Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I personally haven't seen much of an issue since the accuracy fix. I'll definitely continue to try to improve it where I can (I guess by looking on minimum elevation)...but if the AI decides it's going to shoot anyway despite the raycast being blocked I can't really do anything about it.
(apologies for late reply)
But look, there will always be a chance of turrets hitting your own ship depending on how things are designed...there is no avoiding that difficulty. That's why Keen implemented the no-self-grid-damage-from-turrets option, because it's no different with vanilla weapons.
The nature of weapons with lower projectile accuracy means that they have a higher chance of hitting the wrong target if you let the AI do all the work, cause the AI doesn't account for the accuracy at all.