around my base, but I have complete control over them, so I'm not sure why the turrets are seizing.

I started with one modded turret but it was spinning, so I tried it with the rocket launcher, and it was still firing off into my base. I was able to take a video of it, and if I figure out how to put that here I will...

Edit: Sorry, just saw you wanted them here
should be just posting up a link :)

I think I know what they are doing however,
the spotting turrets are trying to fire at space pirate scrap around your base
However because they can't directly see it, they only target it for a short duration, then return to idle, hence the back forth
You can check if it is this issue by going into the terminal of the script and it will alternate between 'IDLE' and TARGETING ~location of a supposed 'target'~ (you'll need to scroll down to see it though)

Happens a lot on bases on the ground or based on asteroids located on voxel normally, but just finding the loose scrap around your base and making sure all pirate blocks are belonging to you, even just could be something as small as an LCD hidden away or floating through space,

As far as stopping them shooting through your ship, try setting some rotor limits to stop them aiming at things they shouldn't, This should work reliably and be easily tunable

It was the debris, I just built a tower with one turret, and followed the shots untill it stopped shooting, thank you so much, I can't wait to use this mod!
Last edited by Crusader 13; 18 Aug, 2019 @ 7:49pm
Blaed2000 20 Aug, 2019 @ 10:04pm 
I can not see the mod in the mod selection screen and I have tried many times to reboot and reset the game and the sub.
Rdav  [developer] 21 Aug, 2019 @ 2:37am 
Originally posted by foxslayer:
I can not see the mod in the mod selection screen and I have tried many times to reboot and reset the game and the sub.
It's not a mod it's an ingame script, refer the How to install ingame script' section of the workshop page
Longy16 21 Aug, 2019 @ 8:05am 
I have a problem I can't make double rotor turrets like the one on the warship in the video or like a flak cannon because one barrel points at target the other points the exact opposite direction could you help with it
Rdav  [developer] 21 Aug, 2019 @ 8:18am 
Originally posted by mistertreky2007:
I have a problem I can't make double rotor turrets like the one on the warship in the video or like a flak cannon because one barrel points at target the other points the exact opposite direction could you help with it
the side that's not pointing in correct direction rotor needs #LEFT# in it's name. then it should work fine
Dark Wolf 21 Aug, 2019 @ 12:24pm 
I have an issue where the turrets keep firing in the direction of the target even after the target is completely destroyed. Recompiling the script doesn't do anything and neither does turning the director turret on/off.
Rdav  [developer] 21 Aug, 2019 @ 12:27pm 
Originally posted by AtomicFirehawk:
I have an issue where the turrets keep firing in the direction of the target even after the target is completely destroyed. Recompiling the script doesn't do anything and neither does turning the director turret on/off.
Seems odd, are you on a planet asteroid?
If there is any scrap left even if the spotting turret doesn't see it the guns will try to destroy it through voxel, apart from that are you using any modded turrets?
EPICDUDE365 23 Aug, 2019 @ 4:45am 
A little bug I am experiencing is when the game begins lagging after the turrets have destroyed something. The game will run perfectly fine when the script is active, but after I tested the turrets on something, the game will suddenly crap itself and lag until I quit out of the save and go back into it.
Last edited by EPICDUDE365; 23 Aug, 2019 @ 4:45am
Gattling guns continue to fire even though its not being used.
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