Turret accuracy / targeting

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.

Oh so THAT's what was happening and why I had to reset the lock from time to time...
 
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.


This post made my night. Looking forward to turrets that actually work!
 
Maybe if we ever get the ability to hire NPC wingmen, we might also get an NPC co-pilot, perhaps to increase the accuracy of the turrets drastically.

Ideally, they'll let us have player co-pilots to man the guns sometime in the distant future too... Wishful thinking anyways.
 
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.

Mike, can you also clarify whether sensors size/rating affect gimballed weapons accuracy/behavior?
 
In a fight yesterday my turrest refused to shoot at all. I switched target and sub-targets, I retracted and deployed weapons, I switched the turrets off and on again in modules, I switched the turret firing mode. Nothing helped.

Killing a viper in a T-9 can be a problem when your turrets refuse to shoot back. At least the NPC viper pilot wasn't really skilled.
 
Sadly I read nothing regarding turrets in the patch notes.

@Mike: Have you had time to further look into this and maybe even have an update or ETA for the fix? ;-)
 
In my limited testing (large pulse turret on my clipper), turrets seem vastly improved, but are still demonstrating a small amount of that "confusion buildup".
 
It is indeed better but still... I just had an Adder in <500m range for a long time and the C3 burst turrets missed >50% of the time even though the Adder and I were barely moving (relative to each other). The lasers nicely crossed in front of the target, so they were aiming at empty space in front of the Adder.
 
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It is indeed better but still... I just had an Adder in <500m range for a long time and the C3 burst turrets missed >50% of the time even though the Adder and I were barely moving (relative to each other). The lasers nicely crossed in front of the target, so they were aiming at empty space in front of the Adder.

I suppose it's tricky - They can't be uber accurate, but at the same time their behaviour should be fair and predictable?

Are we basically agreeing, if a ship is basically/almost stationary relative to yours, we'd expect the turrets to be basically spot on, with maybe just the odd moment or two of missing? And then the amount of missing would increase in relation to an increase of relative movement?

What we are not expecting it the behaviour to change simply as time goes by. ie: Them to be more accurate simply over the first 5 seconds than the next, with nothing else changed.



On a side not, if an enemy ship is absolutely stationary (relative to us), what performance would be expect? Once the turrets have aimed, should they then be 100% accurate, until the ship starts to move (relative to us)?
 

Mike Evans

Designer- Elite: Dangerous
Frontier
So I'm looking into changing the mechanic that alters the accuracy of the turret based on the targets movement to make it look a lot more plausible and also provide the skill element of the player to overcome the limitation of the turret. I feel that if you can keep the target relatively stationary in your turrets sight then any accuracy issues should bleed away until the enemy can out manoeuvre you. However it's a fine line to balance because I don't want turrets to just be uber gimbals as it's relatively easy to keep a target stationary for short periods of time in my experience. So far we've removed the wobbling effect being tied to accuracy. Instead we use the wobble only to provide a baseline inaccuracy and for chaff. To represent confusion we're looking at lagging the turret tracking behind the point it needs to fire out by a certain degree based on the confusion factor (driven by relative acceleration rather than absolute as before). This leads to a more natural looking turret that doesn't look so stupid when it misses and even when it lags you can fly in such a way to overlap the lagging turret with the target and score some hits even when it's 100% confused. However please bare in mind that this is still all up in the air for now. I shall post an update when I know what is actually going to happen in game.
 
So I'm looking into changing the mechanic that alters the accuracy of the turret based on the targets movement to make it look a lot more plausible and also provide the skill element of the player to overcome the limitation of the turret. I feel that if you can keep the target relatively stationary in your turrets sight then any accuracy issues should bleed away until the enemy can out manoeuvre you. However it's a fine line to balance because I don't want turrets to just be uber gimbals as it's relatively easy to keep a target stationary for short periods of time in my experience. So far we've removed the wobbling effect being tied to accuracy. Instead we use the wobble only to provide a baseline inaccuracy and for chaff. To represent confusion we're looking at lagging the turret tracking behind the point it needs to fire out by a certain degree based on the confusion factor (driven by relative acceleration rather than absolute as before). This leads to a more natural looking turret that doesn't look so stupid when it misses and even when it lags you can fly in such a way to overlap the lagging turret with the target and score some hits even when it's 100% confused. However please bare in mind that this is still all up in the air for now. I shall post an update when I know what is actually going to happen in game.

Thanks Mike for the detailed information. Your proposed solution sounds great, especially the part with player skill to compensate for turret limitations.

