Space Engineers

Space Engineers

Gun Fire Control System Mk3
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
imivi  [udvikler] 16. sep. 2015 kl. 5:20
FAQ/Troubleshooting & bug reports
If you find an issue, please report it here. Also here are some solutions to common problems:

Even though all the block names are correct, the script keeps telling me it can't find a block. Why?
Make sure all blocks are set to the same ownership.

I can't shoot some of the guns/turrets because they're off! How do I turn them on?
The script will turn off guns if the target is out of range. If you want your guns to be always on, make sure that the gun range is greater than the default convergence.

How the heck am I supposed to know the projectile velocity of <insert modded weapon here>??????
Option 1: check the weapon mod page.
Option 2: use trial and error.
Option 3: Go to the mod page, copy the id number of the mod that's in the URL (something like 12345678), go to C:\Users\<username>\AppData\Roaming\SpaceEngineers\Mods, look for the sbm file with that number, open it in 7zip/WinZip/WinRar, open the Data folder, and look for Ammos.sbc. Open it using any text editor like Notepad and look for the line with <DesiredSpeed>. That's the projectile velocity. By the way, <MaxTrajectory> is the range.
Vanilla gatling weapons have a velocity of 300 m/s and a range of 800 m.

I'm aiming the director at a stationary target, but the turrets always aim below or above it. Why?
To properly aim the director, it's necessary to look through a camera mounted in front of it. If your camera is shifted from the director, the aim will be shifted as well (even though the crosshair looks on target).

The sound effect from the guns firing is sometimes cut off. Why?
The script turns off the guns if they're off target or out of range. Unfortunately, this has the side effect of interrupting the guns' sound effects. At the top of the script there are settings to prevent the guns from turning off (turret_threshold and only_shoot_in_range)

Can I place a turret upside down or sideways? I want my ship to have turrets on multiple sides.
Yes. You can place turrets (both AI turrets and rotor turrets) in any location and at any angle. Just make sure that the orientation of the remote control block matches the turret's own orientation.

Why do my turrets sometimes have terrible accuracy if I'm using a single turret block as the director?
This is because the script has to calculate the orientation of the turret (since there's no API for it), which is inaccurate at turret elevations above ~45 degrees. I'm looking for ways to improve it.
Sidst redigeret af imivi; 27. sep. 2015 kl. 12:21
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SH1 21. dec. 2015 kl. 14:51 
I am trying to set this up on a planet, using BlueG Radar and several rotor-based turrets, and everything works beautifully, EXCEPT;
I cannot get the convergence settings to function, at all, I am stuck at 1000 convergence, or whatever I set the default convergence to.

I can't get BlueG Radar to work properly, as it will not find any targets. (I even cut the working BlueG Radar setup from the station in your example world and pasted it onto the grid, only for it to cease functioning.)

I tried bypassing this by using your Easy Convergence Editor script, but it will not change the convergence on the text panel, and the turrets don't seem to exhibit the change either.

Everything appears to be named properly, and most everything works, ASIDE from convergence, and BlueG_Radar's target finding/locking.

I can publish the world to the workshop if you'd like to take a look.
Rene12188 22. feb. 2016 kl. 9:32 
I dont know if it is caused by this mod but the station turrets of the Pirates do not shoot at me, can somebody help me?
Cmdr. DoomForge™ 10. mar. 2016 kl. 19:04 
I don't know yet what is causing the issue but it seems that recent updates have cause this to malfunction somewhere. I wish I knew the exact cause. The vehicles I was just trying with this previously had complete success using the script and have not be altered in any form since it was applied to them.
Dkz1181 28. juli 2016 kl. 15:31 
Ok really needing help with this,,, single block turrets just will not follow the director at all, they are picked up by the script turned on and off and shot when the script tells them to but they just wont track at all, even using the showcase world with the updated mk3 script
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