Turret accuracy / targeting

Hm, then there are some serious quirks in there I'm afraid.

It would appear then, that the Target's absolute motion in space is used to determine accuracy - because the turrets will remain extremely inaccurate even if you keep the Target in the same spot on the Canopy and at the same distance over prolonged times.

Surely if it's calculating the angle of the object's movement (whether it's perpendicular) the motion will necessarily be relative.
 
...The mechanic is that the faster the target is moving perpendicular to the turret the harder it is for them to track it. This "confusion factor" builds up a little bit and can cause the turrets to miss. Once the target stops moving so much in the field of view of the turret the more accurate it'll become.
That doesn't look right to me. It should be the acceleration of the movement of the target perpendicular to the turret, not the speed.
 
That doesn't look right to me. It should be the acceleration of the movement of the target perpendicular to the turret, not the speed.

Not just accelerations, all movement changes of the target relative to the turret.

A ship attacking me in a straight line from the front with a fixed speed relative to my own should be hard to hit in the beginning (far away + moving and aligning itself) but spot on once the turret matches its speed until the target increases its distance again and changes speed and/or direction.
 
Last edited:
That doesn't look right to me. It should be the acceleration of the movement of the target perpendicular to the turret, not the speed.

Acceleration would impact predictive aiming; speed perpendicular to the turret impacts tracking, ie. the object is moving so fast the turret can't move the barrel quickly enough.

Speed is an easier calculation for the program to make, and probably a good enough mechanic, but as others have pointed out I'm not convinced it's working properly. I would guess if there's an issue it maybe to do with where the calculation believes the turrets to be (or maybe their orientation), since there are cases where turrets have problems hitting targets that look relatively "stationary" from the cockpit view.
 
Just so you guys are aware:

Sensors do not affect turret behaviour in any way other than being used to resolve the contact in the first place so they can be tracked.

The turrets do not have a time based decay in performance. What you're seeing is the target's evasive manoeuvre effecting your turret tracking. The mechanic is that the faster the target is moving perpendicular to the turret the harder it is for them to track it. This "confusion factor" builds up a little bit and can cause the turrets to miss. Once the target stops moving so much in the field of view of the turret the more accurate it'll become.

Thanks for the input, at least we know how things are intended to work.

In game its not the same. My class 3 turrets fail to lock on targets that have zero relative angular velocity, even stationary targets (the rabbit in the headlights syndrome that NPCs sometimes get) are missed more often than not.
And even if it did work like that then the weapon's aiming point would be behind the target mostly instead of just random wandering.
It is a huge percentage error if a laser misses a spaceship sized target from a couple of kilometers - there is no projectile delay to take into account.

Its not chaff either, you are fully aware when a target deploys that countermeasure.

I agree with others who are of the opinion that if turrets on large unmaneuverable ships cannot successfully attack small agile ones, then they have no purpose - especially as they have less firepower than gimballed versions (for some reason).
 

Deleted member 38366

D
-- Deleted --
 
Last edited by a moderator:
That souds like I'll be writing a turret power toggle macro to reset them every 4 seconds. (Power Off/On is the fastest way to reset them, right?)
 
That souds like I'll be writing a turret power toggle macro to reset them every 4 seconds. (Power Off/On is the fastest way to reset them, right?)

What if you create another fire group without the turrets? And simply flick through that firegroup. Would that reset your turrets to uber aim again?
 
If nothing else, this debate shows how good the community is at identifying the problems with underlying simulation mechanics. :)

For all the (justifiable) concern about entire groups of NPCs jumping on lone ships with the advent of Wings, this discussion about turrets is invaluable, as they're the very type of weapons which have, historically, enabled large, lumbering bombers and transports a respectable veil of defence when crossing enemy territory. If turret tracking/accuracy is fixed to be the way it should, that should help out massively to even up the odds. Especially if your only friends on-line at the same time as you are in similar transport-centric craft: Neither of you are in fighters, but by mounting multiple auto-turrets over your hulls and travelling together, you're essentially acting like flights of World War Two bombers flying over Germany, able to cover one another with overlapping fields of fire, except with the necessary advantage of computer-controlled fire solutions.

If Frontier need time to enable NPC wingmen, then fixing turrets so they're legitimately deadly (and off-setting that against heightened cost, if need be) is far more paramount to help solo players.

And, quite honestly, I'd enjoy that, even if, theoretically, I was having to attack one or more transports with turrets. It would force you to employ the sort of 'saturating defences' tactics needed in real-life against naval convoys of today. Hollywood projects the idea you jsut have to fire off missiles and an aircraft carrier would go boom, but that's not how it works in reality. You have to plan out angles of attack, figure out which ships have what types of defences and so on.

Hopefully, this will soon mean we get corvette/frigate-class ships escorting transports and carriers, which have VLS tubes of dozens of missiles firing off when a threat is identified, engaging area point-defence when the ranges close. :)
 
Turrets are not affected by fire group unless they are set to FORWARD FIRE.

You missunderstand... The premise is that if the turrets are reset, they regain better aim?

If a turret is not in a firegroup surely it's not deployed? So simply create additional fire groups without them in, and cycle through them, back to a firefroup with them in (every 4-5 seconds) to retain the superior aim :)

Even if you only have turrets:-
FG1 - All turrets
FG2 - Turret 1
FG3 - All turret except Turret 1


So simply press next firegroup 3 times to completely reset all turrets.
 
Last edited:
You missunderstand... The premise is that if the turrets are reset, they regain better aim?

If a turret is not in a firegroup surely it's not deployed? So simply create additional fire groups without them in, and cycle through them, back to a firefroup with them in (every 4-5 seconds) to retain the superior aim :)

Even if you only have turrets:-
FG1 - All turrets
FG2 - Turret 1
FG3 - All turret except Turret 1


So simply press next firegroup 3 times to completely reset all turrets.

It seems you have never used turrets. Turrets are always deployed, just like any other weapon, when deploying weapons. You do not have to assign a fire group to them and they will fire depending on what option you have configured (TARGET ONLY, FIRE AT WILL, FORWARD FIRE (this option requires turrets to be in a fire group)).
 
Last edited:
Game manual better be fixed then, it strongly suggests that sensor and heat signature affects accuracy. This also means I can downgrade my A sensors without any problems... I guess I am also stripping the defensive turrets off my conda while adding A thrusters... broken turret is broken...
 
Last edited:
I posted some more video here a while back: https://forums.frontier.co.uk/showthread.php?t=121873 (Scroll down)

You can get around this by breaking lock and reacquiring the target. This works most times, but not always.
Turrets are also giving me grief by not shooting at all even though they are pretty much in point blank range with the target.The bug forum says they are looking at the non-firing issue. It's way too buggy to be honest... In the mean time I am removing them off all my ships.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
So to clarify I meant acceleration not speed when determining how confused the turret becomes, so obviously if you're just flying in a straight line the turret will be able to compensate for that and hit you accurately. Secondly there is in fact something funny going on with the turrets and on investigation turns out some values are set up wrong for them. The end result is the turrets just build up confusion until they're reset by losing the target which is obviously not right. I shall be looking to fix this now.
 
So to clarify I meant acceleration not speed when determining how confused the turret becomes, so obviously if you're just flying in a straight line the turret will be able to compensate for that and hit you accurately. Secondly there is in fact something funny going on with the turrets and on investigation turns out some values are set up wrong for them. The end result is the turrets just build up confusion until they're reset by losing the target which is obviously not right. I shall be looking to fix this now.
The bugs thickens...
 
Back
Top Bottom