Did you also see the following thread regarding turret management optimizations?
https://forums.frontier.co.uk/showthread.php?t=123484

Your proposal in combination with some turret management improvements would make turrets a great and viable solution for large ships. Turrets come with a hefty price tag (at least the C3 beam) so they might as well be worth their price. ;-)
 

Mike Evans

Designer- Elite: Dangerous
Frontier
Thanks Mike for the detailed information. Your proposed solution sounds great, especially the part with player skill to compensate for turret limitations.

Did you also see the following thread regarding turret management optimizations?
https://forums.frontier.co.uk/showthread.php?t=123484

Your proposal in combination with some turret management improvements would make turrets a great and viable solution for large ships. Turrets come with a hefty price tag (at least the C3 beam) so they might as well be worth their price. ;-)

The turret management was always only half the implementation I originally designed. However we're aiming to get a change so that you have more fire modes to play with. Basically the new fire modes will be the same as before accept they're manual modes so that the turrets only fire when you press the trigger they're assigned too. In addition I think only automatically firing turrets that are in the current fire group for the other modes is a good idea and should give enough options for those that want to manage they're turrets more efficiently. Again though, not sure if and when we can get this in but I suspect it'll be part of what ever update we do to fix the turrets.
 
How would I keep a target in the sights of my turrets on the belly of my Anaconda? I put turrets there because they can target things I cannot see from my cockpit.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
How would I keep a target in the sights of my turrets on the belly of my Anaconda? I put turrets there because they can target things I cannot see from my cockpit.

Well you don't in that situation unless you're some wizard at interpreting the sensors. The point is that if a ship sits under your belly pommelling you but not moving much relative to you then your turrets will be incredibly accurate. Thus unless they want to die they'll be forced to move around you more and thus give you more opportunity to get your other weapons (especially those that are on top) to bare where you can use what you see as a rough indicator to how you should move to keep them stationary relative to you.
 
The turret management was always only half the implementation I originally designed. However we're aiming to get a change so that you have more fire modes to play with. Basically the new fire modes will be the same as before accept they're manual modes so that the turrets only fire when you press the trigger they're assigned too. In addition I think only automatically firing turrets that are in the current fire group for the other modes is a good idea and should give enough options for those that want to manage they're turrets more efficiently. Again though, not sure if and when we can get this in but I suspect it'll be part of what ever update we do to fix the turrets.

Thanks again Mike for the details. Personally I hope for 1.3. ;-)
 
The turret management was always only half the implementation I originally designed. However we're aiming to get a change so that you have more fire modes to play with. Basically the new fire modes will be the same as before accept they're manual modes so that the turrets only fire when you press the trigger they're assigned too. In addition I think only automatically firing turrets that are in the current fire group for the other modes is a good idea and should give enough options for those that want to manage they're turrets more efficiently. Again though, not sure if and when we can get this in but I suspect it'll be part of what ever update we do to fix the turrets.

Thanks Mike.

I think turrets only firing when their fire button is pressed, sounds appealing, but might be problematic:-
- You only have two fire buttons.
- If you do want to quickly switch a turret between forward firing and regular firing (any target/current target), you have to use the single setting tucked away in the system panel.

Being able to define per turret, per firegroup, if a turret is:-
- Not active
- Assigned to a fire button, so firing forwards.
- Firing at All Targets
- Firing at Current Target

...would mean turrets behave exactly as they do now, except each turret's behaviour is simply controlled by its setting in the current firegroup. In short you can achieve any setting you want and flick between them quickly. This also means the current option buried away in the system panel for turrets is redundent (be nice to lose some options from it :)).


eg: So if I have 2 beam turrets and 2 cannon turrets I could simply define them as follows:-

Code:
Fire group      1      2      3      4
==========      =      =      =      =
Beam Turret     1      T             A
Beam Turret     1      T             A
Cannon Turret                 T      A
Cannon Turret                 T      A

So firegroup:-
1 - Manually fire forwards with beams (fire button 1).
2 - Turret with beams only at current target (attack against shields).
3 - Turret with cannons only at current target (attack against hull).
4 - Fire everything at anything! (Panic mode :)).

Note: A little symbol on the HUD should show when a turret is not active, or what mode it's in (eg: Fire Forward, Fire At Will or At Target).



From - https://forums.frontier.co.uk/showthread.php?t=123484


Thanks...
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
You've just specified the original design for the turret management system I designed. I don't think we're going to get the chance to implement that any time soon whereas the other stuff I mentioned before is more likely to get in.
 
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